Friday, May 13, 2011

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Response to Situations and Response Time (On Reaction)



Another little gem of Blog Saunic I take the time to translate. It goes without saying, the title says it all, and more the rich text content with videos as an example. Recommended not only for those who want to improve on fighting games, but for those who enjoy a great read. Not noted for its size but for its clarity.

If you have any questions, you always have available the Glossary of Terms and Notations Manual.


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Enjoy reading. All credits to Saunic for such valuable input.

Many people admire the response time of the best players, like running a anti-air , Ultra Combo or just a Whiff-Punish . But in reality it is more of mental preparation and play.


When we say that Street Fighter IV is a game quite square, this means you will be exposed to situations and problems that sometimes can only be settled by a single path or solution, and not always that way or solution will be most helpful, in fact, have to strive to avoid certain situation or problem, limiting its scope. The typical example is Zangief : If your character is very close to the Russian wrestler (enough to be struck by its powerful prey), the reaction more quickly comes to mind is removed from the danger zone. For some characters this means off. If Zangief SPD Low ago, his character can avoid this action and attack, whether it be jumping or away from the reach of Special Move. But there are certain characters with the same solutions, the combat will be like throwing a coin into heaven and avoid complicated situations at all costs.


Returning to the subject of reflexes and reactions, there are actually be able to distinguish between rival options depending on the situation and focus on those higher priority, ie those in which the rival attempt make or cause more frequently. Once built and understood these options, your brain will be better prepared to react.


A player Ryu that achieves the hit Ultra Combo I, Metsu Hadouken , will have been able to wait for the situation, take advantage and have not hesitated for an impromptu or fraction of a second. This also explains well why some players are capable of doing contras in difficult situations but do not take situations with gross errors in their favor.


Example: Haneyama failed to take advantage of repetitive Hadouken of Daigo to use the Ultra Combo Chun Li, when he had several opportunities to do so since the bar was 100% Ultra and Daigo could do no more than a Hadouken FADC. He could not for the simple reason that it rejected the idea that having available the Ultra, Daigo not use more Hadouken. Instead focused on countering the overtures of Daigo, and does it very well (hit the jump Ryu with HP * 2 and combined EX and EX Hyakurestu Kyaku Spinning Bird Kick). But the air against requires more reflexes that make it simply an Ultra Combo. Daigo soon understand the strategic game Haneyama and proceeds to find and exploit the weaknesses of the opponent.





Never happened to feel sorry for the rival game "that makes any thing ", ie, does nothing of what you expect and over not in a position or condition to do them? This happens because it ignores considers options and answers that will not happen. For example, if a player Zangief is with you constantly avoid the melee, exclude the idea of \u200b\u200battacking with SPD. But if you attempt to come and have a melee, Zangief can doubt or confused, and I did not expect such a response.


This improved knowledge of the game options is also reflected in a better game on the ground. For example Ibuki and after his LK Tsumuji to Ryu, one of the most common reactions of the opponent will attack with the best poke, namely cr.MK , which can be countered by Ibuki with St.MK after stepping back a bit.


vs Ryu Ibuki


Obviously if Ryu does a Shoryuken counteract the st.MK of Ibuki, but would be a risky choice because it expose too much in case of failure. It could also make a cr.HK (the second option would be logical Ryu), but Ibuki also could counter this attempt with f + HK. It is for this reason that I usually take a round to understand the reactions of rival Tsumuji before doing anything after the Special Move. mode Training (Training) must consider all possible cases not to be caught in a fight. It can help to know how far his character, even driving all Select Option and combos.


However it is not important to read this, there are players with reflections sickly, able to calculate the millimeter a situation and react in a very short time. This is significant in the case of some confirms, with a good mental preparation (such as an attack with cr.MK, then double quarter-circle and press P if the first blow was successful, otherwise do nothing), some proved to be able to succeed in situations where only confirms it was possible.


Example Street Fighter III 3rd Strike: Boss (Makoto) achieves st.HP to SA2 (Abare Tosanami Kudaki) when Urien was mil guard position before.


Boss (Makoto) vs Ushi (Urien)


Grossomodo, if you want to improve your game must:

* know all possible situations or at least know the situations that usually occur. Know your options as those of rival and to distinguish the situations are not the same as the character's rival, and sometimes are not equal with the player we have in front regardless of the character.

* Learn how to counter the rival options.

* know that options can be neglected, in other words, those who ignore them because the opponent can not generate or provoked. This will make your reaction time and improves concentration more precisely. Still have to keep an open mind to other situations because it obviously is not immune to everything.

* Feel free to exploit the Training Mode (Training) in depth, serves very well for this and much more.

* If in combat is facing a problem that can not resolve, change a bit the way they play: try to avoid the problem instead of closing on your game. It is one of the best ways to know your character, do what is not used to doing.

* And if you lose, it's your fault! "I had to know."

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