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Old 07-10-2009, 02:48 AM   #120
Kalyx triaD
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Some Audacious Tips:
  • 'Toe games', or the concept of rapid crouch weak kicks (or punches), pushes your opponent away until mid kicks are needed and so on. On defense, after you block three (sometimes four) toe kicks, absorb the ensuing mid-kick with a quick FA and dash out into defense. A quick FA will not stun your enemy, but they will be freaked out into doing a bigger move out of retaliation. This is why you dash out from FA recovery into neutral position, so you can defend their response (usually some anti-air attack). Practice this against Guiles: wait for their toe game to lead to the inevitable 2x Sweep. Block the first sweep and FA the second, dash out into defense to block their Flash Kick (90% swear to God). Make them pay on their recovery.
  • Stop jumping. Develop new ways to transport yourself safely across the stage. Dash more often and use moves that travel just for movement and not attacking (though landing a hit isn't so bad). Jumping is fucking dangerous in this game, so the meta-game is staying grounded. I promise you will see players for what they are after you lessen your dependency of jumping like a blind rabbit and half their strategy fades away.
  • So when do you jump? I'm still trying to crack that code myself! But I like to think of jumping as a counter move rather than a mode of travel. Jump in such a way that somebody wishes they seen it coming, and no - jumping forward over projectiles does not count (people prey on that reaction). Jumping forward is great if there's enough space between you and your opponent that you can land safely and defend. Ryus, Akumas, and Sagats (more like Fagats, amirite?) try to abuse their fireball (non)recovery all the time. You jump over their fireball and they're already good for an attack. Play against this. Let them throw fireballs and just jump over them. Don't retaliate. Only retaliate attacks, not baiting. Believe me, those fireballs are baiting.
  • This leads me to Cross-Ups. I don't like Cross-Ups, personally. I find them to be a long standing bug tournyfags would kill themselves if Capcom ever 'fixed' it. But it's here, and this is how I deal with them (trivia: it just so happens my top characters have poor cross-up moves, so I play against them more often than use them). Cross-ups work at a certain range that you can train yourself to see before they jump. It's just inside sweep range, or optimum fierce range if you will. You can fix this by using a traveling move as they jump over, taking you to safety (Fierce Hurricane Kick, Abel's roll). You can also merely be mindful of this range and stay close or far depending on your current strategy.
  • Also: If your opponent is in the corner and he Cross-ups you, shame on you. If they're in the corner, let them breathe more often than not. Punish their attempts to leave the corner.

That's all for now.
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