Saturday 28 August 2010

(28/8/2010)

Can't believe I got on a losing streak early on in the session. Later on things picked up nicely but the fact IS a losing streak occured, indicating holes in my game and sloppiness. Should really learn to maintain my cool in clutch situations.

Lili-
qcf1,2  is -14- Punish with f3/df34, NOT df2
After 3+4 is blocked, this guy likes to use b1+2. Side walk around it.
Why are her BT moves so gay esp on oki.-> Sideroll away when on the floor. Take the d3 hit and get up.
BT d3,4- Block that on reaction as much as possible.
db3+4 is linear- Sidewalk around it then punish it as it whiffs.
If space needs to be opened up sidewalk first then backdash. The other way round is liable to get tagged by df3+4


Alisa-
See ws1 (elbow) DUCK the 2nd hit
See f3 low parry the 2nd hit
b3+4 (equivalent of Lar's uf3),3+4 sidewalking to the back doesnt really guarantee anything.

Lei-
1+4 eats his lie down stuff.
Interrupt his stances to prevent mixup.
He's quite linear

Marduk
VT stance mainly used in oki.

Bruce
Urgh cd3
Low string starters are followed by a high.


Self- Use d3,2 way less since anybody who doesn't know frames is punishing it unless its used on oki esp to CH wakeup kicks.

Use more lows during sidestep cancel stuff to keep people guessing esp from b222~ss or d4,1~ss

d4,1 doesnt hit grounded, picks up back roll/getup, CH wakeup kick... Possibility that d4,1 can be cancelled and whiff a delayed wakeup kick.

d2 more, Test how people react to a forward dash .

ff3 is pretty good for wall pressure esp a long range mid.

df3,2 from 1+3 isn't reliable unless a backroll is read.

Use db3/wtf for otg more. d3+4 doesn't give good distance/advantage unless its for the kill.

Wakeup low kick has longer range than mid kick.

Thursday 26 August 2010

Today's games (25/8/2010)

Alisa- df3,3 is a mid low. Low parry the 2nd hit.


Hwoarang- His pressure is stop cold when RF df4 is blocked. 2,4 transits to an uninterruptable df4 so respect that.

Heihachi- Punish 2nd kick of hellsweep with ws4. Backflip whiffs Hellsweep->Uppercut

Devil Jin- Range 0 definitely works so far. Watchout for panic 112 and cyclops.

Jin- This player likes to clutch alot. + frames is where he'll go for throw or df2. Likes Hellsweep on oki.

Bob- When his sweep is blocked watch out for the block animation. Pushback = hellsweep, no pushback= string. Bait twin pistons when in doubt. Ivory cutter is safe from d1's phantom hitbox.

Dragunov- Passive wr2 buffer results in getting rush'd down. Mash 1+2 as db3 comes.  String variation mixup with b4,3 (M.H) or b4,2,1. PUNISH FF2 WITH SLAPS!

Lili- Respect her pressure game. Worse thing that can happen is to hit buttons and she goes for a crush. Not worth trying to interrupt what she does unless she's at +. Defense and movement beats alot of her crush attacks.

Marduk- f1+2 on block, db3

Zafina-  Backdash is beast!

Paul- DUCK DUCK DUCK ff2,1

Oki thoughts-
1+3- IMO better to use ss WTF, d3+4, db3 for grounded.

Use d4,1 for the pick up option esp if they dont wake up so it's possible to ss cancel into ws2.

df3,2 picks up better but it's beatable via lying down or side rolling.

uf4,3,ss cancel works as a reset too.. Decent combo ender to transit into ss1 cancel mixup.

Saturday 21 August 2010

What's going on

Looks like I'm getting predictable with the ss2 stuff. Better stagger my offense to vary the timing.

Also more lows will help against defensive opponents.

Poke more.

Matchup thoughts
Baek

Devil Jin- Once iws4 pops in it gets crazy.

Dragunov- Handling wr2.

Hwoarang

Heihachi

Jack

Kazuya

Xiaoyu

Thursday 19 August 2010

today's games

Work on execution for WTF wall oki.

Don't rush to people after a knockback combo from mid screen. Space forward, see what they do then move back if not sure.

Where does b1 come from again?

More cd moves esp on post oki mixup to keep them guessing.

It's ok to end blockstring with ff1+2 by the wall as the immense pushback can still be used to setup whiff punishes.



Bryan- Watchout for moves with immense pushback as that sets up uf4/snake edge. Try move and bait these options more.

Dragunov- df1 blocked, OS w/qcb to duck the 2nd hit of df1,4 and block df2s in time.
Anticipate ff2 and slap them.
Side walk more as his long range options are more linear. His best game comes in close range.
When db3 pops up, block low and mash 1+2.

Feng- Sidewalk moar. Low parry db2 (jab punishable, 2nd hit launch punishable but hitconfirmable).

Lee-  qcf3 looks good in closing in on him esp if he fishes with f4
d3- If it hits try and swr to beat fishing with 223
f4,3- anticipate the next move.
b4- SWL punish with df2. 
1+4, shuts his frame traps
block db3, WTF him in hitman stance/close range- iws1,1+2

Leo- Quite linear.

Ganryu- b2,1,2 string d1,4 the 3rd low hit.
His rapid slap tracks well and stops ss2 (try earlier timing)-> -14=df3,4/f3 on block

1+2 ->NCs , 2nd hit at -13 guarantees df1,2/iws1, Transits into his ub w/ fake options but theyre all high.

Sitdown- Mid is slower than the low. Low is more unsafe. Blocklow, react to mid.


Miguel- 1/df1 blockstring beats db1/uf4. Make sure not to whiff upclose.

Duck the 2nd hit of df1.

Marduk- 3,2,1 string, duck the 3rd hit.


VT stance- Sweep low must be punishable. Linear?

Paul- DUCK 2nd hit of 3,2 and ff2,1!
Punish barge with b1+4 properly.

Tuesday 17 August 2010

Oki writeup + Plans for next session

Oki
Okizeme is a term to continuously pressure a waking up opponent. Nina is strong in this department as she got good assortment of moves to pick up an opponent and also do damage if they remain floored.

From a 1+4/d434 spike
- d4,1/df1/d2 catches back rolls/fast getup/-pops them up into another combo.
- d3+4/db3/uf1 against grounded opponents for damage




- Delay db3/ss1 b~u for post oki mixup.
ss+1+2
-ff+1+2 is guaranteed

ch qcf+3
-d+2 is clearly the best option youve got right here because it is guaranteed. it hits stayers, siderollers and picks up backrollers and those trying to stand up
-if they know this already and almost never stands up, you can now put in more damaging moves for stayers like ff+1+2

WTF options

-wtf, wtf is guaranteed (but the opponent could lessen the damage by trying to move)

-if that's the case, you could relaunch them using d+4,1, df+3,2, 1, 1+4, B!, ws+1, ff+3 if they try to stand up or backroll

you can also use cc, d+2 into juggle for backrollers and d+2 also hits stayers. its up to you what to use, but i personally prefer using d+4,1 over cc, d+2 because d+4,1 is hit confirmable (you can choose not to hit 1 if the 4 wont hit making you safer) and has triple purpose (hits siderollers, launches both backrollers and those standing up

-finally, ff+1+2 for massive damage for stayers. also safe if you guessed wrong

d+3,d+4 wall tech trap

BASIC: when you hit an opponent with wtf (d,df+4) against the wall, d+3,d+4 is guaranteed

ADVANCED: after wtf, d+3,d+4, you can do a tech catch by doing UF+n+4. What will happen is that you will hit the opponent with the UF+n+4 leaving you both in BT position. after this, you may do a throw from BT position to back throw the opponent. =)

Spike Ender Mixups

BASIC: when you hit an opponent with uf+2,1 against the wall, d+3,4,3 is guaranteed

ADVANCED: since d+3,4,3 spikes the opponent in the ground (no techroll), we can mixup after that.

  uf+3 or d+3,d+4 (other options would be db+3 or uf+1+2 or d,df+4).
After a spike ender on the wall, majority of the opponents like to sideroll. uf+3, wtf, and d+3,d+4 all hits siderollers in any direction while db+3 is safer, it only tracks sideroll left but still leaves you safe if they sideroll the right way.  The siderollers are left with the option to stand up, or to stay down. If they stay down or sideroll, d+3,d+4 will hit them. and whats the good thing about hitting the d+3,d+4 other than it being guaranteed? the possibility of a tech trap of course (read d+3,d+4 wall tech trap). 

If the opponent chooses to stand up, the options here are very rewarding. If they choose to stand up and and block high, wtf will hit them, then another guaranteed d+3,d+4, into tech trap option again. uf+1+2 is kinda self explanatory. uf+3 gets them re-walled for some awesome damage if they choose to duck after standing up.




CH bait with 332/432, the first hit will whiff , this fakes an opening which might trick the opponent to use wakeup kick. The 3,2 will launch CH them.


kick~roll wall techtrap

BASIC: if you get to have a wall splat, you can tech catch them with a 3~roll and have them BT for you to enjoy. 

For example, juggle, B! then end with ws+1,1+2, W!.. hit them with a 3~roll. when the opponent techs, they leave their back towards you allowing you to get a free df+3,1,2,f+1+2 after the tech catch to get them to another wall and cause larger amounts of damage.

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THROW OKIZEME - for those who dont know, okizeme is "the art of damaging your opponent while he is getting up off the ground" and quite commonly called "wakeup games"

1+3 / df+1+3 followups

f+1+2 - huge damage for siderollers and backrollers

ss, wtf - hits stayers and siderollers. (the ss part allows wtf to hit siderollers becuse ss realigns your character to the opponent)

db+3 - safer alternative to ss, wtf

d+4,1 - picks up opponents trying to stand and backrollers into pickup d+4,1, df+3,2, 1+4, B!, d+2,3

*2+4~,1,2,1,2,1,3 and df,df+1has no okizeme options, the opponent could just stand up safely*

df+2+4 followups

same options with df+1+3 and 1+3, but better, because:

-d+4,1 hits the opponent backturned if they try to standup
-f+throw will backthrow opponents trying to stand up



 Plans for Next Session
Use more Hayashida during spacing.

More ws1 to advance forward with a mid.

Poke more diligently with df4/b4. Use way more low pokes like d3,4.

Frame trap with d3,2 if df4 hits.

Have more faith in df1 for rushing down. Use more 1+4 while rushing down to lessen the panic options available to the opponent. Conditions them to use ws moves allowing ss2 to be setup more.

Mixup ss1 cancel move instead of just db3. Use more mids after a ss1.

Against cornered opponent try using sway4 as a launcher.

Matchups 


Bryan: df1 him alot while pressuring him. This should stop uf4/df3 in attempts to crush out of pressure. Watch the distance so that df3 won't hit as the leg part will go right under it. Occasionally bait the punch parry. Nina lacks reliable mid kicks so try 1,2,3 as he mashes the punch parry.

 ss2 might pop him out of snake edge at closer ranges. uf4 is the one to watch out for in this regard. 

1+4 should shut him from using snake edge. If he insists on hitting buttons then punish with ss2 or block punish.

uf4 does not track to his right so ssl2

Respect b1. If the range is quite far don't risk stuffing it or sidewalking it on reaction. Just prepare for the mixup afterwards as he has no fast enough low/mid that leads to damage on hit.

Zafina: Avoid using highs as much as possible other than magic 4.

Drag: d1 after a blocked b2 to shut his options out. Mixup only pops up on hit.

Wang: Poke away, watch his movement then intercept.

Saturday 14 August 2010

Today's games

Good to see the place being quite packed today and met alot of old faces. Got on a losing streak when I'm tired and got tense due to my silly ego which I have to get over.

Got the DBD outfit for Nina too. 2P outfit is pretty sorted now. 1P outfit is gonna require the Racer Jacket, might 'browse' around to see what I want but the cash has to be regained.

Bryan- b1, uf4 and Snake Edge are literally giving me a headache. I'd love something to really shut those 3 things nicely while I'm doing pressure.

1 w/ df1- Stop's b1 and uf4 cold but dies out to Snake Edge.
Against Snake Edge I suppose I have to learn to really react to that thing. I can stuff it with d1 but that's where uf4/b1 comes in and crushes me despite being in frame disadvantage.

What's a good move to reliably stuff b1 other than 1,2? It crushes lows it seems as I can't d1 out.

d3,1+2 cancel- b1+4 that shit esp on block.

b2 looks like the anti ss2 move even if ss2 is done following 1,2 on hit.. I hope it's just me not doing it fast enough.

Argh I've played this character so much in UK, I have to really break him down especially if I get clear reads. Hmm what to do.

Dragunov- iwr2 changes alot of things. It's like Bryan's b1 on steroids. ff2 is unsafe -12 but it resembles wr2.. Must try and sidewalk more against him.

If he tries to crawl away on wakeup esp after 1 throw. Run in df3,2 for the juggle.

Hei- Twin pistons on block = free ws4. Seems to track pretty well when I tried to use ss2 after 1,2 on hit.
His mids are beast by the wall. Due to start up it is possible to avoid their range. df1 is his fastest mid too.

Zafina- b1+2 is definitely an annoying low poke. It might be linear but it will randomly hit as I'm spacing and uf1 just goes over it.
Her df1 tracks to her left well and it beats ssr 2.. I could have not done it early.
It's either that or eat a df2 for more pain.

Her 1+2 4 4-> 1+4 can interrupt the last hit of this string on block.

Feng- Very linear but hurts one way or another. L2 block ss4 and his other lows on reaction. Also if he's baiting b1 that's where WTF comes in.

ff3->flip = very unsafe, other than the fact it's linear.

iws1 has a possibility of beating b1 clean during mixup due to ws1 crushing highs.

Leo- Need to know defense against her. The vid is here for a reason I suppose.

Jin- Linearity is definitely the issue. Blocked ws3 = mixup. b1 stance stuff isn't very threatening. ss2 and b1,2 will whiff each other.

AK- Again another victim of linearity. Not to mention he's pretty high risk. db3 on block max range should be punished via cc into b1+4 or uf2,1.

Thursday 12 August 2010

Today's games

Hmm there's been alot to write but today's games literally helped me feel out the basic aspects of Nina's game alot better.

One of the things is the power of ss2 for mixup. When she's in an advantage ss2 is guaranteed against people who press buttons in an attempt to interrupt. Best part is that it's even possible to react to the attempt at retaliation. Therefore, if the opponent is observed to be passive the situation at worst resets to neutral.

Nina's high and mids are better equipped for straight forward mixups. db3 is an excellent low but not something I'd use against the twitchy opponent unless it's from f3 or 1/df1/df1,2 CH.

ss1 is awesome for oki which will be my next writeup.

Here are the characters encountered.
Zafina- I really should punish her -14 stuff alot more consistently with f3 or df3,4. MSC 4 should be punished with b1+4 automatically. This particular player will always go low from far range if I'm at low health.

Wang- Able to react to his fc mixup so that's a free launcher. The first hit of his sweepbang is pretty safe on block and worse of all there's the threat of the 2nd hit which launches. 2nd his is less safe.Need to know exactly where to ss so I can avoid more of this player's near random mixup game based on frame traps lol.

Jin- Don't ever let this guy get into the range of his 2/3 hit strings.4 is his only answer to the ss2 setup but he is a linear character otherwise esp at mid range. Try not to over use df1 in blockstrings as df1+2 is a good panic button there. This is where lows or f3 comes in. f3 has to be parried twice too.

Dragunov-

Heihachi- He hurts. Need more info in this matchup other than the standard anti-Mishima strats. Has pretty high reward off his mids. Twin pistons might not launch but the kd gives a nice oki position.

I want more roulette. :(

Wednesday 11 August 2010

Mid-range game

Nina's real specialty comes from her mid range game. She has a huge arsenal of pokes to keep the opponent at bay. This combined with her fast movement + Hayashida step means that she's very hard to actually get into under the right hands. Not to mention that charging into Nina is literally asking for death as her mid range setups can lead to the juggle one. Her pokes can be so annoying that it can condition the opponent to be more passive and bait for it. This is when Nina can swoop in for the mixup. How Nina will do that was outlined in my previous entry. The spacing part of Tekken is probably the most indepth or perhaps open-ended part of the whole game as there are alot of possibilities to earn the advantage from the opponent.

So in this post we will look at her mid range tools:
df1- Other than a mixup tool the speed itself makes this a reason to not get rush into Nina.
d1,4- d1 is a favourite panic move and having a 2 hit d1 string gives Nina a good panic move to stick out to interrupt an opponent and deal damage.
ws1- Advancing Mid that crushes highs.
b1- Against a very aggressive opponent who charges straight on. This is a good tool to use to punish them into a juggle. It is a sidestep move, which means that using this in conjunction with a sidewalk will improve the evasiveness of this attack.

ss1- When used during spacing the cancellation allows Nina to conceal the animation in some of her moves. Also cancelling the ss1 nearly eliminates the recovery so it's a good move to whiff as long as the opponent is not actively looking out for it. Handy tool in determining the habits of your opponent.

d2- Used for getting in via a low. Viable tool for mid range because it advances her forward with a 2.
db2- Homing attack that resembles d2 use this to catch random ss and go under high pokes.
df2- Generic df2s are launchers. Nina's df2 is shorter than average but it's still useful in punishing a well read close in.
ss2- Has better risk reward than b1. As it is executed from a sidestep it's excellent against impatient opponents during the spacing game.

ff3- Long range poke but not too good on block.
df3,2- Long range advancing poke. Against more experienced opponents take care when using this move on block as the 2nd hit can be ducked.
df3,2,3+4- Advancing string which punishes conditioned opponents.
d3,4- Generic low with an extra hit. More range than db3 so it's more useful as a poke
d3,2- Same reasons but executed with the confidence that the opponent presses button

4- At i11 this is a great poke to use for fishing CH and sticking out randomly. Just don't get high crushed.
df4- Another excellent zoning tool. Pops out fast, good range and safe on block. Linear but difficult to ss on reaction.
b4- Another high poke. A tad slower than 4 but the reward is better. On CH it guarantees b1+4 which leads to Nina's more damaging juggles.
WTF- Only for high crush.

I have yet to establish my game clearly in what sequence of moves can be used to create a strong setup but these are the tools outlined for Nina.

Monday 9 August 2010

It's time for the Surreal Black Onyx

This blog will be used as a space for various fighting game stuff. One way or another it's about time to concentrate on 1 game to reach the goal.

Despite that this blog will contain writeups of a gaming session and gives me a space to plan out the next. Efficiency is the key especially that my time allows me to play fighting games with people once or twice a week. So it'll be worthwhile to make use of such time.

Anyway.. Tekken 6 Bloodline Rebellion. It's been a while since I played after all the travels and drooling over KoF13. The rust has to be shaken off and this was sped up by a local Zafina who's pretty good at using d1 to interrupt pressure and knows when to block.

Crouch jab is a good panic move since the old days of Tekken. Being i10 it's ideal for interrupting stuff. It puts the defender in a crouch state so it will beat high attacks. On hit it gives enough frames to enforce a mixup with quicker mid/lows like Zaf's df1 and d3( the low that transitions to scarecrow stance).

One way or another the amount of things that move alone stuffed did get into my head and disoriented my offense at the very least.

It's a good thing to encounter this so I can learn to establish stronger frame traps using a sequence of moves to ensure that my opponent's defensive habits are kept in check. Also this series of matches provided me abit of insight on what exactly is my opponent thinking during a spacing situation and what matchups mean in this game.


Later on, I used more low crush moves like uf1. It works against the d1 as it's a special mid. However, despite the good risk reward carried in this move, I need to establish my offense upclose.

So first we will look at tools that are handy to close-in with for the mixup.

Closing in

uf1 is a good mid that crushes lows and it's quite safe on block. It does have startup.

df1 itself is +5 on hit and this is a good value to begin mixups. Since the opponent tends to d1 in an attempt to escape. I could learn to hitconfirm this stand alone when i close in for the mixup. Besides if it's blocked there is the 2nd hit to take into account so there is a threat of taking chip damage though the 2nd hit does not offer much frame advantage unless the df1,2 lands on CH which mainly results from subsequent mixups.


b2,2,2 good string to use to advance forward but beware of high crushes. Also her only 12 frame punisher.

d2 is a nice low that advances forward.

db2 is a homing mid that advances forward. Due to it's slow speed it's blockable on reaction. It has pretty good reward on hit and a knockback. Goes under highs too and it looks similar to d2 so with some conditioning it's possible to setup hits with this.

f3 is a good move to setup a guaranteed mixup situation on block but as it's high it's hardly a threat to the d1 lover. However, in the event this gets blocked it's a free mixup.
db3 is a great move to use after closing the gap.

4 I literally need to use this more. Longer range than a jab, has frame advantage as close as a jab on hit, launches on CH. Can't say no to this other than the fact that my opponent loves to do high crush stuff.

fc df4 aka WTF is a good long sweep that catches people off. It is blockable on reaction so it's better to use it after certain moves or slightly off axis in order to conceal the animation abit. Crouch dash and d2 are very good moves to use in conjunction with this for this purpose. Hayashida step into wtf also works.

Now assuming most of these have hit, leading to frame advantage, here are a few moves that can be used to continue with the pressure.
df1,2 -> With anything that's +4 at least this is an invaluable mid for reasons previously stated. Now if the opponent is twitchy it's very possible to net a CH df1,2 which is a whooping +9 on hit giving the attacker another opportunity to mixup with abit slower mid/lows.

Some more the animation of the move can be used to mask some throws esp dfdf1.

ss df2-> If the opponent likes to respond with a jab or a d1 immediately this basic manuever can net a juggle.

ss 2-> Same reasons especially with Nina's fast sidestep, this is an effective tactic but it's jab punishable on block so take heed about when to use it.

db3-> Great low to use in a subsequent mixup. +6 on hit is a reward worth taking and it's quite hard to see.

db4,3-> With some space and abit of risk for extra reward this is another good move to use when you're sure your opponent is twitchy.

ss1 b~ss-> Once your opponent begins to respect the mixup. This is a handy tool in creating a very tight pressure game. ss1 has some startup but if it does go through a mixup situation will be created very strongly in Nina's favour.



Other notes:

I really shouldn't be freezing when spacing. It doesn't hurt to stick out limbs in the anticipation they will close in. After all, it is better than giving them a free entry to close the gap.  Zafina got tonnes of high crush moves but a good portion of her movelist is unsafe and linear. So if I do intend to poke it's better to use df4 or possibly df3,2 but that on block might get d1'd. Zafina's df2 crushes highs and has immense range but it's not the safest thing too. In spite of having this knowledge I would rather do something that makes sure he's kept honest with his approach...

Blah that's it for now but I should keep my entries more focused next time. Next step, the mid range game.