SF Online Play 11
When was the last time I did this? Anyway…
I fell asleep early in the evening and woke up around 12:30am. I tried to go back to sleep but it wasn’t working out too well, so I decided to go downstairs and play a few rounds. I play like trash late at night and I never remember anything the morning after, so here I am posting for future reference. By future, I actually mean tomorrow morning when I wake up pissed about losing and wonder wtf I did wrong. Let’s get into it:
Balrog: one boxer tonight. Horrible, horrible boxer. I don’t remember what his name was or anything, but the guy sucked bad. And I thought I played shitty late at night. Did I learn anything? Well, the game plan of turtling with kikokens and s.hp works against scrubs. Surprise! I suppose I sorta learned something, if you could even call it learning. It seems there’s a bit of a weird “groove” that happens in this match. It happens in all matches, I’m sure, but it’s more apparent in this one. Actually, I know exactly what this “groove” is… it’s just freakin’ momentum. It seems that momentum plays a huge role in this match. Key point: don’t give Boxer momentum. Or at least if he has it, try to take it away by doing weird shit. Throw different speed kikokens, neutral jump a bit, dance around… just do something different than what you’ve been doing the whole match. But yeah, Boxer has gone from a match I’ve hated to one I don’t mind too much. Maybe I’ve just been playing horrible Balrog players. Yes, that seems way more likely. Or maybe Chun’s s.hp against Boxer is way too gdlk. Gaaaawdlyke.
Ryu: I’ve played this matchup a trillion times and it always comes down to one thing – can I hazanshu? If I’m playing well, I SHOULD be able to react to a midscreen hadoken with hazanshu, c.lk, ex legs. If I’m playing trashy (as per usual), I can’t react to shit and just get hadoken’ed all day. Maybe I should try focus dashing through projectiles more, rather than trying to hazanshu over them. Might be the easier, and somewhat safer option. In any case, the Ryu player I played late tonight was pretty good. Dude had a good mix between teching throws and mashing out that shoryu. Baiting out the dp worked well, but I have to learn to punish with Ultra rather than just a sweep or throw. The same goes for blocked sweeps. ULTRA that shit, don’t just let him get away with it for free. How many times did I miss that punish tonight… ugh. There doesn’t seem to be any tricks or gimmicks in this match. It’s a very basic match heavily based on fundamentals. Just play that shit on point.
Bunch of other random characters: throw kikokens.
I’m still trying to figure out if I was playing crappy or playing good players. If I wasn’t so lazy I’d watch the replays tomorrow morning… but yeah, I won’t. It’s just too embarrassing to watch.
If only I were as good as I pretend to be on the Internet.
MvC3 is Trash – SSF4 Online Play 10
Haven’t been here for a while. I was doing so well posting at least once per month until 2011 rolled around. January is always pretty busy for me, so that’s my excuse for that month. February… well February was when Marvel Vs. Capcom 3 was released. Hooray for mashfest! I actually don’t really like the game that much. I suppose it’s fun and flashy and all, but when people say it’s “too easy”, I have to agree with them. Marvel Vs. Capcom 2 was way harder execution wise. Seriously, my execution in the Marvel series is such trash. Okay, maybe my execution isn’t TRASH trash, but it’s no where near top player level. It’s more like intermediate level… if that. So for an intermediate player like me, you’d think that I could maybe do 50% damage or so with an opening. You know, something similar to MvC2. Nope, not the case. I can do pretty much 75-100% with an opening. I’m not tooting my own horn here, my execution is balls, it’s just that MvC3 is just too easy. If you don’t believe it, you’re an idiot. I’m sorry, you just are.
Sentinel. X-Factor. Profit.
So after about a month of playing all MvC3 and trophy whoring, I’m back to “work” and playing SSF4 again. Horrible, HORRIBLE first hour with the game. I was dropping combos left and right. But now, I think I’m sort of back into the groove after playing 3-4 hours worth. Unfortunately, there were no good players online tonight. Maybe they’re all playing MvC3
In any case, here’s the rundown:
Dudley: got randomed out really early by a Dudley. He was jumping in on me all day with the elbow and j.fp. I’m not sure if c.mp works for all of Dudley’s jump ins, so I never attempted it. I’ll have to get into training mode to test that out. It looks as if some of Dudley’s air attacks hit pretty low, to a point where Chun’s c.mp won’t work. I’ll see though. Other than that, pretty standard fair. Solid close game with c.lp linking into s.hk. Seems that if you just sit there and block and look for the tech, there’s not much else he can really do to you. It’s more difficult when he starts throwing in overheads. I’m not sure if it’s the right strategy, but I treat him exactly as I treat Rog – throw Kikokens and s.hp when he gets airborne. Watch for his ducking when at mid-range.
Ken: not sure why there’s a huge surge of Ken players. Maybe they all heard he’s better in AE and wanna get a head start? Or maybe they’re all scrubs. In any case, nothing really new here either. Chun’s c.mp doesn’t really work on Ken’s j.hk. Not worth the risk at least. Anti-air with s.mk and df.lk as usual. S.fp anti-air works well from a distance. I’m starting to use that one a lot more than I used to. It’s good with proper timing. Try to stay out of the corner against Ken. His f.mk and c.mk can keep you locked in there pretty good. Which reminds me, I need a lot of practice against Rufus. Where the hell are the Rufus players?
E. Honda (not Rufus): this guy is pretty simple. The theme for the night seemed to be throw Kikokens and anti-air when they jump. It really didn’t stray too far away from that strategy all night – especially not against Honda. Abusive online butt-stomps got me a few times, but it seems that if you backdash before the first hit or even after blocking the first hit, you can avoid the second hit and punish accordingly. Backdashing obviously won’t work in the corner, so I think forward dash will work in that situation, but I have to try it out to be sure. It makes sense since when Honda does butt-stomp, he’s almost always above you. Your chances of backdashing or forward dashing out from under him seems pretty good. Maybe not forward dash since you don’t have invincibility frames… definitely going to have to test that one out. And maybe not when Honda does a low lk butt-stomp. Training mode tomorrow for sure. Being in the corner against Honda sucks. He can sit there on down-back and wait for you to do something. Pretty bad situation to be in so just don’t get there.
That’s it for now. I forgot how late it can get when playing SSF4. I swear I can play forever. What I didn’t forget was how BAD I play at this hour.
I’m so freeeeeee!
SF Online Play 9
This is quite possibly the last post of 2010. Its been a good year for SF – actually, its been a good year for fighting games in general. I honestly couldn’t be happier with the quantity and quality of the current fighters. 2011 looks like it might even be a better year than 2010 with the releases of Marvel vs Capcom 3, Mortal Kombat 9, Tekken Tag Tournament 2, SSF4 Arcade Edition… and more big games I’m sure I’m forgetting.
For the record, I believe the Mortal Kombat series is complete garbage from a competitive standpoint. It was garbage before and it’ll still be garbage when MK9 is released. I’d put money on MK9 being just as unbalanced and broken as any of the previous iterations in the series. Too much focus on “cool” shit, like circular saws to the nuts. Too little focus on balance and gameplay.
But I’ll still play it and probably enjoy it.
Fighting Into 2011 – MK Sucks
This is quite possibly the last post of 2010. Its been a good year for SF – actually, its been a good year for fighting games in general. I honestly couldn’t be happier with the quantity and quality of the current fighters. 2011 looks like it might even be a better year than 2010 with the releases of Marvel vs Capcom 3, Mortal Kombat 9, Tekken Tag Tournament 2, SSF4 Arcade Edition… and more big games I’m sure I’m forgetting.
For the record, I believe the Mortal Kombat series is complete garbage from a competitive standpoint. It was garbage before and it’ll still be garbage when MK9 is released. I’d put money on MK9 being just as unbalanced and broken as any of the previous iterations in the series. Too much focus on “cool” shit, like circular saws to the nuts. Too little focus on balance and gameplay.
But I’ll still play it and probably enjoy it.
Catching Up – SF Online Play 8
Hello December. No posts last month as I spent the majority of it in Asia. I’ve been back for almost two weeks now and I’ve been playing SF online a bit. Here’s the skinny:
M. Bison (Dictator) – I would bet that at least 30% of the people I play online are Bison players. It’s not really that surprising either, the guy is definitely buff. I haven’t been having too much trouble with Bison lately – pretty much applying the same formula regardless of the opponent’s play style. Play a strong footsies game and force him to jump in. If I can scare him from playing footsies and force the jump in, I have the match won. You also can’t be afraid of blocking repeated Scissor Kicks. It won’t kill you, just block it. Wait for the spacing of the Scissor Kick trap to widen a bit, then react. Cannot stress that enough.
Guile – Nothing really new here, but just as a reminder – back Guile into the corner as he throws Sonic Booms, then keep him there. Guile doesn’t have coward-copter, teleport, or any escape specials. Keeping him cornered will come down to anti-airs.
Sagat – Nothing really new here either. Only thing to remember is that Sagat is no joke. Just because he got nerf’ed doesn’t mean he’s garbage. He’s far from.
That’s pretty much all I got for online play. My execution was horrible when I got back from vacation but I feel like it’s coming back now. What a useless post, haha.
Okami October and Training Mode (Chun-Li)
Haven’t really played SF online for a while now. I have played since my last post, but all the matches were probably not noteworthy.
I’ve been playing a ton of Okami lately. Surprisingly, I was actually able to “stick it” and now I’m jacked up to the max and at the final boss. I haven’t been able to clock in more than 5 hours on a single player game since… I can’t even think of what that game would even be. Maybe Final Fantasy Tactics on the PSP? That was at least 3 years ago. In any case, I’ve sunk 52 hours into Okami in about a month – 20 of those 52 hours were done in 2 days. Yep, two 10 hour sessions. I was expecting the Wii to explode both times.
Okami is surprisingly long. By the 25 hour mark, I felt like I was closing in on the end of the game but in actuality, I was only about half way. Granted, I did spend a lot of time back tracking and finding all the little secrets. Now, at the 52 hour mark, I’m positive I’m at the end of the game. No more side quests, back tracking, or mini-games left to do. I’m reluctant to even complete the game… I’m not sure what single player game I could move on to that has a possibility of sticking. Mega Man 10 doesn’t even count. I doubt it will take longer than 5 hours to complete. Doesn’t count as sticking.
Maybe I should sink all the time back into SF again. I have a lot of training mode shit to do – c.hp xx Lightning Legs.
I’m not even sure that combo is worth the effort. Sure, it does good damage, doesn’t take meter, AND knocks down but it’s still such a pain to pull off. And I’m no slouch at execution either (completed all trials in SF4 and SSF4). It just feels like I have to constantly think of pulling the combo off at all times. And when I do pull the combo off, my fingers and wrist feel that much more worn. I’m still debating it’s practicality in my head, but right now I’m leaning towards the lesser damage, meter burning, way easier to execute bnb combo.
Wow I wrote about SF unintentionally. Awesome.
Online Play 7
Another good night of online play. Not too laggy, not totally perfect. I always gauge how much lag there is by how well I am anti-airing. If I’m using only c.mp as anti-air because I don’t feel confident enough to use s.mk or df.lk… it’s laggy but playable. If I can’t even time a c.mp it’s unplayable. That or I’m just harsh sucking. Either way, if I can’t time a c.mp I shouldn’t be playing. Here’s tonight’s recap.
Sagat – I know I’ve said this time and time again, but I should NOT bank on Ultra 1 (Housenka) to save my ass in a match. I always ALWAYS play worse when I consciously look for, and try to react to, Tiger Shots. It happens all the freakin’ time. For the most part I did execute the new anti-Sagat game plan that I’ve been scheming, so that’s definitely progress. Only update here is to remember that there’s a lot more time to wait when trying to connect Housenka off an EX-Legs than there is with Kikosho. Whiffed Ultra = dead Chun. And that goes for both Ultras.
Akuma – Played a decent Akuma tonight. Not any better than the local Akuma talent, but still good nevertheless. Run away air fireballs all day. But hey, if you can’t beat em, join em. If you waste the first 40 seconds throwing air fireballs and running from corner to corner, you better fucking BELIEVE that I’m going to waste the last 30 sitting on a life lead and waiting for my victory Time Over. Go cry about it.
Guile – This match seems to get easier the more I play it. Of course it does. Anyway… what seems to help me a lot is keeping in mind that Sonic Boom does crap chip damage. You can block like 10 Sonic Booms, connect with 1 Hasanshu, and be all caught up life-wise. The anti-Guile plan has been working well here too – push him into the corner with walk+block, keep him there for the entire match. Guile doesn’t have any instant-escape-shoto-roflcopter antics, so keeping him in the corner isn’t too hard.
Reminder 1: Do NOT jb.hk him. He can sit on charge and Flash Kick even after taking the hit.
Reminder 2: Do something in between his c.hk. There’s so much damn time in between the 2 hits.
Still gotta work on the frame trap mix up. My teching is better though. I think I’ve been teching too early and getting thrown out of the start frames of c.lk. Slower seems to work better for me. Haven’t been missing too many anti-airs. Gotta remember that s.hp will reach out a long way if they decide to jump a bit shorter. If not s.hp, there’s always s.hk, s.mk, s.mp, c.mp, df.lk, and/or EX-Spinning Bird Kick. Chun is harsh easy mode, right?
Online Play 6
Another night of online play, another shit load of lessons learned. Here’s today’s lessons.
C. Viper – This is supposed to be a bad matchup for Chun-Li and I can really feel why. It might be my lack of experience against Viper players, or just the matchup in general, but I’m totally missing something here. It feels like Kikoken is totally unsafe as Seismo can go right threw it for way more damage. Even worse than that, Viper can super jump over Kikokens into full combo. I end up neutral jumping a lot in this match which is something I should probably stay away from. What seemed to have worked is wake up pressure. I’m not sure if it’s 100% safe, but meaty c.mk on Viper’s wake up seemed to work really well. I’ll have to try it out in training against Seismo, EX Seismo, all Thunder Knuckles, Super, Ultra… yeah basically everything Viper has. I’ll also have to try out a variation of a safe jump. Regular safe jump after a front throw doesn’t work out too well, so I’ll have to try an empty jump and option select throw+c.mk as soon as I land. Didn’t really learn much tonight, I guess, just found a few things to try out.
Cody – I really have no good match up experience here, so I was happy to get some Cody matches in tonight. I was having a lot of trouble with his normals and specials as everything seemed safe. Low and behold, after checking frame data, it seems that most of his normals ARE safe. In fact, most of his normals were actually plus frames ON BLOCK. All his punches are plus frames on block except his hard punches. But even then, his far s.hp is only -3 on block and his c.hp is only -1 on block. No wonder the guy was using it as a frame trap. His specials aren’t really that safe but Cody is usually too far to punish after block anyway. Once you get used to not falling for false openings, this match up isn’t too bad. I’m not sure that Cody has any wake up anti-air moves that hit directly above, so staying on him with cross ups worked well. That or the Cody player was a dumb ass… that I lost to a bunch of times. Haha.
Sagat – Not really much to report here other than I seemed to play better using Kikosho rather than Housenka here. It’s crazy, I know, but I always play too defensive when using Housenka. Maybe I need to change my state of mind when using Housenka. I should try using it like I use Kikosho rather than as always looking for the anti-Tiger Shot ultra.
Balrog (Boxer) – I didn’t play any good Boxer’s tonight, but I did play a few mediocre ones. Even though they weren’t that great, I feel like I’ve FINALLY got this match up down. It’s not supposed to be disadvantageous for Chun but I’ve been having trouble here for the longest time. I never trusted s.hp as an anti-air and I really, REALLY, should have. Trading on it is fine… doesn’t happen that often anyway. Neckbreaker the wake up headbutts, focus the dash punches, throw the EX dash punches, s.hp the jump ins, kikoken the rest… easy right? We’ll see when I get a competent Rog.
That’s it for tonight. Lots of matches and lots of losses. Awesome. Gotta work on frame trap mix up.
Updated Sticks
I’ve taken more recent photos of my current collection of arcade sticks. They’re on “The Money Pit” page.
Remind me to never again calculate exactly how much I’ve actually sunk into arcade sticks.
SF Online Play 5
Unfortunately, because of my schedule, in order to get enough experience in SSF4 I have to play online. It’s definitely not the best way to practice but it’s all I got for now. It’s frustrating to play… and much of the time there is definitely lag… but I don’t want that to become my fallback excuse. Gotta take that loss, get angry about it, hopefully learn something, and go for more.
I seem to remember more when typing, so here’s tonight’s problematic matches.
Cammy – haven’t played too many good Cammy players before tonight. Her c.hp, c.mk, Cannon Drill combo is really strong. I believe I ate the full combo off a jump in to start the round and ended up losing around 30%. After any Cannon Drill combo, I was getting stuck in a vortex. You can’t be too hasty with the crouch tech after a blocked Cannon Spike, as Cammy can do another Cannon Spike right after and catch you teching. Remember that Cannon Spikes can be blocked low. I found myself going for EX SBK after the initial Cannon Spike to stop the pressure. It doesn’t always work so be prepared to do a lot of blocking and watching for throw attempts. Cammy does a ton of damage, don’t let the size fool you.
Sagat – this is the matchup i hated most in SF4 but lucky for me it’s better in SSF4. Housenka shines in this match but you need to have fast enough reactions to take advantage of it. I haven’t tested it yet, but you might be able to dash-ultra between 2 Tiger Shots, assuming you blocked the first one. Definitely something to test. Shit, I should already know the answer. Much like Guile, it seems this matchup is one where you push the opponent into the corner and keep them zoned there for the entire round. Although much easier said than done, as Chun you have to poke with her standard pokes, hazanshu over Tiger Shots, and anti-air accordingly. Important: DO NOT JUMP. Also, block Tiger Knees high. This will give you the frames you need to retaliate.
Important notes:
- Trust in tech throw. Mashing crouch tech will get you killed by frame traps. Blocking and being patient is huge.
- Try not to miss anti-air attempts. One single successful anti-air swings a lot of the momentum in your favour. It also allows you to sustain or gain position. Very very important.
- Stop throwing kikokens when the opponents are in perfect jump range. Throw out s.mps instead and be ready to aa the possible jump.