Category Archives: Strategy

Using Combos and Block Strings as Bait

A question recently arose regarding Footsies Handbook Element 02 which made me realize that it could use some clarification. The whole concept is to perform an attack sequence which leaves you looking vulnerable, thus fooling your opponent into reacting brashly

The example provided was Alex Valle‘s SFA2 Sagat landing crossup j.LK, c.MP xx Tiger Shot, which positions Ken just outside of sweep range without knocking him down. Sagat could’ve done a slightly more damaging knockdown combo, but Ken still would’ve survived.

Valle’s gamble tricked John Choi into activating Custom Combo, which would’ve given Choi a great chance to win if Valle wasn’t prepared for it. But of course it was a trap all along, and Valle responded with that historic fierce Tiger Uppercut to win the B3 Alpha 2 tournament.

Now this isn’t something you can do on a regular basis. It requires a certain kind of combo, and even then it requires a certain lifebar/meter situation to make the gamble worthwhile.

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Hit-Confirmation Methods

By design, almost every fighting game combo worth doing involves attacks which are unsafe if blocked. Otherwise everyone would repeat the same motions mindlessly no matter what.

Because fighting games are built to be highly interactive, being able to confirm whether your attacks are connecting is a critical skill. When you’re trying to combo into super moves, proper hit-confirming enables you to revert to a safe block string and avoid disaster.

What’s the best way to hit-confirm? Well, there are several equally good ones, so it boils down to a matter of personal preference. The important thing is to be realistic about your limitations and construct your gameplan to accomodate them.

In general terms, everyone should be able to react to three light attacks connecting – in time to cancel the third one into a special or super move. If you bring that number down to two light attacks, i believe that almost everyone should be able to react to that as well. It’s not exactly easy, but it is a very realistic goal if you practice with dedication and play with focus.

In special cases, it’s also possible to react to a single attack connecting in time to cancel it. However, this requires either someone with truly exceptional reaction time, or an especially lenient combo window such as the extended cancelability period of 3S Chun Li’s c.MK poke. At any rate, it’s generally not practical to worry about hit-confirming single attacks.

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Who Are My Favorite Players?

For some reason, people keep asking me who my favorite Street Fighter players are. I watch matchvids and root for certain individuals just like everyone else, so i guess it wouldn’t hurt to write out an (overly complicated) answer. At least the examples should be entertaining, right?

The obvious choices are CaliPower, ChoiBoy, and watts. They’re the first names to pop into my head because they were at the top of the game when i first discovered the tournament scene. They placed 1st, 2nd, and 3rd overall at B4 – the precursor to Evolution. I’ve always admired their playstyles and i still think nobody in the world has more sophisticated Shotos.

Unfortunately, it’s been a while since the days when those three were winning literally every tournament they entered. That’s partly because in their case, the complete answer has slowly become: prepared Valle, losers bracket Choi, and angry-enough-to-practice Watson. By the way, the amazing thing about watts is how he takes everyone out of their element. Look up some matchvids of your favorite players facing him. You’ll barely recognize their play.

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Worst Slides of All Time

Instead of writing another serious strategy article, i hope nobody minds if i take a break today to share this dumb list i’ve been working on. Here are my official nominations for the category of worst slides in fighting game history. Ready?

    #5: Evo2k5 ST 3on3 Grand Finals – CaliPower vs Gian
At the 5:02 mark, Gian’s Dhalsim throws out a desperation c.HK slide to escape the corner, but Valle’s Ryu sees it coming and lands c.MK xx Shinku Hadoken for 60% damage.

    #4: SoCal SSF4 Winners Finals – ComboFiend vs Shizza
At the 2:44 mark, ComboFiend’s Guy gives up a 25% lead by whiffing a mistimed c.HK slide to punish Chun Li’s whiffed c.HK sweep. Shizza happens to be standing just outside Guy’s slide range, so he responds with c.LK xx EX Lightning Legs, Kikosho to take the round.

    #3: a-cho SFA3 2on2 – Shinya vs Crusher
At the 2:40 mark, Crusher’s V-Sodom tries to apply some lazy pressure with two consecutive c.HK slides, while sitting on a comfortable 30% life lead. Except the second one barely misses Shina’s A-Guy and the round abruptly ends.

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Fundamental Wakeup Defense

If there’s one thing we’ve learned about the SF4 generation through two years, it’s that they love their wakeup uppercuts. The goal of this article is simple: to convince you to stop.

Think about who has the advantage in knockdown situations. The character on his feet can move around, establish his desired spacing freely, then attack at will. He can choose from his entire arsenal of moves, because he can perform slow attacks such as overheads without worrying about being interrupted during startup. He even gets to decide whether to hover inside or outside throw range. Simply put, he single-handedly controls the initiative.

By contrast, the character on his back can’t move and can’t attack until a specific, predictable moment. The only advantage he has is that he remains invincible before that instant, which isn’t a real advantage because it’s only passive invincibility. As soon as it ends, he has to deal with whatever attack the opponent has prepared.

The key here is realizing that your goal isn’t to punish your opponent for knocking you down. Your goal is survive the wakeup game so you can regain all your options. Don’t get suckered into playing the majority of the match from an unfavorable position.

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