Author Topic: Wuzzyman Special - Defense and the Mid-Range  (Read 1133 times)

Offline Shen Yuan

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Wuzzyman Special - Defense and the Mid-Range
« on: August 07, 2011, 03:31:18 PM »
After 2 years of playing this stupid game, trying to figure out what's happening, and experiencing the demoralising comments of all the top players (lol) (who do have problems of articulation), I have spent much time on my bus ride and mrt rides contemplating and organising what actually happens at mid-range. I think I've got down the defensive side of it down, and i think many players who are good are being held back because they ill understand this.

So yeah, here's my organisation of my thoughts and the community's views. Sorry if it sounds pretentious. This was done in one go but i had a lot of fun =D


Defense and Mid-range


General

I.   If a distance is always kept, less random or definite damage would be eaten. Therefore, a proficient defence in the mid-range is the most important in building consistency in a random game.

II.   But ‘staying away’ does not imply a purely passive action.

III.   Defense is not the only sound direction. Offense is important, but I will not speak of it because people on our island understand offense more than defense - though I feel that their understanding of it is not clear enough. Still I only wish to speak of that which is more needful.

IV.   Offense or defense… … That which is chosen is up to your strategy, which is a reflection of your personality, and judgements of your match and opponents.

Defensive


I.   The most important rule is to keep a certain distance – let us call it X.

II.   X must be kept even if the corner is close.

III.   If jumps can get punished, and many ground normals and specials can be seen and punished in time, X is good.

IV.   If the opponent is close, and he has you on guard, and you wish to keep the defense, look immediately to return to X. Fast walkers may throttle back, slow ones should employ other moves (FA LVL 1 back dash). Back jump attacks are universal. Always look to return to X.

V.   There is no reason in playing a defensive mid-range game where the things you have to guess are many, and the damage is measly.

VI.   That may be dealt with. Research and exert your creative facultes. From X, know all that might come, and discover how each of them might be punished the hardest on reaction, and find ways to kill several options in one go. Don't not do a low forward when a sweep will strike; sweep not if you can do a special move. Keep the low risk, but heighten the reward. Make playing safe hurt -- This is the essence of consistency.

VII.   If your character does not allow a consistent mid-range game, you might as well play it offensively at mid-range. I may speak of this one day.

VIII.   It is foolish to keep at X always. A good opponent will predict that and see no reason to attack, but bravely walk you into the corner. Defensive approaches then become purely ineffective.

IX.   Therefore, a form of irritant must exist to press them to perform jumps or normal/special moves. You need to engage them. This may take the form of

i)   Pokes or strings that push out (Shoto cr.MK fireball, Claw st.lk cr.mk cr.mp). They should be unjumpable. I call this a defensive-offensive approach: it keeps out, yet it hopes to hurt.

ii)   Offensive approaches

X.   Offense can kill; This gives them reason to jump, or do things that you can punish within the limits of reactionary response.

XI.   Offense and Defense are bound as one, like the Yin and Yang; one must be with the other in either half.

XII.   The weak whine and whimper against turtles. This is what happens with poor offense; the defender sees no need to attack or jump.


« Last Edit: August 07, 2011, 07:50:18 PM by Shen Yuan »

Offline sharkapl

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #1 on: August 07, 2011, 03:57:18 PM »
what the hell ?

this is got to be the best writeup ever man !

too bad dudley mid range is pretty bad

which falls under

VII.   If your character does not allow a consistent mid-range game, you might as well play it offensively at mid-range. I may speak of this one day.

still well written man
when in doubt ... just UPPERCUTTTTTT !!!

Offline Shen Yuan

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #2 on: August 07, 2011, 03:58:34 PM »
Dudley still can do it. I've been coming up with new strats with chan on a mid-range game. He needs a BIT of it if he wants to be more consistent. just a biiiit. and good for somematchups. your uppercut hurts if it hits as AA but you need the right distance.

Offline 睡王™

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #3 on: August 07, 2011, 04:18:58 PM »
Pretty true that every character has an ideal range where they are best at.Like bison best range would be lk sk distance where it can lockdown the opponent and maintain pressure.

Good read.:D

Offline Jonda

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #4 on: August 07, 2011, 04:21:08 PM »
This is a good writeup.

Raymus here explains the fundamentals of Vanilla SF - Protecting the space infront of you.

Which YYF has now disregarded.

Nevertheless, players starting out should read and understand.
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Offline SKZ

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #5 on: August 07, 2011, 04:50:34 PM »
This must be the write up you told me about. It is good. I have one thing to disagree (slightly) on though.

Keep the low risk, but heighten the reward. Make playing safe hurt -- This is the essence of consistency.


As I have discussed with you, playing safe only takes you so far for some. For characters that have the ability to, daring to employ risky maneuvers is essential to maximizing reward in this game. Otherwise, we would not have Poongko, who dares to uppercut without meter while on the defense.

Actually, he is the one that made me realize that there is a lot of untapped potential in the department of randomness/luck. It is unsafe and can go either way. Sometimes it works with you, and sometimes against you. The 50% chance of it working against you is too much for top players to afford for several reasons (international comps, money on the line, sponsorships, etc.) and thus I feel is the reason that this area gets left out sometimes. I'm in the process of learning whether I can control it (D. Phoenix reference here lololol) through good mind games because it is obviously very unstable.

Ever felt that you lost by uppercuts/ultras that seemingly come out of nowhere? That's randomness at work.
In the animated trailer, Juri is godlike, being able to stop bullets with her eye and create random purple explosions to destroy whole buildings. Furthermore, she fights Cammy, Guile and Chun Li and beats them easily.

In game she sucks and is regularly beaten by characters like Dan. Come on Capcom.

Offline Shen Yuan

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #6 on: August 07, 2011, 05:09:36 PM »
SKZ: Your first paragraph, yeah i agree with it. This game is not a totally theory game. My post's main purpose was to only provide a theoretical categorisation, and also, to add some tips to make the execution of the strat more effective.
Continuing from your point, this should only be seen to give form and direction to the 'natural fighting instinct', which is the most important, because it is the thing in us that allows us to read our opponent's mind.

your second paragraph kinda agrees with my view so i see nothing to disagree there.

thanks

Offline Shen Yuan

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #7 on: August 07, 2011, 05:12:11 PM »
Jon: Yeah YYF really makes the mid-range game unfair for many many characters. So IMO they should avoid the poor risk-reward game, and then first rush and kill them to make it easier.

But some characters like ken/sagat can hold their own because they can hold the mid-range.

Offline Jonda

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #8 on: August 12, 2011, 12:13:07 AM »
Upping this thread.
"Actually, ponytails really turn me on."

Offline Shen Yuan

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #9 on: August 12, 2011, 12:54:52 AM »
Thanks John :) Its really heartening. Almost everything I post... gets ignored, and for some reason a lot of people don't post after I post.

So i thank everyone who bothered to say something for the direct encouragement. Still I know that there are silent ones who -whether they agree or not- appreciate efforts by me (and others) in doing up strategy/technical writeups. Just that they aren't in the habit to post. Im one of them too lols.

Offline Jonda

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #10 on: August 12, 2011, 01:09:05 AM »
I like this post because it explains at least 80% of Vanilla gameplay, which laid the foundations for us to better ourselves in Super, then AE. So for everybody who is interested in picking up this game, should read and understand this post. Street Fighter is not an ordinary 2D Fighting Game... It's wayyy more intelligent.
"Actually, ponytails really turn me on."

Offline Trevose

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #11 on: August 12, 2011, 09:30:07 PM »
A wise man once said:
Offence = the best defence


Offline kaiser

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #12 on: August 13, 2011, 11:48:17 AM »
A wise man once said:
Offence = the best defence

Agreed but not all have what it takes to be a chiongster which is why we sees turtles everywhere since they can't link/do combo well and doesn't have any good quick reflex during the matches.

And it's the same opposite,as many chiongsters seems to forget that there's an option called BLOCK and can't keep their calm while defending so we can't blame anyone when our opponent pohs and landed a ultra/dp.

Ps:I'm one chiongster with weak defense that always rush in even if opponent were left with 1health and me full.And sure kp when loses to turtles.

Anyway,I doubts "Running around with an life lead" will be a proud scene when it wins.

Nevertheless,this thread is useful for both parties.

And thanks Raymus and others for reminding me to block whenever I'm on life lead but still keep rushing in arcades.
« Last Edit: August 13, 2011, 11:51:34 AM by kaiser »
Taunts is an Weapon to kill,especially against Tortoises.

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Offline Carzydog Ken

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #13 on: August 13, 2011, 02:22:17 PM »
Enjoyed the article m8

Offline spore

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Re: Wuzzyman Special - Defense and the Mid-Range
« Reply #14 on: August 14, 2011, 03:25:39 AM »
Excellent stuff Raymus. Thanks for articulating what many a top player intrinsically understands but till now has not been able to explain as clearly. I've been wrestling with the ideas of ranges, optimal offense and defense recently, in a bid to level up my Makoto and honestly I can't believe how long it's taking me to master these concepts.

It's definitely much more than just 'chiong' or 'turtle', ideas which are as uniquely Singaporean as parliamentary democracy (HAH). And I realize, after watching and playing with top players at EVO, that my gameplay was fundamentally flawed because I was brought up in an environment of black and white, where it was either attacking or well, not attacking.

I'm not saying everyone in Singapore thinks like this, but (and no offence to Kaiser, just using this as an example), but the following ideas epitomize the general mindset of Singaporean players, and they are dangerously simplistic and naive:

Agreed but not all have what it takes to be a chiongster which is why we sees turtles everywhere since they can't link/do combo well and doesn't have any good quick reflex during the matches.

And it's the same opposite,as many chiongsters seems to forget that there's an option called BLOCK and can't keep their calm while defending so we can't blame anyone when our opponent pohs and landed a ultra/dp.

Ps:I'm one chiongster with weak defense that always rush in even if opponent were left with 1health and me full.And sure kp when loses to turtles.

Anyway,I doubts "Running around with an life lead" will be a proud scene when it wins.

And thanks Raymus and others for reminding me to block whenever I'm on life lead but still keep rushing in arcades.

Offense does NOT just = rushing, chionging, pressing buttons, being able to do combos etc

and similarly

Defense does NOT just = blocking, turtling, backing off, not pressing buttons, not being able to do combos etc.

which I think is the crux of what Raymus is saying so I won't repeat his points.

Rushdown/Zoning are certain styles of play, which cater to different characters and preferences. HOWEVER rushdown and zoning are but mere ELEMENTS of both offense and defense.

Now I don't claim to be an expert on both, and honestly after much thought I feel that I am actually very weak in both departments. But after learning and experimenting with Makoto, whom I've learnt flat out demands an excellent knowledge of range and being able to balance offense and defense flawlessly, there are some things which I realize determine good offense and defense, things that I see many top players internalize, most decent Japanese/American players do, and unfortunately only a few Singaporeans actively pursue.

1) Good offense does not = being in your opponent's face all the time and pressing buttons, although that does happens as a result of good offense. Good offense definitely does not = doing damaging combos. On the contrary it is the creation of opportunity, the use of your understanding of your character's moveset, your opponent's moveset and your opponent's tendencies/habits to create situations for you to utilize said damaging combos or mixups.

2) Good offense is active as much as it is passive. This is where optimal ranges, and reading your opponent come into play. For example, using Makoto I know that I have a great poke - c.mp, which can be buffered into ex hayate, which leads to cornering the opponent AND the opportunity to lead into more mixups (because the risk reward is in Makoto's favor once the opponent is cornered), more damage, and ultimately, winning the round.

Good offense from me would mean proactively maintaining the range/distance (as Raymus mentioned) where c.mp will hit, where c.mp would beat my opponent's own buffer poke, and more importantly, where my opponent cannot punish my whiffed c.mp, should it not hit. I can either move forward, to encroach the space my opponent has in front of him, testing him with c.mp,  or wait for HIM to enter my space. This is why often people walk back and forth across the screen, to fight for that optimal range where the limbs they stick out will trump the opponent's.

That means......I can actually walk back, 'turtle' AND still be considered maintaining good offense. 

???

Yeah my mind was blown too.

On the flip side, walking back, backdashing and not challenging your opponent's wake up/space can be considered bad offense as well. Another example: Makoto's backdash is gdlk, and pretty much keeps her safe from any reversal uppercut. So I'm able to knockdown my opponent, and for fear of eating a reversal, I backdash. Some people may think, yeah this is good offense, me baiting out my opponent's moves etc and whatever. But I failed to consider that I was chasing a life lead, my opponent had less than 2 bars (uppercutting when you don't have meter to fadc is high level tho, real talk), and honestly, I had NO REASON to bait his reversal at all. That's fucking bad offense man. I'm Makoto, I should be either at the optimal c.mp range, or up in his face because i have an excellent s.mp with 7 active frames, a command grab and an axe kick to blow up escape attempts. SO WHY DID I BACKDASH?!?!?

Good offense is essentially making informed reads, knowing when your opponent's gonna reversal, and when should you press the advantage/back off. At the highest levels though, people KNOW what the best decision is, in that particular situation, hence they try to throw you off by doing something uncharacteristic, like said uppercutting without 2 bars. (Have you watched a Poongko match recently?) Hence something that is seen as 'wah cb luan poh eh', can be actually considered an amazing read, and that's why this game is so fluid and awesome.

3) Good Defense does not just = Good Blocking.

WTF?! YFOLJ!

Carrying on from the previous point, an uppercut from out of the blue, or 4 uppercuts in a row (ahem Daigo at EVO 2011) should not be dismissed as 'poh' immediately. I mean think about it logically - If the supposed 'best' decision in that situation is for me to block or delayed tech, and you know that I won't do an unsafe reversal because I don't have the meter to, and HENCE the smartest thing for YOU to do is to pressure me on my wake up....then won't the REAL best decision, all factors considered, be for me to let one 'random' ultra/dp rip?

This is a problem that intermediate players (i myself for one) and even good players face. They're too caught up in playing the game so elegantly, so frame perfect that they lose the element of surprise, both offensively and defensively. The fact that good player A is so good at crouch teching, and blocking, and won't reversal unless he has at least two bars actually might work AGAINST him. That's why getting good reads on your opponent is so important.

Good defense is in essence as much about mixups as good offense. What I've learnt, from observing top players, is that their defense is filled with as many variations/options as their offense, which leads me to conclude that Offense and Defense does not mean just attacking/blocking!

Defensively, you have backdash, reversal, crouch tech, delayed crouch tech, standing tech, focus back dash, focus front dash, wake up jab etc etc etc.  You are just about as dead if you are predictable with your defense, as you are predictable with your offense. Know your defensive options (NOT JUST BLOCKING AND TECHING), calibrate what works best based on what your opponent has, can do, and his tendencies, and you're more likely to emerge unscathed during pressure.

Sorry for spamming, but only after seeing the game played at the highest level do I realize how inept I actually am, and how shallow my gameplay is. There's so much more, beyond the above concepts mentioned, that constitutes high level SF. If you find what I've said obvious or second nature, then more power to you. But I hope that I've helped highlight some things that we might have otherwise overlooked. Thanks Raymus for starting the discussion, once again and yeah,

let's step our shit up together.



« Last Edit: August 14, 2011, 09:04:31 AM by spore »