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.

No comments:

Post a Comment