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Footsies, and….ummm…???

Anonmyous scrub asked what Footsies are and how they apply to games.  We’ve actually been wondering when this question would come in.

Footsies are, as simple as can be put, your gameplay on the ground involving your knowledge of every character’s moves in all aspects (Range, priority, speed, damage, extra properties) and how you use them.  The goal is to out reach, out poke, out bait, and overall outplay your opponent on the floor.  While it may not sound like much at a glance, staring down a Ryu who is on point with fireballs and shoryukens will force you to play this way.

You can think of footsies as a strong game of chess where every player has a different set and number of pieces.  You could have a gimmick type of player with a weaker set of moves for footsies (El Fuerte in SF4) or a character whose pieces feel like they’re all queens (Chun-Li in SF3).  There is a TON of information that could take footsies into further detail but it has already been written well by Maj of Sonic Hurricane.

http://sonichurricane.com/?page_id=1702

You’ll get a ton of examples with video on some of the concepts and “tricks” of footsies.  This is an excellent read and it’s recommend you go through all of it.

As far as other games go?  It’s pretty general for any 2D fighter.  It’s a fundamental concept that applies no matter what type of movement system there is.  Certain games have unique systems that can avoid some types of footsies (Rolls in KOF or CVS2 and Parry in 3S are a few examples) but footsies can be applied to multiple games while those systems only work for their own specific games.  It is a skill that is invaluable and is best picked up by experience and smart practice (As in don’t mash cr. Jab with Yun/Balrog).

Mark Charteris asks…well…umm…hold on.

……

Okay, I think I found the question.  You want to know how to beat Zero, Wolverine, and Akuma and what you’re trying isn’t working.

Well for one, it seems like you’re thinking way too hard about this.  You’re getting into some Street Fighter style punishing in a game that has a significantly faster flow than that.  And you’re trying to punish a move that’s -1 with a 1 frame command throw, plus the dash.  That adds up to way more than 1 frame.  The general advice for starters is that those moves have a ton more recovery if you’re not there to block it in the first place.  Wolverine wants to close the distance so he can throw or cross you up, Zero wants to get in for his great mixups, and Akuma lands great damage off his Tatsu.  First solution?  Don’t be there to get hit by it.  Know what angles of approach these characters want.  Wolverine approaches from the ground or at a dive.  Know Zero’s teleport angles.  Know that Akuma is fishing for that tatsu straight on or from a regular jump.  Know what assists your opponent is using and be prepared to avoid the pressure.

When you do get put into the pressure, and it will happen with good players, the next step is to keep your defense up and be prepared for your moment to escape.  I’m guessing you’re getting hit a lot by repeating dive kicks or Zero’s magic series.  That is most likely a sign that you’re mashing Advance Guard or another move trying to get out.  Be patient.  Wait for the appropriate moment to advance guard.  Sit and take it for a moment if it means that you’ll be at a position to punish a laggy move.  Be ready to super jump to escape if that option is available.

Last, know what moves you have beat theirs.  You’re using Dorm, Wesker, Sent.  It’s true Sent has a bad matchup with Wolvie but that means you have to be smart about what you’re doing to get in.  You know he has an instant overhead, a fast dive kick, and a special that can cross you up on the ground, so that takes out some of your options in beams, holding down-back, .  By not doing those you’ll prevent a lot of damage.  You can blow up his dive kick with all three characters by using Sent cr.B, Dorm Flame Carpet, or even jump back gun with Wesker.

Zero?   You’re having trouble with his ground series, which again makes me think you’re mashing out and getting hit.  Go into training mode and record Zero to do it, then try advance guarding to get him off you.  Don’t look to punish just yet, just see how you can get him out to the range you feel best about fighting him.  And again, Dorm Flame Carpet.

Akuma’s Tatsu may eat fireballs but you can hit it from above.  Do so.  Or pushblock the last hit.

In short?  Don’t mash during block strings, don’t mash out Advance Guard, don’t try to punish unrealistically, and most of all, don’t put yourself in a position where you have to block to begin with.  Then, fight back.

 

 

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