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Hadouken: Street Fighter 4 Strategy: Calculating Risk/Reward Payoffs

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Calculating risk/reward in Street Fighter 4 is critical to winning against good players.  This is because during the course of the game, we are put in many situations where we have to calculate whether it’s worth taking a risk in order to land more damage to end the round or gain a substantial life lead.  Considering multiple options as well as your opponents options are and what he thinks you will do should lead you to making better decisions during the game.

The most common situation where both players must calculate risk/reward is when a character with a good wakeup Special Move gets knocked down.  These special moves include Uppercuts, Flash Kick, EX Messiah Kick, Headbutt, etc.  When you knock down one of these characters, you put yourself at risk by getting close enough to them for the opponent to consider doing a Wakeup Uppercut.  Calculating the risk/reward payoff is crucial to winning.

Here are some factors to consider when calculating whether to Wakeup Uppercut/Headbutt/etc…

  • Are you up one round/one game?
    If you’re up one game or one round, you may be able to afford to take more risks because you are in the lead.  Conversely, your opponent may be playing more cautious so they may not be willing to attack as aggressively because they are already down one game/one round.
  • Do you have enough meter to FADC?
    Having two EX Meters is basically a Get Out Of Jail Free card and let’s you take risks with very limited downside.  For example, Ryu can Wakeup Uppercut xx FADC and back dash to safety pretty much anywhere on the screen except the corner.  This means that if you get knocked down with two meters and an Ultra, it is probably in your favor to go for it because you can FADC back dash if they block the Uppercut.
  • Do you have a life lead?  If so, will you still be in the life lead if your move whiffs/is blocked and your opponent punishes with the most damaging combo their meters (Super and Ultra) can allow?
    If you have a substantial life lead (maybe 35% or more), you can usually afford to take more risks because if your risk doesn’t pan out, you will still either have the life lead or be at even if they block and punish with their most damaging combo.

    For example, if you’re playing against Balrog and he has one meter, his most damaging combo using that meter would probably be the EX Upper Loop (LP, LP xx EX Upper, LP, LP xx Headbutt), so a wakeup Uppercut when you’re in the lead probably wouldn’t lead to game-ending damage if he blocks.  Conversely, if you’re Balrog against Rufus anywhere near the corner and you do a blocked Wakeup Headbutt, you are probably going to eat way more damage after Rufus lands a combo because you are going to be in the corner where he has the advantage.  Once Rufus gets Balrog in the corner, it’s a tough fight because he has so many ways to land the Ultra and the Dive Kick can be overwhelming.  Before doing a Wakeup Headbutt in this situation, you have to consider your position on the screen and the danger of being in the corner, not just your life lead.

  • Is there a safer alternative?
    Wakeup Uppercuts can be great sometimes, but wouldn’t it be safer to throw out a D+LP?  Usually on wakeup, you’re trying to get your opponent off of you so you can regroup and a well-placed low jab can be all you need to back dash to safety or link into something else.  The risks of a low jab are usually pretty small (think of it as a 2 on a risk scale of 10, with 10 being a non-FADCable Uppercut) but buying yourself a split second and an inch of room to breathe can be the difference between winning and losing a round.
  • What does your opponent expect you to do?
    If you’ve done a Wakeup Uppercut earlier in the match, maybe he’s looking for it again which may make him more likely to block and punish with a big combo.  It may sound obvious to a lot of players, but some people aren’t considering these things before they do Wakeup Uppercuts.

    Even if you haven’t done a Wakeup Uppercut before, if you’re Sagat and have two EX Meters and an Ultra, he’s probably looking for you to do a Wakeup Tiger Uppercut FADC Ultra, so he probably won’t be likely to attack which means you may want to consider not doing it.  Of course if he knows that you know that he knows that you’re looking for it…well now things just turned into a complicated Rock Paper Scissors game!

    Because going for the Uppercut in this situation isn’t very risky for him because he can FADC out of it, maybe he’ll go for something completely unexpected and just wakeup and throw.

  • If it hits, will you win or at least give yourself a lead you can sit on?
    If you take the risk and it connects, will you win the round?  If not, maybe it’s not worth going for unless the life lead you’ll gain will be easy to sit on.  For example, in the Balrog vs. E. Honda matchup, if Balrog gets knocked down, Honda may want to try an Oichio Throw as he gets up.  If Balrog has an Ultra stocked, a life lead and the Headbutt -> Ultra connects, he will be able to reduce his risk by backing away to just outside sweep distance from Honda.  It’s extremely difficult for Honda to get in on Balrog (and vice versa) so he should be able to keep him out relatively easily and slowly whittle away his life with safe, low-risk attacks.
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Hadouken: Street Fighter 4 Sagat Strategy: 5 Things I Didn’t Know About Sagat

THESE ARE NOT BIG DISCOVERIES! If you’re a Sagat player, I’m sure you know all of these, so this article is not for you. :)
sagatRecently because I’ve been training students, I’ve been thinking a lot about how to learn new characters from scratch. I thought to myself, “if I were trying to learn a new character, what would be the most systematic way to do it?”

That’s not really what this post is about though, but one of the things that I did think about in terms of character mastery was that you should at least be able to go through all of said character’s combos in Trial Mode. Not to say that all of the combos that Trial Mode makes you do are good or useful, just that if you have mastered your character’s execution, you should be able to do most of them relatively easily.

So I went through Trial Mode with Sagat (or at least tried to until I got to Stage 4 on Trial Mode Hard lol) and realized that even though I’ve played a million of them, there was still a lot to learn about him and I realized some of it while playingTrial Mode.

More after the jump…

  1. Super links into Ultra in the corner
    Who knew? This was one of the Trial Mode combos and in retrospect, it makes perfect sense because the last Uppercut of the Super looks the same as an EX one. Not a very practical combo by any means (and I don’t remember how much damage it did), but I hadn’t seen it done before as far as I know. This is useful because of the second item on this list:
  2. D+HP links into Super
    The Trial Mode combo was Jump in HP, D+HP, Super and I tried to cancel the D+HP a few times to no avail. Then I tried linking it and it worked! Not only can you link it, but it’s really easy to do, to the point where it’s a really easy hit confirm (I’m talking 3rd Strike Ken D+MP xx Super easy).

    Again, I don’t know how practical it is, but if you could create some sort of Counterhit setup with D+HP (D+LK, D+LK, hesitate, D+HP), you would be able to link into Super and then Ultra in the corner off of one hit.

  3. D+LK links into D+MP
    This one seems way more practical because you can do the Sagat Dream Crusher combo off of it (D+MP xx Low Tiger Shot xx FADC xx D+MP xx HP Tiger Uppercut xx FADC -> Ultra). If you have gdlk execution then one D+LK leads to huge damage. If you don’t, well now you have something to work toward!
  4. Close LP links into standing HK
    Not sure how useful it is, but still good to know.
  5. You can EX Focus Attack in a combo and it’ll crumple
    Excuse my ignorance of Focus Attacks in combos, but I haven’t seen it used in a match like this. I’m not even sure it’s a good idea, very practical, or a good use of meter, but this post is about things I didn’t know, not useful Sagat things I didn’t know. :)

    In Hard Trial Mode stage 4, you have to do D+MK xx Low Tiger Shot xx EX Focus Attack, D+MP xx Tiger Knee. I thought I was supposed to FADC the Tiger Shot, but you actually have to hold it long enough to make them crumple. It took me a long time before I gave up and looked up a video on YouTube that showed how it was supposed to look. Then I had to look at a post on SRK for tips on how to make the Focus Attack crumple. I landed it a few times, but it’s still hard. Not sure if or why it would be useful, but all game knowledge is good game knowledge when you’re trying to learn a new character.

The moral of the story (aside from me being a Sagat noob) is that spending a little time in Trial Mode can help your overall game knowledge for characters you’re either struggling against or trying to learn. What have you discovered in Trial Mode recently?

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Hadouken: Street Fighter 4 Thought Processes

thinking-cat-is-thinking2Note: If you are not a beginner, ignore this post, this is not for you.  :)

Lately I’ve been working with several people who are very new to SF4. One of the biggest issues I’ve found is that they don’t think of the game the same way as veteran players do due to their inexperience. In order to help bring those of you who may be in that category up to speed, I have created a list of questions to ask yourself while you’re playing, pretty much before you do any move on offense or on defense.

Offense

  • If this move hits, what will I do after?
  • If this move misses, what kind of damage will I take (or where will it leave me on the screen)?
  • How can this move be evaded?
  • If this move blocks, what can they punish with?  Did they punish it last time or is this the first time I’ve shown it to them?

Defense

  • What move are they most likely to throw out right now (taking into consideration their lifebar, the range you are at, the character they’re playing, etc.)?
  • What move, if any, can I punish with if I block?
  • What are they most likely to follow up with if this move hits me?
  • What are they most likely to follow up with afterwards?
  • Is it better to block or try to counter?

Wakeup

  • What is the risk of blocking?
  • What is the risk of doing a wakeup move (such as Shoryuken, Flash Kick, etc.)?
  • Did they attack me last time?
  • How likely are they to throw?

Hope this helps some of you beginners out there.

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