What to look for when hitting the lab?


#1

Hello, guys. I own this game since it’s been released and I’m still not very good at it. Since it came out, I’ve been sticking with Kazuya and mixing his partners a bit so I could experiment. Usually I tend to stick into training mode before jumping online, but all I can do is keep practicing those huge damage combos with EWGFs all over it, but those are never really practical in a match.<div>Generally, I can hold my own online while playing Kaz, but the moment I switch partners, I completely lose it. So after telling my story, what I wanna know is: what can I do in order to learn playing the game itself, playing other characters, as well as improving my Kazuya? What should I look for in terms of learning curve and sinergy between partners and how to construct that sinergy?</div><div>I really hope I made myself clear here. Thanks in advance :D</div>


#2

Look for the following:<br><br>1) Ways to convert damage off of anti airs. The majority of online players jump in way too much and you won’t be able to utilize your pokes effectively until they respect your anti airs. Any good team should be able to get at least 300-400 damage off an anti air with a switch cancel. If you can’t do this reliably then it is a deficiency that your team will have to make up for by being really good in another area. <br>2) Practical combo starters. Generally speaking you shouldn’t measure a character’s damage output by what they get off a jump-in. You should measure their damage output based on what you get from the attacks you land most often. I’m talking light attacks, counter-pokes, and other attacks you land often from your neutral game. <br>3) Efficient combos that do good damage, but are relatively easy to execute. In an online environment consistency is key. You can stick with Kaz if you want, but your damage output is going to go in the toilet if you’re depending on EWGF combos while facing someone with a two-bar connection.<br>4) Ways to convert off of high and low attacks. Characters have good mix up options if they have a safe overhead and low option that leads to big damage. In general, a character with good damage in these areas can get 300+ damage meterless, 400+ damage with 1 meter, and 500+ damage with 2-3 meters. <br>5) Remember that damage scaling is important. The first two moves are scaled at 100% and then it jumps to 80%. Every subsequent move receives a 10% penalty until you get to around 9-5%. Special moves generally have all their hits count as a single move. If at all possible, try to find practical combo starters that still have decent damage. Some examples would be Law’s c. mp, Ogre’s s. hp (gives huge frame advantage),  and Hwoarang’s mp > mp chain, <br>6) A good formula for combos is: 1-2 Hit confirm attacks -> All Heavy or Special Moves. Try to see how many heavy attacks you can fit into a combo, and if there’s any way to start a combo with a heavy attack in a practical way. <br>7) Test out move properties and block strings. If a character is giving you trouble, look at your replay channel and see what the opponent did. Then go to training mode and try to simulate the opponent’s attack patterns with the training dummy. Next, try to find a way out of it. Usually the best way to figure out how to beat someone is to learn how to play their character. Once you have to try to implement their strategy, you’ll find that it’s not always as easy as it looks, and you might find holes that you didn’t previously know were there. <br><br><br>Hope this helps. <br><br>- Jin<br>


#3

I’ve been going with Kaz/Paul and I found some ways to bring Paul up starting from an s.LP, as well as practicing some combos of of safer moves, such as Kaz’s cr.MK and stuff. I may really need a explanation on how to and what exactly means by hit confirming, as I’ve been crossed the hell up by those combos that end in the middle and the opponent jumping all over me and crossing me up :confused:


#4

<font face=“Arial, Verdana”><span style=“line-height: normal;”>Here’s what I am doing at the moment learning several characters at once</span></font><br><div>Pick some moves and learn their range and usage (anti air, poke, frame trap, special cancelable pressure)</div><div style=“font-family: Arial, Verdana; line-height: normal;”>Then put together some basic solo BnB’s, tag BnB’s.</div><div style=“font-family: Arial, Verdana; line-height: normal;”>At least one solo BnB that’s meterless with good damage. A jump in version, a jab hit confirm version (look for something that combos high off jab)</div><div style=“font-family: Arial, Verdana; line-height: normal;”>At least one solo BnB that does good damage with 1 meter, we’re looking for something in the 400-450 and up range. </div><div style=“font-family: Arial, Verdana; line-height: normal;”>LMHH boost, follow up-- these will be very scaled so you’re likely not really going to switch off because that’s a waste of meter Sometimes boosting is an neccessary evil for something quick on the go.<br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>Raw launch follow ups. People that mash a lot of crouching moves are the easiest prey and raw launch combos can be very damaging especially when you throw in one or two tag switches but the drawback is if you are hurting on life you may not want to sacrifice the red life sometimes.</div><div style=“font-family: Arial, Verdana; line-height: normal;”>Specific raw launch combos for attacks that are very punishable but maybe not by raw launch but you can do something like c.MK xx Tag or s.HK xx Tag</div><div style=“font-family: Arial, Verdana; line-height: normal;”>Anti-Air combos, whether you’re air to air or grounded to air types, some characters can combo off it good and some cannot.</div><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>And since you’re learning Kazuya, electric wind god fists. They hit hard and they are great combo starters against jump ins. Youtube Kazuya matches and learn where they open people with what attacks. We have some bi-weekly tournaments here and chaoslimits from here does some pretty good stuff too. http://www.youtube.com/user/SFxTxOTS/videos?view=0</div>