Monthly Archives: December 2009

Street Fighter Footsies Handbook, Chapter 1

A lot of people make the mistake of assuming that footsies is something you whip up on the fly. While you certainly can do it that way, and while freestyling footsies is certainly a valuable skill, the fact of the matter is that Alex Valle knows more about footsies than you’ll ever know. The real problem is you don’t even know that you’re supposed to know these things.

Footsies as a whole is such a dynamic, complex subject that it’s impossible to convey or grasp at once. So we’re going to try something different. Let’s approach footsies like a collection of situations and try to come up with elemental solutions to each scenario. Practice these one by one until you’re comfortable enough with them to incorporate them fluidly into your gameplan.

Element 01: Momentarily step into your opponent’s poke range and quickly back out instead of attacking. This is Footsies 101. To see it in action, check out Mike Watson’s HF Guile demolishing some poor bastard – two consecutive full rounds of toying with his opponent’s natural reactions. This bait works well in tense matches, after extended periods of cautious zoning, or with charge characters who rarely walk forward.

B3 SFA2 Finals: John Choi (Ken) vs Alex Valle (Sagat)Element 02: Determine which of your combos and attack strings position your opponents barely outside their effective reversal range, especially when facing characters with greater mobility. One of the best ways to trick someone into wasting meter and handing you the match is by making yourself appear falsely vulnerable. There’s no better example of this concept than the famous final exchange of the B3 SFA2 tournament.

Element 03: Once you’ve established a pattern of poking consistently at a certain range, use your opponent’s hesitation to walk up and throw them. It’s always dangerous to wander into enemy attack space, so wait until you’re certain you’ve trained them to think twice about pushing buttons. John Choi’s CvS2 Sakura does an excellent job of demonstrating this principle for the entire first round of that Evo2k7 match. There’s no way he would’ve gotten away with such gutsy throw attempts at the beginning of the round.

All of these plays are universally applicable to any fighting game. That’s why footsies and zoning are considered fundamentals. If you run into any questions, bring them here anytime.

Element 99: And every once in a while, try hiding behind a table.

SF4 Combo Challenge 04: Dhalsim

Fair warning: Dhalsim’s challenge is slightly complicated, because Dhalsim is a complicated fellow. Hopefully you guys will have fun with this though.

Dhalsim’s Yoga Catastrophe ultra and Yoga Inferno super both have seemingly unlimited juggle potential. However, they create free juggle states only under certain circumstances.

Challenge: Combo any mix of seven supers and ultras.

Rule #1: Set both of Dhalsim’s gauges to Refill – not Infinite.

Rule #2: Don’t repeat any sequence of three attacks. (In other words, once you’ve performed any attack triplet, you can never repeat that triplet again. For example you can do three ultras in a row, but you can’t do a fourth. Nor can you do three ultras, followed by some other attack, followed by three ultras again. Pretty simple, right?)

Hard Mode: Find a pattern that hasn’t been posted yet.

Weekly Screenshot: 10 – 0 Matchups, Exhibit A

Whoever comes up with the best title gets to pick the next SF4 Biweekly TACV character! As always, the rules are one entry per person and i’ll choose my favorite on Monday.

kizuna-chung-joker-01

KE Raged Chung’s Hakukoh Dan leaps toward Joker’s K in Chocho Henka state.

Remxi requested some Kizuna Encounter screenshots so this is my first try. I’ve never played the game before but it seems interesting, despite the annoying autozoom feature.

SF4 Biweekly TACV 04: Dhalsim

Even having recorded more clips for Dhalsim than any previous character, it still feels like i’ve barely scratched the surface. You could give his ultra to Zangief and he’d instantly become a combo monster. I have a feeling we’ll all be finding new Sim combos after every other Street Fighter IV character has been exhausted.

0:11 At maximum counterhit B+HP xx LP Yoga Fire range, the fireball hits late enough to give Dhalsim enough time to recover and link B+MP. Then the LP Yoga Flame xx LP Yoga Inferno cancel is delayed as long as possible in order to allow Balrog to pop up higher, to set up the Yoga Catastrophe at the end. This combo only works on Balrog because he actually rises inbetween Yoga Inferno hits, whereas other characters stay in place. Nothing can be done after the ultra because it only creates a juggle state when it launches a grounded opponent.

0:21 About half the cast can be hit by Dhalsim’s j.D+HP drill as they’re lying on the ground following Focus crumple. I went with Cammy because she’s not a very useful combo dummy otherwise.

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