Level Up your Game!

Level Up your Game!

Postby Angelus » August 19th, 2013, 9:19 am

Level Up your Character!


Blog that's made a collaboration of character tutorials for every character from different sources.

http://meth2madness.blogspot.be/p/super ... ition.html

(3 rose links/videos are from wauhti lol)



Level Up your Game!


Sup everyone, I thought I should share these articles that are just really worth sharing. If something catches your eye to read, don't hesitate and give it a read, it's never a waste of time.

Quick guide to Reaction-Based Defense (One of my favourite articles ever written)
*** There are two kinds of moves: Prediction and Reaction.
*** You only have a finite amount of focus.
*** Manage your focus, part 1: Simplifying reactions
*** When to use reaction
*** How to beat reaction


Eyeballing your opponent
One deceptively simple question that I’ve yet to find an answer to is: where do you look at on the screen during a match?


EG|Justin Wong's Column - Step up your game with Justin Wong
Chapter 7 - Super Street Fighter 4 Arcade Edition v2012 dedication (character selection)
Chapter 10 - Secondary characters
Chapter 12 - Online Warriors
Chapter 13 - Super Street Fighter 4 Arcade Edition v2012 tier list


The footsies handbook (Very recommendable)
Each installment covers three or four specific tactics which you can integrate into your gameplan to achieve practical results. Think of it like one of those chess books showing common situations and how to solve each one. If you absorb enough of these pieces, suddenly you’ll have a solid gameplan.


The ultimate footsie guide by Ryu Apprentice (34 pages)
The term “footsies” refers to a subset of zoning focusing primarily on close range normals, where the most common goals are to knock the opponent down and set up crossup opportunities. What the hell does that even mean?


Fundamental Wake-up 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.


Hit-Confirmation Methods
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.


What Is Zoning?
Zoning means acquiring and maintaining certain positions on the screen favorable to your character’s arsenal but disadvantageous and restrictive to your opponent. Rushdown, footsies, turtling, runaway, and all other major categories of tactical gameplans employed by fighting game players involve some aspect of zoning.


Using Combos and Block Strings as Bait
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.


Another Don't Jump Article
If you’ve ever asked someone for Street Fighter advice before, you’ve probably heard the phrase “Don’t jump.” It might be the oldest adage coined by the fighting game community.


7 Street Fighter Pros Share Their Secret To Winning
Give us a week, and we’ll give you the secrets to winning by seven Street Fighter pros. With the help of Street Fighter veteran and SRK advisor John Choi, we’ve picked the minds of some of the best Street Fighter pros in the scene.

Charge release tip;


The lost days; Day 6 (Mike Ross) & Day 7 (John Choi)
Spoiler: show
Day 6: Mike Ross
The people’s champion Mike Ross has made an incredible transition from a top Marvel vs. Capcom 2 player to SF4. Placing top 4 at the latest EVO, he has quickly become a crowd favorite by demonstrating his expertise with E. Honda. The fans love to see him play and often chant his slogan, “I believe in Mike Ross!”

General Tips:
I feel one of the most important aspects to reaching high level street fighter play first starts with the mind. When SF4 first hit arcades in 2008, the socal arcades filled up with new competition. My mindstate back then wasn't to beat the people in norcal, east coast, Arizona, or anywhere else for that matter, JUST THE FOOLS THERE. What I'm trying to say is, when you first start out, don't worry about trying to beat the best to be the best, worry about the people in your own backyard first.
Think about all of your losses. You need to figure out what keeps killing you. Is it your lack of blocking? Your poor reaction time? Dropping combos? All of these areas can be fixed on your own once you identify them. If you have trouble reacting to things, you may want to begin anticipating your opponents’ moves. Dropping combos can be fixed in training mode. I still have to practice these techniques on my own time as well. The key thing to remember is to really analyze and think about why you lost so you can identify your shortcomings.
Test yourself and vary your training regimen. Can you beat opponents using only normal moves? These are some tools I used when first starting out. This will also help you get comfortable with your characters normal moves and up your footsie game tremendously! There are many ways to test and push yourself. If your throw tech game is weak you can spend an entire online match just blocking and trying to tech throws on reaction. You can limit the use of your backdash or any other standard and useful move.

E. Honda Tips:
Don't reveal what is under your skirt! When you’re sitting there holding down+back, you're telling your opponent your options. "I am either going to headbutt or sumo splash you!" But if you’re waddling back and forth, now your opponent doesn't know what to expect. Be sure to mixup your positioning often to throw off the opponent. Also make sure you can pull off hundred hand slaps (HHS) 100% of the time. There's nothing more deadly than a Honda that can walk back-and-forth and pull a HHS out of his backpocket straight to his opponent’s face.
Shut em down! When you have successfully walked your opponent into the corner, Honda’s job is to keep him there. This is the prime time for you to sit about 1/4 screen away. If he's not moving, walk up press him with HHS. If he looks ready to jump, neutral jump fierce him back to planet Earth! If he is too afraid to do anything, walk up and ochio! This is also the distance where you can react to things such as fireballs with an ultra/super of your own. Try to stay in this optimal range at all times!
Sumo Wrestlers fight in the ring, not in the air! Yes, this is the section that I am still working on myself. But Hondas all across the world are forced to jump at numerous points in a match. The key is having the discipline of knowing when to jump and when not to jump. Shotos want you to jump so they can DP you, don't give them that satisfaction. Instead, try neutral jump fierce over fireballs to aggravate them. You can also simply block 10 fireballs or focus the fireballs to build meter. Walk up hands, Ochio,
or standing RH can do wonders in a match! In essence, work on your ground game to really terrorize your opponent and throw them off balance.

Choi’s Key Takeaway:
The road to the top is a slow and steady process. Nobody becomes the best overnight so before you set your sights so high, focus first on practical and attainable goals. That is, work on dominating your local stomping grounds before targeting the big boys.

Mixup up your training regimen. Vance mentioned using random block on training dummies to improve your hit confirm ability and Mike mentions playing with a limited set of tools to improve footsies and throw techs. You’ll become a more rounded player the more you vary your training habits. Even if you play exclusively offline, go try online and vice versa. I’ve found that online emphasizes more ‘yomi’ (reading the opponent’s mind) because due to lag, you cannot depend on reactions as much as offline. Online also offers more character variety than your local scene. So play online to put the focus towards yomi and character variety and offline to focus on reactions and execution.

When trying to get in against projectile-based characters, take your time and establish a ground presence first. It becomes much more difficult for the projectile thrower when he has to think about more factors than just when you are going to jump (or do whatever your character’s anti- projectile move is). Moving in and establishing the ground threat is not only safer, it also creates more opportunities to close the distance. Your opponent now has to worry about things like:
Getting pushed to the corner
Getting hit out of the startup time of their projectile attacks
Playing footsies
All of these things will cause your opponent to do things that aren’t throwing projectiles. These are all things you can capitalize on with free damage or by improving your positioning. Most importantly, you’re not jumping into an Ultra combo!


Day 7: John Choi
John "ChoiBoy" Choi is one of the finest players to hail from Northern California and has a long history of dominance from old school classics to the newest Street Fighters. With years of knowledge and experience under his belt, he's able to break down, develop strategy, and defeat countless opponents year after year. As the only person to ever win two Street Fighter tournaments at a single Evolution, his deep knowledge of the game is second to none.


General Tips
Go to tournaments. Even if you don’t want to enter the tournament, go and meet people in real life. You may have plenty of online opponents, watch plenty of streams, and have a select group of friends to play with. But going to tournaments is a valuable networking opportunity that gives you access to different styles, competitive players, and the latest tricks and tactics that you just can’t easily get from the comfort of your own home.
When in doubt, take the safe route! No matter how good you are, you cannot avoid being on defense against an unfavorable mix-up. Option selects (OS) may help you defend but there is no OS that works against everything. In the case you are at the receiving end of a 50/50 mix-up, (such as Rufus attempting a throw or low dive kick to combo option) make a decision that is the lesser of two evils. So many players get caught up in avoiding all bad situations with back dashes and options selects that they fall apart when they can’t avoid a mix-up and take damage. Learn when to concede the damage as the ‘cost of doing business’ and choose the less damaging option. If a player has super and ultra fully loaded and has you in a 50/50 situation, sometimes it is wise to choose to block and take the throw damage and reset the situation.
Does “Charge Release” aka “Negative Edge” benefit your character? Special moves are normally performed with joystick motion combined with a button press. However, you may also do specials by pressing and holding the button down, then releasing the button after a joystick motion. The advantage to this method is only specials come out when charge released; normal moves will not come out accidentally. This can be used as sort of an option select for certain situations such as:

Ryu has Honda knocked down in the corner from a little distance. Ryu throws a meaty jab fireball (FB) so Honda gets up into it deep. Ryu then follows up immediately with a fierce FB. This sets up a nice frame trap that makes it difficult for Honda to jump out of. However, if the Honda player does a reversal butt splash upon wakeup as Ryu is inputting commands for the next FB, the first jab FB will still be on the screen, preventing another fireball from being thrown. Instead, Ryu will end up doing a slow fierce punch and Honda will hit him with the butt splash. You can use charge release method here to avoid this. Throw a jab FB then immediately press and hold the fierce button down then do a FB motion + button release. If Honda simply blocked the first FB, then your next FB will come out immediately for the frame trap. If Honda did a reversal move, nothing will come out on your end, allowing you to freely counter.



Fei Long can also benefit from this tactic as his flame kick is a backward dragon punch motion which leaves the final input in down/back, the block position. Do a charge release flame kick upon a wakeup so that if you executed correctly, the flame kick will come out. If you messed up your input, you simply end up in block position rather than having a normal kick come out. Not all characters can benefit from this but use your imagination to find practical applications.

Ryu Specific Tips
[list=]
[*]Crouching Medium Kick
Ryu’s crouching medium kick makes his hitbox very low allowing him to avoid many moves: Sagat’s tiger knee (at tip), Viper’s burn kick, Bison’s devil’s reverse, and some jump in attacks. Use it to avoid or counter those moves outright.
[*]Focus Attack Counters
If the opponent is holding the focus attack as you are doing a jump in attack, it often leads to a guessing game as the opponent can release the focus attack as you land, which can be countered with a reversal such as a DP, or the opponent may backdash away so that your DP whiffs. A safe option that works against most characters is to do the jump in attack as late as possible then hold block position then do a sweep slightly after you land. If the opponent released the focus attack, you will simply block it. If the opponent backdashed away, your sweep will come out. If the opponent continues to hold focus, your sweep will hit as your jump in attack already took away the armor. You can even replace sweep with a hurricane kick (HK) as the final input of a HK is the back position. Any character with a backdash counter with the motion that ends in the block position can utilize this technique. Note this may not work against some characters with unique backdashes.
[*]‘Auto-correct,’ ‘Cross-cut,’ and ‘Wiggle DP’
With the advent of SF4, input timing has become much less strict, allowing for what is commonly known as “auto-correct:” a term used when your special move input performed from one side, will ‘automatically correct’ itself and go towards an opponent that has just crossed over to the other side. Example: Ryu is on the left side and inputs the commands; right, down, down/right + P for a dragon punch as the opponent jumps over to the left, leaving Ryu on the right side now, but the dragon punch comes out towards the left side as if you inputted the motion from the right side. This is a common occurrence in SF4 but was rarely seen in previous SF versions due to stricter timing. Before auto correct existed, there was a true way to do special moves towards an opponent crossing you up and this method still applies to SF4 and every other version of SF.

Crossup-uppercut or ‘Cross-cut’ is exactly what it sounds like, a consistent way to uppercut someone doing a crossup. You start the first part of the motion from one side, and then as the opponent crosses over, you complete the final motion from the other side. Ryu’s DP is done with towards, down, down/towards + P. Using the same example above, Ryu inputs right on the stick as an opponent jumps over, then as the opponent crosses over to the left side, Ryu now inputs down, down/left + P. You can see an
example of this here:



I held the stick right to walk under Viper then input down to down/left + P to complete it. Most think this is auto-correct but James Chen correctly calls it out as a cross-cut.

This applies to all specials, supers, and ultras as well. You may do the first quarter circle to the right, then do the second quarter circle to the left + button input. If you are Boxer on the left side, you may hold down/left for a charge, then simply press left + P as they crossup to do a rush punch towards them. If you want to do a super, go from left position to right then left + P. The first left position counts as two inputs: the back charge which automatically turns into the towards input as they crossup, allowing you to perform your super/ultra easier. This is effective with Honda as he can hold back, then just continue to hold back as an opponent crosses up then press multiple punch buttons to do an EX head butt to anti air.

SF4 introduced a DP shortcut motion in which down/towards, down/towards + P results in a DP. So you can also use this same method to do a crosscut while crouching. Hold down/right on the stick then bring the position to down/left + P to crosscut. Using this technique, you can easily crosscut a crouched hurricane kick by holding down/right then down/left + P as the shoto goes over your head.


[*]‘Wiggle DP’
Crouch and input down, down/right repeatedly to keep your character crouched and press the punch button at any moment for an instant DP. This wiggle method is great when you are expecting a quick attack such as a dive kick or Adon’s jaguar kick. You may even do 3 inputs, just wiggle the stick from: down/left, down, down/right, down, down/left, repeat so you also get a crosscut. Although you basically have a DP with one button press, a caveat is that you will not be in the block position so you are susceptible to attacks.



Daigo using this in battle:



Another advantage of the wiggle besides the continuously loaded DP is that is doubles up as the first part of quarter circle supers or ultras. Just wiggle the stick and when you are ready to do unleash a super or ultra, just do one circle motion + button(s). So now you have a one button DP and one motion super loaded and ready to go allowing you to react and counter quick moves a lot easier.
[/list]


Choi’s Key Takeaway for the week:
Learn cross-cut techniques as this can be applied in all previous and most likely future versions of SF. This also works universally for all characters, but note that no technique is failsafe and works 100% of the time. Both the auto-correct and cross-cuts will fail if the crossup is so ambiguous the opponent switches side at weird times.
All the pros in the articles repeatedly mentioned that you must mixup your strategy, tactics, and training opponents and regimen. Constantly switch things up to challenge yourself and improve.
Use option selects to enhance your gameplay but do not rely on them. Nothing in the game is 100% fail safe. Learn to switch it up as needed.
Think long term. A specific situation may pressure you do something that may work immediately but not be ideal in the long run. Learn to make hard decisions that will result in a good outcome not just immediately but in the long term. This refers to taking throw damage instead of a combo, saving your meter, etc.

I hope you enjoyed the pro series articles. I want to thank Terry “Kineda” Ng for coming up with this idea and all the video work. I want to thank all the pros and other contributors to the articles. Your contribution is what helps improve and inspire the community. And thanks to SRK and its entire staff for all the support. Keep up the good work everyone.


"Playing to Win: Becoming the Champion"
Sirlin compiled a book with the many articles written and can now be read free on his site or you can buy a physical copy.

Free book; http://www.sirlin.net/ptw-book/
You can also follow The Audio Version of "Playing to Win: Becoming the Champion", narrated by Juicebox.



Fighting Game Mastery (Featuring Filipino Champ and Gootecks)
Something of the same caliber as the previous guide is Gootecks and Fchamp's "Fighting Game Mastery" guide. You can support them by buying it, or you can be naughty and get it some other way.

Fighting Game Mastery - Part 1 Preview - Mental Preparation - Dealing With The Pressure
Spoiler: show


Fighting Game Mastery - Part 2 Preview (Metagame) - Making Mistakes
Spoiler: show


Fighting Game Mastery - Part 5 Preview (Street Fighter) - What To Do After The First Knockdown
Spoiler: show

Last edited by Angelus on October 6th, 2013, 8:13 am, edited 12 times in total.
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Postby wauhti » August 19th, 2013, 9:33 am

It has also link for Juri but they failed it :D my fatal juri action video.

Rose <3
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Postby Herminator » August 19th, 2013, 12:21 pm

Just what I needed, thanks.
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Postby Herminator » August 19th, 2013, 12:25 pm

I did not know Samurai drew had a youtube channel! Awesome!
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Postby Ramma » August 20th, 2013, 7:15 am

Good find Angelus! Level up everyone!

The Cody Combo guide is pretty good. I remember using it when I was making the switch to Cody. Of course, st. MP > U2 is a 1 frame link, not 2...but I'm just being nitpicky \ :pogchamp: / The Cody Tutorial has a lot of inaccuracies or weirded phrased ideas unfortunately, and I like MrBackOtheBus, so I mean nothing against him.


Definitely check out the Option Select 101 video if you don't know much about OSing. It's very good, but then again, Air's guides usually are.


And jeezus, the Cammy section is huge.
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Street Fighter V - Main: Cammy |Secondary: Necalli...?
Ultra Street Fighter IV - Main: Cody | Secondary: Zangief
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Postby Angelus » August 20th, 2013, 9:57 am

The Honda tutorials are also spot on.

Theory fighter's safe jump vid is pretty good, but it's best to go to their redirect link in the video description that leads to the shoryuken honda thread of safejumping and unblockables.

Then u have the guide of asskickery by bighawk that I just recommend everyone watching.
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Postby Angelus » September 2nd, 2013, 6:28 pm

http://www.eventhubs.com/columns/

Definitely worth a read.
(Can't believe I didn't post this earlier)
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Postby Angelus » September 21st, 2013, 9:09 am

Updated first post with a bunch of very interesting articles
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Postby Ramma » September 22nd, 2013, 10:07 am

Very well put together Angelus. I almost feel like this should be stickied :D
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Street Fighter V - Main: Cammy |Secondary: Necalli...?
Ultra Street Fighter IV - Main: Cody | Secondary: Zangief
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Postby Ralenzo » September 22nd, 2013, 11:45 am

Too bad most people are too occupied complaining instead of leveling up their game :omgscoots:
And yes It should be stickied.
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