Reece Session

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Played some games with Reece tonight after doing homework.  I was able to use j.MK more often and broke my habit of doing m.TK feint -> Elbow all the time.  Also, Bison’s headstomp loses to EX Seismo if timed correctly.  Forgot I had to work on using j.HP as an attack, but also DO NOT CROSSUP SUPER JUMP BK REECE’S BISON WHEN HE HAS AN ULTRA.

Talk afterwards:

[03:54] Jon: Haha, cool.
[03:54] llMiNeRvAll: Nice work.
[03:54] Jon: GGs.
[03:54] llMiNeRvAll: Heres somethin to think about.
[03:54] llMiNeRvAll: With Ryu…
[03:55] llMiNeRvAll: When you get to that comfy range, work on c.mk to FB.
[03:55] llMiNeRvAll: c.mps…
[03:55] llMiNeRvAll: s. hks and DPs for anti airs.
[03:55] Jon: Ah, I forgot about s.HK.
[03:55] Jon: And c.MK, I didn’t do that at all tonight.
[03:55] llMiNeRvAll: Do the equivalent for Viper.
[03:55] llMiNeRvAll: ect…
[03:55] Jon: VIPER HAS NO NORMALS REECE
[03:55] llMiNeRvAll: Ahaha. BS!
[03:55] Jon: Haha.
[03:55] Jon: I get what you’re saying, though.
[03:56] llMiNeRvAll: Yeh.
[03:56] Jon: I’ve been loving the c.mp lately with Viper.
[03:56] llMiNeRvAll: c. mk, c. mp close mk.
[03:56] llMiNeRvAll: up knucks. ect…
[03:56] llMiNeRvAll: Feints and elbows.
[03:56] llMiNeRvAll: Keep em locked down in the corner.
[03:56] Jon: I’ve been trying to ease up on the elbow recently, I got into a pattern of feint -> elbow all the time.
[03:57] Jon: Okay.
[03:57] Jon: Yeah, I give up the corner really easily.
[03:57] llMiNeRvAll: Yeh.
[03:57] llMiNeRvAll: Ever notice me get a free punish w/ Blanka and go for a lousy back throw
[03:57] llMiNeRvAll: ?
[03:57] Jon: For corner positioning.
[03:57] llMiNeRvAll: Now notice how far Blankas back throw takes the opponent.
[03:57] llMiNeRvAll: Exactly.

[04:02] llMiNeRvAll: Biggest example of difference of play styles is SNK and Shane.
[04:02] llMiNeRvAll: SNK plays a lame turtle ass Honda.
[04:02] llMiNeRvAll: Shane’ll put you in a corner and put HHS on you alllll day.
[04:02] llMiNeRvAll: Rush style.
[04:03] llMiNeRvAll: And Honda is a “turtle” character.
[04:03] llMiNeRvAll: Not exactly…Its just how the majority plays him.
[04:04] llMiNeRvAll: Look at my Blanka vs Rick’s…
[04:04] llMiNeRvAll: You saw it yourself.
[04:04] Jon: Yup!
[04:04] llMiNeRvAll: Both good, just diff styles.
[04:04] Jon: Luey, you, and Rick are all very different.
[04:04] Jon: It’s crazy.
[04:04] llMiNeRvAll: Right?! lol.
[04:05] Jon: I put Luey as the wildest and Rick as the most conservative, and you towards the middle.
[04:05] Jon: But a little more rushdown still.
[04:05] llMiNeRvAll: lol. Yeh.

Status Check, February 2010

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This is a new feature I think I’ll start implementing.  In the middle of every month, once a month, I’ll write down what I need to focus on working on in regards to techniques to practice.  Rather than a “Hey, this works when x” statement like how my usual posts are, here is a listing of my goals for this next month.

In order of importance:

  1. Anti-airs on reaction, not on prediction.  Since this game came out (A year ago this month, actually!) I have anti-aired only as a guess rather than as a reaction to their jump.  Rather than try to look for patterns for jumping, react accordingly.  Considering the powerful combo that follows an anti-air, it’s definitely worth it.
  2. Throw techs on reaction, not on prediction.  The same principle applies here.  Ever since really getting serious about the game, my throw teching has improved but only as a prediction.  As an addition to this point, master crouch teching.
  3. Execution, execution, execution.  The three most challenging things in my current scope of Viper are SJC FADC, FFF, and normal SJC Ultra.  I need to hit up training room and solidify my performance of them and successfully carry them out of my house.  Another thing is that I need to stay calm and don’t hurry all of my moves, that’s the reason I fail them.
  4. Create a flow chart listing all of my options, techniques, and strategies.  ALL of them.
  5. Use and get to know all of my buttons.  Regardless of whether or not Viper’s normals are good, the recent revelation shown to me by Zaine with j.HP has shown me that there is more to Viper than specials and j.HK.

Without a doubt these past two months I’ve gotten exponentially better than I was before.  However, I’m nowhere near where I want to be and I have to proactively practice the above five points while juggling school.

Anti-Air Dash Buffer / Option Select

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I completely forgot about this until Reece reminded me.

Viper’s HP TK is kind of a shitty anti-air.  It will trade with a lot of jumping attacks.  However, if it does, she has the ability to dash forward and HP TK again, or Ultra.  This requires mad reactions, however.  Reece thus suggested to me to buffer the dash after every anti-air, because the dash obviously won’t come out if it hits clean or whiffs since I’m in the air, and if it trades the dash will come out, leaving my reflexes able to perform an Ultra or a TK unhindered.  It’s kind of like an option select!

Thanks, Reece!

Psychology lesson + Zaine tricks

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Had a really long talk with Reece and Louie tonight about a bunch of different things.  Not sure if I remember all of it, but the main points are

  • Execution, Reaction, Instinct.  A combination of these three makes for a good player.
  • When playing online, play your hardest no matter what.  Just because your opponent does stupid shit doesn’t mean you should to.  Practice your combos if need be.
  • Start building a flowchart, a map with the different options after each move or action.  This is the most important point of the night, I’ll need to begin work on this myself.  And I need to do it myself so I actually cement what I learn, rather than reading it on a forum.

Prior to this I also played many games with Zaine.  Watched him play, too.  Here’s an amalgamation of what I learned from him and my own matches against others.

  • DO NOT FORGET j.HP!  That thing is awesome.  Neutral j.HP makes for a good air to air, too.
  • Don’t miss punish opportunities, if you land a jump in go for broke with the c.HP rather than c.MP.
  • EX Seismo Feint is good for jump-ins and wakeup, ’cause you dodge whatever they throw at you (including a throw) and then you can throw right after.
  • I don’t care what Zaine says about FADC after m.TK, I think it’s worth it due to sheer mind-fuckery.
  • s.f.MP is a good poke, but that’s about it.
  • s.c.MK is a good anti-crossup thing, but the timing is very strict.
  • b.HK to anti-air, but you need to predict rather than react.
  • Be ready to anti-air TK at any time.
  • You can bait counter hits after a BK with a c.MP, due to frame advantage.  Another option is c.MP xx EX Seismo.  No punish, but counter hit frame trap.
  • Getting a crossup BK does not guarantee a Super Jump j.HK crossup, Ryu can c.MK under it.  Mix it up every now and then with a BK or dashing up.
  • j.MP can cancel into h.BK or m.BK, and it’s deceptive as hell.  Use it!
  • SJC FADC jab reset is awesome.  Practice, practice, practice!
  • Bring a notebook and jot down more.

Viper’s Alternate Costume in Super

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Ehh…Well, you could say that it looks like a plug suit from Evangelion and that makes it pretty cool.  But there is a very apparent lack of cleavage in this outfit that I’m not digging.

Training Session with Reece

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Got an Xbox today.  More on that later since I need to hit the hay, but I played Reece’s Blanka.

[01:57] Jon: GGs man, I learned a lot.
[01:57] llMiNeRvAll: lol
[01:57] llMiNeRvAll: No prob man.
[01:57] llMiNeRvAll: Whatd you learn?
[01:57] Jon: My goal is to beat Luey down, and you’re really helping me with that.
[01:57] Jon: That c.mp beats electricity.
[01:57] Jon: Punish the Blanka balls.
[01:57] Jon: That I can EX BK out of mistimed ultras, so it doesn’t hurt to mash it out.
[01:57] Jon: And do more shit to mess up a charge when I think a wakeup ultra is coming.
[01:58] Jon: Watch meter.
[01:58] llMiNeRvAll: Right.
[01:58] Jon: Etc.
[01:58] llMiNeRvAll: Try crossing up with elbow to kill charge?
[01:58] llMiNeRvAll: Idk.
[01:58] Jon: Yeah, or BKs.
[01:58] llMiNeRvAll: Right.
[01:58] Jon: Both will get me killed by EX Upball, but I think I can risk that.
[01:58] llMiNeRvAll: Thats good man.
[01:58] Jon: Cool.
[01:58] Jon: Thanks again, man.

Bootcamp – Feb 4th and Feb 11th

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I missed an entry regarding Feb 4th’s Bootcamp. To be honest, I played so badly that night that I didn’t feel like re-living it. I started out on Station 3 but at the very end of the night got demoted to Station 4 again, by Patrick. Between then, each game that I played I got my shit kicked in, barely avoiding demotion matches via coin flips. And then it finally got me at the end and I got fucked up.

The main issue with that was self-confidence, I think.  I got rushed down way too often and was too scared to push back.  Zaine and Luey attributed it to me absorbing so much from the past couple of weeks that I was getting distracted and hesitant.

Flash forward to today, where I started out on Station 4 (FUUUUU-) and easily overpowered everyone there with a 13(?) win streak.  I can’t say that there were any big threats in that first rotation (first for me, second for the group) with the exception of Gurlin (Now called Guru?), and so I rocked the house pretty easily and got set up in a promotion match with Sagat player Nick, or Drenstar for the sake of my tag library.  I feel like I’ve acquired a new rival in him.  I beat him down in the first Bootcamp, he beat me down in the second, and I inched out in this first promotion match to take his spot at Station 3.  The match was fairly passive for me, in that I focused more on Seismo pressure for fear of getting c.lk, c.lk Tiger Uppercutted.  As such, I couldn’t get any TK pressure going.  So, zoning with Seismos and a terrible fear of Kara-uppercuts allowed me to inch out of the game.

So then I played on Station 3 for awhile, and by played I mean got mauled by Balrog players.  I couldn’t help but feel discouraged, and then I got called up for a demotion match.  Bummer!  And it was Gurlin!  My style of play against him is to rush him down, that’s what I figured out while fighting him prior.  Going for the knockdowns, the TK pressure and the crossups against him, he didn’t know what to do and I took the first set easily.  The second set I got a little crazy and started doing really stupid and dangerous stuff, and he took that one from me.  Then the third set I decided to ease up and play more cautiously, but that didn’t work either because that’s the style he thrives on fighting.  It went down to the third round of the third set, but I got demoted.

So I wound up at Station 4 again.  All morale lost, I decided to goof off and play Ryu and ended up racking up a couple of wins.  Then I checked the scoresheet and I was actually in the running for a promotion match, so I went with Viper again and ran through some folks to tie with Drenstar.  Played against him (I remember him asking me “How do I beat you?”), won, and then moved on to play a promotion match again Gurlin.  Sweet, sweet revenge.  I don’t remember the matches too well, but I coached myself into playing more consistently with the rushdown and not to get discouraged or overly anxious.  All the while I had Alan and company cheering me on (Thanks for the wakeup Ultra tip, man), and then Zaine finally stopped playing WoW and sat his ass down next to me to watch my match.  Everyone’s encouragement really helped, I think, and I won.  So now I’m back at Station 3, I’m glad it ended on a high note.  Though, now I have both Gurlin and Drenstar gunning for me, and it’s a bit more aggressive than my friendly rivalry with people like Pren and Alan.  One particular note about Drenstar is that he picked up on my always-throw-after-burning-kick shenanigan, so I mixed it up in one instance with another burning kick, causing his throw to whiff and giving me a free knockdown.  If I can fool him into doing this again in the corner, I can make it really hurt next time with a combo into Ultra.

After Bootcamp ended for the night, I bounced around the casual stations as the crowds began to dissipate.  Played a shitload of Ryu vs. Viper matches with Zaine and Pren, then played a shitton of matches again Juicebox’s Ryu and Balrog (at my request).  Juicebox took the time to explain frame data to me and how to work out my setups, so before I forget, use close s.mp and link with c.mp.  If the s.mp hits, yay for a solid combo.  If it misses, it serves as a frame trap for jab happy Balrogs.  Also, punish a blocked EX overhead with c.mp xx m.TK or l.TK.  Try to use j.mk crossup (after 3 jabs, maybe?) more to get some TK pressure going.

After getting helped out by Juicebox, I got more schooling from the Zaine Academy.  j.HP is a great air attack, it stuffs fucking Shoryukens!  Use it when I know I’m not gonna cross up and then proceed with my normal combos.  I played against Zaine’s Akuma and then limited myself from jumping, working solely on my TK game.  Things like c.mp xx m.TK feint, Viper Elbow.  Spacing, fakeouts, everything.  I think it really helped me out.  Another setup that I like doing is s.MP xx EX Seismo in response to getting SRK’d out of my blocked s.MP, c.MP link.  Basically, I fooled Zaine into SRKing again with the MP and then EX Seismo’s invincible frames caused his Shoryu to whiff, leaving me an opening.  After that, I switched characters so Zaine could play Viper.  It’s actually very fun fighting Zaine, because I see him do shit that I don’t and wish to add to my repertoire.  Alot of his tricks involve using the i-frames of EX Seismo.  Not as many feints as I do, but solid elbow and c.mk play left me reeling as Ryu, especially because he consistently baited my stuff.  At the moment I’m too tired to remember much else about our fights besides two things I want to practice: j.MP xx m (or h?).BK, which crosses up and is dirty as hell, and the magic distance that you’re put at after landing a max ranged m.TK.

Running out of steam here, I played from 7:45 PM to 4:00 AM.  Shitload of games, and it took me a half hour to write up this entry.  Last bit of information is for Alan, since I know that he’ll probably read this: Go easy on the flash kicks if possible.  I was able to bait your flash kicks using a feint or a backdash multiple times, and that trend has existed for the past couple of weeks and won me a fair amount of matches.  I’ve seen the drastic change in results that your crowd-pleasing flashkicks and Ultras do, but my own personal style is to use that against you as a player rather than against Guile.  Also, don’t forget that you can air grab me out of my BKs!  That’s turned the matchup into a 5-5.

Anyway, it was a good night.  My TE stick’s 360 functionality blew out a couple weeks ago and it’s been kind of a pain to get Mike to work on it, but I think it’ll finally be done on Saturday.  Then I can finally start fixing my execution problems while continuing to grow as a player.

Option Select Video

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Awesome.

Seismo xx Seismo

admin Posted in C. Viper, Techniques
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It pains me to have to write this because I thought I would already have it down, but somewhere along the way of not practicing it I lost it.  And it came back and bit me in the ass last night at Boot Camp (I’ll write an entry on that one later).

The principle of this technique is to use a Super Jump Cancel to cancel the cooldown animation from a Seismo.  By combining that with another Seismo motion and pressing punch in the starting frames of the Super Jump, it will then release another Seismo.

The motion for this, when on the left, is 623 + P ~6239 + P.  On the right, it is 421 + P ~ 4217 + P.  The important part here is the ~, in that if you perform the motion too soon or rush it (As I am prone to in tournaments or important fights) you’ll Super Jump and eat an SRK.  The P is also important, because you need to hit that in the startup frames of the SJ or else you’ll go flying too.  As such, it requires a dexterity and a synergy between both your left and right hands.

While the video above shows it pretty fast, I’ve found the most success in waiting a split second after she pounds the ground and then inputting it again.   The left hand side for me is pretty easy, but the right hand side I end up rushing too often with the motion.  I attribute this to my shitty SJC FADC 2P side input conflicting with the timing of plain ol’ Seismo xx Seismo.  So I’ll need to revamp the former and refine the latter.

Another Dorion Level-Up Session

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Been addicted to this song lately: http://www.youtube.com/watch?v=6uZWArSOmCc

Man, what a night.  I think I may have grown a bit more as a player, my playstyle has changed so drastically in the past month.  This evening I got some games in with Reece, Stefan (Dictator player who I haven’t seen in awhile), Zaine, and Louie.  Reece kicked my shit in with Gen, and I received a ton of advice from a bunch of different people.

I tried my “Bring a notebook!” thing tonight to hopefully make my blog posting a little easier to type, but to be honest it didn’t help very much.  All I did, after looking at it, was write down random tips that flew at me.  So I’m just gonna write most of this down from memory.

***

Mr. SNK

I didn’t get any specific information from SNK like the other folks I talked to, but moreso advice on how to play fighting games in general.  There’s a sense of fundamentals, such as fireball zoning and normals and the correct spacing for all of that, that I’m lacking.  This is simply because I’ve never played a fighting game at this level before.  Ultimately, SNK recommended that I drop Viper for a couple weeks and work with a Shoto (Ryu) to learn the game.  It’s kinda funny because this is pretty much what I did but on a lower level.  Whereas I learned the basics of SFIV like how to do FA’s and SRKs and correctly inputting Ultra Combos from using Ryu and then moving on to Viper, I should have stuck with Ryu and learned more about the 2D fighting genre in general.  At the moment it pains me to even think about dropping Viper (My blog is called Crimson Temptress, for crying out loud), and so I’m undecided on how exactly to move forward from here.  Perhaps I’ll end up playing Ryu more often.  Bah.

Another major tip that SNK had for me was in regards to my notetaking.  “Don’t take notes on specific people, take notes on specific matchups,” he said.  By knowing the characters and their matchups inside out, I’ll be able to know what I can and can’t do in the match.  And only then should I be able to implement mindgames effectively.  He punctuated his advice with words of encouragement and implored me to keep asking questions.  I find that to be a huge motivator.

Zaine

Zaine was a bit under the weather this evening, but he still was pretty sharp.  I chilled out with him for a bit and talked a lot about specifics for the character.  A couple of quick notes:

  • After conditioning the opponent to block with TKs, only then can you jump in with little risk.  Otherwise, you’re limited to crossups after untechable knockdowns.
  • j.HK is good for crossups, but it isn’t the be-all end-all air to ground attack.  j.HP is really good too, to the point where a well timed one will stuff an uppercut.
  • j.MP xx h.BK is possible.
  • After landing a TK, another option in the flowchart is to dash up and throw.

Those fast tips aside, I was able to pick Zaine’s brain about more of the finer intricacies of Viper play.  For one thing, after playing Reece and getting burned over and over, I noticed that I was having a hard time getting in to attack with the TK mixups.  This made me wonder about how a burning kick would work in a mixup, since it would knock them away and I’d have to get in again.  Another thing is that I can’t just go balls-to-the-wall (Zaine’s phrase) all the time, especially with TK strings because I’ll get SRK’d out of them.  Zaine plays very carefully and tries to frustrate his opponent with TKs and his ground game.  I tried to mimic this, in that rather than pressing an advantage over and over and over again until I get reversaled out of it, I poke holes in my strings and momentum deliberately to bait things.  Zaine played Akuma and Sagat against me to prove this, where he SRK’d me when I got too feint happy (I did a lot of c.MP xx TK Feints) but in return I did my fair bit of baiting Tiger Uppercuts and SRK’s.  In doing so I heightened my alertness while playing the game and did my best to look for patterns.  Another big point that Zaine made was for the Sagat matchup, where once I get a large enough lead I should make Sagat come to me.  The most he can do is Tiger Shot me from full screen and my seismos will trade/beat them repeatedly if needed.  “Sagat has no offense,” he said.  Furthermore, at full screen, DON’T FUCKING JUMP AT HIM.  Zaine’s voice saying “Don’t do it,” will forever resonate in my mind while I play that match.

Louie

Whereas Zaine’s been the technical coach for me lately, Louie’s been the mental coach.  I mentioned to him my problem with going into trance-mode while playing, where I don’t really pay attention and zone in too much.  Louie gave me some pointers to heighten my alertness further, such as making a remark (“Good shit”) every time I get hit by something to make a mental note to watch out for it.  I played with him shortly after my session with Zaine and he really did try to keep me talking, listening, and from getting too zoned in to pay attention to the match as a whole.  This was basic stuff like manipulating me in some ways and openly putting me in scenarios to get me thinking and how to keep on my toes.  As such, he definitely didn’t play his all and the matches went much slower than his usual RTSD style, but after playing with both him and Zaine I really felt a heightened sense of awareness while playing.   Afterwards we played around a little bit with some Blanka-Viper matches, here’s some fast tips:

  • Punishing a blocked Ultra – TIMING, TIMING, TIMING.  I’ve got several options to punish it, all with varying degrees of specific timing.  The first  way to punish is a plain Ultra.  However, this must be timed so Blanka is about at her torso’s height, otherwise it’ll whiff.  Another option is to light Seismo, which can then go into burning kick or SJC FADC sweep.  Timing is less strict on there but still needs to be done.  Then there’s the b.HK, or the “Sit the fuck down” kick.  Probably the easiest to time, and since it’s more than likely that they won’t tech, I get a free mixup.  Finally, the hardest way is to FFF, where I need to time the Fierce to hit EXACTLY as he’s landing on the ground.  Furthermore, I need to walk up prior to the Fierce so the second Fierce won’t whiff.
  • Viper Elbow is still awesome, but try using it as a crossup/repositioner after a knockdown.  It won’t combo, it might not even hit, but it’ll screw with their mind.
  • I can jab out of hop shenanigans.  Here’s hoping ConQueso doesn’t pull that shit on me again.
  • Rainbow ball can be FA’d, but it’s not necessarily the best option if Blanka purposefully whiffs it, lands in front of me, and throws me out of my dash.  I’ll reserve this trick for beginner Blankas who go for the confusing ass crossups, but I really do need to just learn how to block that stuff.
  • Watch that fucking meter.  If he’s got Ultra, either bait it or don’t stick out limbs while he’s waking up.  Same with EX Upball, but that’s a lot less risky.

***

Getting this much advice from people is really quite awesome.  I’ve learned a lot, and as I mentioned earlier I’m beginning to feel a heightened sense of awareness while I play.  However, the more people I get advice from, the more conflicting advice I get.  I’d like to close out this entry with a listing of these.  Hopefully as time goes on I’ll be able to make my own, informed decision about who to listen to, but for now I’m neutral.

Points of contention

  • Switching from Viper to Ryu to learn fundamentals.  SNK says do it, Louie (and maybe Zaine?) says no.
  • Neutral jumping.  Zaine says to do it to bait a throw tech, Louie says don’t do it (Might just be for Blanka matchup)

Oh, and my stick’s 360 support is busted.  So I left it at Dorion’s house for Mike to fix for me.  So no SF tomorrow morning, but boot camp tomorrow night!  Whoo!