Hadouken
Welcome to Hadouken.tv, your perfect online resource for anything and everything about gaming. Feel free to browse this blog for the latest news and updates in the world of gaming. Browse the entries here and check out the hottest updates about the top gaming consoles such as Wii remote plus black, Xbox, PS3 and more. Make sure to visit here for your daily dose of gaming news.

Hadouken: The Power of Small Tweaks to Your Game: Part 2

This is part two of The Power of Small Tweaks to Your Game series.  Check out part one here.

Both of today’s tweaks have to do with throwing.  They apply both to 3s and Street Fighter 4 so all of you guys should be able to benefit from this.

  1. Teching throws while crouching
    I see a lot of Street Fighter 4 players whiffing throws when trying to tech.  Luckily for them, the penalty for whiffing throws in this game is not very high.  In 3rd Strike, it’s very easy to lose half of your life or more whiffing a throw if you’re playing against a character like Chun Li, Urien or Yun.  So because of this, they don’t realize that it’s a big deal to whiff throws.  Sure you probably won’t get killed for it, but you can definitely get hit by a lot of damage.For example, if you whiff a throw against Balrog, he can D + MP xx MP Dash Straight xx Super.  Ryu could D + MK xx EX Fireball XX Ultra in the corner.  Ken can D + MK xx Fireball XX Super.  These are just a few examples of some majorly damaging combos that you could be setting yourself up for if you’re not careful with your throws.

    There is a solution though.  Instead of standing up to press LP + LK to throw, you can actually press LP + LK while holding Down-Back.  This is called an option select throw because what your character does is dependent on what your opponent did.  Timed properly, here are the possible outcomes for an option select throw:

    • If they try and throw, you’ll tech and get out of it
    • If they don’t try and throw, you’ll get a low jab

    If you can make this a habit and stop whiffing throws, you will be decreasing the damage you take over the longrun which will lead to you winning more games simply because you had more life.

  2. Using one finger to throw and tech throws
    This is something I don’t think I’ve seen a lot of people do aside from myself and I think it’s paid off so far.  I throw and tech throws a little different from other people in that I only use one finger to press LP + LK.  Other players use their index and middle fingers, but I cross my index finger over my middle finger, raise my ring finger and pinky so that they don’t hit the other buttons and then use only my middle figner to throw and tech.  I believe this is why a lot of players over the years have complained that they are teching my throws but for some reason it’s not working.

    I believe that when you throw with two fingers like most people, not only is there more room for error, but you aren’t pressing the buttons together as fast a I am, therefore my throw comes out first.  The difference is a fraction of a second, but I believe it makes a difference.  This is all 100% speculation on my part, but it makes sense to me.  If you try my way of teching throws, see if you notice a difference in the number of throws you get off as well as tech.

That’s about it for this part of the series.  As I come up with other tweaks, I will be writing more articles in the future, so stay tuned for those.  Until then, try making these small changes and you’ll see that it makes a difference.  Just keep in mind that although the advantages gained are small in short run, over the long haul these tweaks will make you a stronger player overall.

Read More...

Hadouken: The Power of Small Tweaks to Your Game: Part 1

This is the beginning of at least a two part series on the power of small tweaks to your game that can lead to more wins in the long run.  Part 2 will be out Sunday.

When most players are trying to get better, they often ask other players what they think they need to improve on.  It seems as though most of these players are trying to figure out if there’s a combo they’re not doing, a move they don’t know how to counter properly, or something really specific that they aren’t aware of yet.  The problem is, it’s just usually not that simple.  There are lots of little things that go into your game that if done properly, add up to more wins in the longrun.  It is these small tweaks to your game that are often overlooked that can provide that extra oomph you need sometimes in a close match.

Here are some examples of little things can do:

  1. Double-tap your buttons as much as possible
    In 3rd Strike, almost all of the players with the best execution double-tapped their buttons.  This made it easier to do links, as well as pretty much all combos and pokes.  The reason for double-tapping is simple.  Hitting the button twice in quick succession gives you twice the chance for your link or combo to connect.For those of you who haven’t seen this done in person, scrape your index and middle fingers on your desk/leg/table/whatever in a forward to backward motion.  The same motion you’d use if you were at a Blackjack table.  Now when you scrape your fingers, do it so that the middle finger is ahead of your index finger.  You should now be hitting the buttons in quick succession with your middle finger hitting the button a fraction of a second before your index finger.

    In Street Fighter 4, I almost always try to double tap all of my links and block strings.  The only time I don’t is when I’m doing three jabs in quick succession.  This means that I have a higher percentage of hitting my links and combos which means I have a higher percentage of winning.  Let’s say that you were 90% accurate on your combos, but once you started double-tapping, you were now 95% accurate.  Over the course of 20 games, that extra 5% would get you one extra win, in theory.  Of course, in the real world it may end up taking longer or shorter for your extra accuracy to win you a game, but you get the idea.

  2. Building the maximum amount of meter possible
    As I got better in 3rd Strike, I started to notice little opportunities for building more meter than I normally would.  Playing a character like Urien, where his entire game is based on him having meter, I started to make sure that I was using each opening to build as much meter as possible.  For example, if you knock someone down in the corner and they don’t roll, how many standing strongs and fierces can you get out before they get up and which one or both builds the most meter?Another situation is after you hit them with D + FP –> Tackle.  Do you just dash across the screen?  Do you do one dash and then a charge partitioned Headbutt?  Or do you do F + MP, Headbutt (credit to Emphy) to get across the screen to be in your opponent’s face right when he gets up.  The last option builds the most meter and that extra meter that you get every time you’re in that situation adds up.

    How many times have you been in a situation where you wished you had just one or two more move’s worth of meter?  How would your game change if you had that meter you needed more frequently?  Once you realize how much meter you’ve been missing out on, you’ll always want to make sure you are taking advantage of each meter-building situation.

    A Street Fighter 4 example is what Balrog does after he hits his Ultra.  The Ultra hits them up so high and Balrog recovers so quickly, that you have time to get a few moves out.  I see a lot of Balrogs just walk or dash forward after hitting the Ultra, instead of thinking of how they can use these few extra seconds to build a little more meter than they otherwise would have.

    Other Balrogs will do one special move to close the distance such as FK Dash Upper.  This builds 20 points of EX meter according to the frame data.  The Turnaround Punch, however, builds 30 points.  This is an increase of 50%.  Credit to Ronstoppable for bringing that to my attention.  The beauty of it is that against a lot of characters, you can do two Turnaround Punches and then a meaty jab Dash Straight.  This is 100 points of EX meter total (30 Turnaround Punch + 30 Turnaround Punch + 40 Blocked Dash Straight), or an increase of 300%.  That’s a huge increase when you think about the total number of games that you’ll win because of the extra meter you built.

Stay tuned for part two of this series coming out on Sunday.  In the meantime, think about this next time you’re playing and see if you can get in the habit of making these small tweaks to your game and coming up with more.

Read More...

Categories