Category Archives: Strategy

Street Fighter Footsies Handbook, Chapter 6

So far we’ve concentrated primarily on that vital spot right outside the opponent’s poke range. Now it’s time to explore some close quarters combat.

Element 16: If your character has a damaging combo starting with c.LK, a good way land it is by taking a step forward after forcing your opponent to block a light attack or a jump attack, or even after a knockdown. This makes a lot of players twitch because it looks like you’re going for a throw, plus nobody likes letting someone walk all over their personal space. Closing the gap carries the additional advantage of enabling you to maintain offensive pressure with longer attack strings. The exact duration of your walk depends on your opponent’s habits. If they like mashing buttons during block stun, then time your c.LK to stuff their jab startup. If they’re extremely patient, then you’ll need to taunt them by walking forward for quite a while.

Element 17: One of the dirtiest tricks i’ve ever seen was Daigo‘s ST Ryu knocking down Jason Cole‘s Dhalsim, crossing him up with a blocked j.HK, then walking backward for half an eternity before nailing him with c.MK xx Fire Hadoken. It connected because Daigo timed that c.MK to coincide with Dhalsim’s recovery from j.HK block stun, so Cole got hit low as he stood up to counter-throw. This is another way to punish defensive throw attempts and it works even in games without throw whiff animation. Of course this is a variation of the element outlined above, but it’s slightly more versatile because some characters don’t really have c.LK combos. Since you’re probably not hit-confirming the combo here, make sure to finish with a move that leaves you safe if blocked.

Element 18: Uppercut that shit!

Once you scare your opponent out of pushing buttons at close range, you get to walk forward at will. That’s when the real fun begins.

Rule #4: Tactics are more reliable than gimmicks, so build your gameplan around tactics. The ideal definition of a solid tactic is a 50/50 mixup wherein both options are equally damaging, equally safe, favorable to your position over the opponent’s, and designed such that no single defensive maneuver counters both options. There aren’t many perfect examples out there, but three characters immediately come to mind: ST Vega, CvS1 Nakoruru, and MvC2 Magneto.

Conversely a gimmick works only once, because it’s a trick designed to counter the opponent’s most common reaction without properly accounting for alternatives. Of course shenanigans have their uses, but only until your opponent realizes that you’re bluffing about having anything else to resort to.

Your goal should be to get as close to a fully tactical gameplan as possible, because that’ll actually make your shenanigans considerably more effective as well. Remember, you don’t get in trouble for using shenanigans – you get in trouble for depending on them.

Street Fighter Footsies Handbook, Chapter 5

One of the oldest textbook guidelines in Street Fighter is “Don’t jump.” That’s been true since the beginning with SF2: World Warrior and it’s still true today. When you jump toward your opponent, you surrender control of the joystick for two whole seconds. Think about that.

Hopefully stating it in those terms reveals the massive risk inherent in jumping. You’re essentially gambling with the momentum of the match every time you try it.

However, the confusing part of accepting this advice is that jumping can be secretly good in special instances – when set up properly. The real predicament is knowing how and when to jump. And if you don’t, then you’re better off adhering to “Don’t jump.”

Element 13: Give your opponent a good reason to throw a fireball then jump over it. Do you see how this concept revolves around what they want to do as opposed to what you want to do? It’ll only work if you successfully establish, without a shadow of a doubt, that you don’t need to jump to win. Watch how Daigo waits 65 ticks of game time before jumping forward at Watson. In fact, he makes it through the set’s entire first round plus 50 seconds of the second round without ever leaving the ground. How long do you spend observing your opponent’s rhythm before taking that chance?

By the way, the critical moment of that final round occurs at the 3:32 mark. That’s when Daigo was instinctively “supposed” to jump but didn’t. Watch the whole round from his perspective and you’ll feel an urge to jump at that point. That’s what convinces Watson that Daigo has no interest in jumping, which prompts Watson to get a little reckless with his Hadokens. Credit Daigo for being able to detect and exploit that subtle psychological shift.

Element 14: Set up a crossup by baiting a sweep at close range. The main tactical advantage here is that it can be executed from within an opponent’s sweep range, which makes it a viable tool even when you’re cornered. Choi and Bas took turns demonstrating this maneuver during the B5 SFA3 winners’ bracket final. Obviously this is something to attempt sparingly. After all, it requires an irreversible committment to be based on a predictive whim. Baiting a sweep isn’t exactly easy, so save it until after you figure out your opponent’s sweeping habits.

Element 15: Analyze your jump attack ranges and leverage them to construct a mixup. For instance, Zangief’s j.HP has excellent reach. If you jump at someone from maximum j.HP distance, you can cause their uppercut to whiff by not pressing anything. However i wouldn’t recommend trying to play air-to-ground footsies too often; not even using a character equipped with divekicks and air fireballs. Whoever’s on the ground always has better options. But if you’re up against characters who force you to jump such as Sagat and Charlie, then you may as well create some measure of uncertainty for your opponent.

Here’s what everyone needs to do yet nearly nobody does: Before you jump, ask yourself what you intend to land on. If your answer is, “I don’t know, I’m just trying to land a combo” then you’re jumping onto an uppercut. Only jump if you know what your opponent is going to do and if jumping is the best counter to their action. That’s how to turn the odds in your favor.

Street Fighter Footsies Handbook, Chapter 4

Picture this: You’ve been dominating the match, you’ve got a sizeable lifebar lead, you’re nowhere near the corner, momentum is on your side, and all you have to do for a guaranteed win is stay in control for another fifteen seconds. The only obstacle in your path is your opponent’s fully charged meter. What do you do?

Whatever game you happen to play, for every single significant character matchup, you need eight to ten viable answers to that question ready to go at a moment’s notice. Otherwise you’ll find some serious nightmare comebacks waiting for you. There’s simply no denying the decisive impact of super moves in modern fighting games. If you don’t know how to bait your opponent into wasting meter, you may as well subtract the entire thing from your lifebar and try to win with whatever you’ve got left – not a bright idea.

Element 10: If your opponent has full meter and you can tell they’re eagerly fishing to land it, stay far away for a while then walk into their c.MK range and immediately block low. It’s a relatively safe gamble and if they take the bait, you can punish them or at the very least you’ll have neutralized the threat of their super meter. If you’re really advanced, you can take the hit with an airborne hop then pass right through the super. (Seriously though, it’s usually better to keep it simple. If your mindgames become too advanced for your opponent, your elaborate bait will fly right over their head and you’ll land on a “dumb” lvl3 super.)

Element 11: While on the receiving end of lengthy combos and rush sequences, a lot of players attempt reversal supers at difficult link junctions and possible breaking points. If you’ve caught your opponent gambling this way and you have a direct counter to their super move, sometimes it’s worthwhile to create an intentional gap during your attack string by inserting the appropriate counter. If it works, the advantages are numerous.

Element 12: When an aggressive opponent willingly resets the match by pushing you away, don’t spring for the first opportunity to make a major move. It could be a trap. Test the waters by whiffing a single low jab counter-bait or simply block patiently to see what your opponent has in mind. As luck would have it, both methods were demonstrated in under ten seconds at Evo2k5 by AfroLegends and s-kill, respectively. Sometimes remaining calm through a tense moment is all it takes to avoid defeat.

These examples barely scratch the surface of the countless meter bait setups utilized in tournament play. They vary based on character matchups, accounting for the properties and objectives of rival supers. Pick up as many as you can from various sources such as forum discussions, match videos, clever opponents, etc., and try them out for yourself. Memorize the dependable ones until you have enough variety in your arsenal to overcome predictability.

Rule #3: Constantly monitor your opposition’s state of mind. Certain aspects of footsies take advantage of an opponent’s hesitation while others rely on misdirecting aggression. Thus expecting passiveness from someone who has grown impatient can lead to disaster. As you practice against different players, try to detect which psychological stimuli nudge them in one direction or the other. For example, a flashing guard bar tends to make people jumpy with reversals and trigger-happy with supers. Conversely, having no meter against someone with full meter urges people to play it overly safe. Throwing a lot of fireballs lures some people into complacency while agitating others. Learn as many of these habits as possible and factor them into your decisions when choosing from your arsenal of tricks.

Street Fighter Footsies Handbook, Chapter 3

This segment focuses on the massive advantages gained by cornering your opponent. As you may have noticed, the capacity to safely/stealthily withdraw from an opponent’s attack space is a crucial aspect of footsies. Backing your opponent against a wall negates their ability to walk backward, giving you sole control over when you’re in and out of attack range.

Element 07: Whenever you knock someone into the corner, establish a safe position slightly outside their reach. Then as soon as you get the feeling they’re about to advance or let their guard down, step forward and poke their toes with a low medium kick. Getting hit by one of these gives a lot of players the urge to retaliate with one of their own. Simply let it whiff then strike their extended limb or throw them right back into the corner. However, keep in mind that veteran players often take a step forward before counterpoking, so you might want to give them a little extra room.

Element 08: Shortly after succeeding with a typical tick-throw setup, repeat a similar sequence except step backward instead of executing the throw. If you catch your opponent’s tech attempt whiffing, respond with a damaging combo. The corner severely limits your opponent’s options for escaping throws, thereby forcing them to take greater risks. They’re certainly not going to walk out of your throw range, so they have to do something proactive to avoid dying to simple throw loops. Having nowhere to go also makes them an easy combo target when they get baited.

Element 09: Following a basic combo or block string, poke with a light attack from its maximum distance. The corner will ensure your attack doesn’t whiff, so you lose nothing if they continue blocking. On the other hand if they happen to press a button, yours will usually come out sooner and stuff whatever they were trying to do. Most everyone’s natural reaction to having their attack interrupted is to block, which makes it easy to walk up and throw them in their moment of hesitation. Some people have a habit of jumping instead, which can also be punished with an uppercut on reaction.

Generally speaking, there are two approaches to corner offense. Either you can press the advantage and rush them down, armed with the confidence that your pokes aren’t going to whiff. Or you can hold your ground and counter their every attempt to exit the corner, waging a battle of attrition which heavily favors whomever the corner benefits.

It’s actually difficult to find good examples of corner footsies in tournament finals, because both players are fully aware that everything can be punished. Therefore the cornered player becomes extremely defensive, while waiting for a way out. Five to ten seconds can go by without anything major happening, because the other player doesn’t want to open up an escape route either. Yet it’s no coincidence that the longer someone stays in the corner, the more often they tend to lose.

Rule #2: Dictate where the match will be fought. Easier said than done, but Alex Wolfe’s unbelievable EvoWest2k6 comeback in the final round of an elimination bout provides an excellent example. His HSF2 N.Dhalsim catches a few bad breaks at the start, but once he manages to recover, he simply refuses to play the game at mid-range. Usually Dhalsim dominates at that distance, but not against CE Bison. Thus he stays as far away as possible, waiting for the one mistake he can capitalize on. When the opportunity arrives, he does everything in his power to prevent Bison from escaping to reset the match.

Street Fighter Footsies Handbook, Chapter 2

It takes a long time to look through enough footage to find clear examples of these concepts, but i’ll try to continue this series on a weekly schedule as long as i’m able. Hopefully you got a chance to practice some of the lessons covered in last week’s installment and found a place for them in your gameplan. Here are a few more pieces.

Element 04: When your opponent is looking to punish your standard pokes, try whiffing a crouching light kick a few pixels outside their sweep range. If they mistake it for a slower attack, they’ll leave themselves open when their counterattack misses. Be ready to punish the whiff or simply walk up and throw them during their recovery period. This tactic works best during mirror matches and against opponents who can hit your medium pokes on reaction.

Evo2k8 SF3:3S Finals: Ohnuki (Chun Li) vs Mike Watson (Ken)Element 05: If your opponent starts overusing the feint explained above, take a quick step forward and attack with your strongest combo in sync with their rhythm. Light attacks may be fast, but they’re certainly not immune to mindgames. Mike Watson is known for making excellent use of such fakes, but Ohnuki’s 3S Chun Li found a way to make him pay.

Element 06: Always be on the lookout for changes in your opponent’s behavior, especially when they gain access to super meter. When people start edging back and forth at mid-range, that’s a sign they’re fishing for something to nail with a super. Remember what Daigo’s SF4 Ryu did to Poongko at Capcom’s International Exhibition? Stick to quick normal moves in that situation. Don’t test their reactions with slow special moves. Or better yet, lock them into block stun then bait the super from a deceptively safe distance.

By now you should be starting to see what veteran players mean when they say everything has a counter. Footsies is more than technical knowledge. It all hinges on constant analysis of your opponent to determine which tactic to apply at any given moment. Look for patterns!

Rule #1: Never get predictable. If you can’t read your opponent’s intentions for whatever reason, or if you simply lose track of your opponent’s train of thought, do not under any circumstances fall back to your default gameplan. Play it safe or do something random, something your opponent has never seen you do before. Otherwise you’ll find yourself walking (or flying) home with a bewildered look on your face, trying to remember what exactly it was you got hit by.