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NorCal Install this weekend!

By Guest, in Home,

This weekend, civil war erupts as the best of Northern California and Southern California battle one another across three different games to determine which region reigns supreme. Battles will be wrought over Guilty Gear: Accent Core, Melty Blood: Actress Again, and BlazBlue: Continuum Shift, and wits will be tested in the singles tournaments. And if the singles tournaments weren't enough, there will also be a 5v5 NorCal vs. SoCal exhibition in each game, as well as streamed money matches, courtesy of IPlayWinner.

The festivities kick off at 12:00 PM this Saturday, August 28 at Berkeley, California. Come check out the NorCal INSTALL! event or the stream if you can!

Event info thread: http://www.dustloop.com/forums/showthread.php?9505-NorCal-INSTALL!-v.2-August-28th-%28We-HitConfirm-Everything!%29

Guest
The only thing I never expected in all of this, was how much I would regret the things I could have done. It's not that I've done anything to be ashamed of; on the contrary, I'm intensely proud of what I've accomplished. It's the thought of all that I missed that makes me regretful.

I was so scared. Walking into that ballroom for the first time, seeing the giant stage, the hundreds of people all crowded around various monitors trying to get a glimpse of what was going on… It left an impression on me. One that, to this day, I still relive whenever I enter the doors to the Evolution tournament. Along with that impression, I always have a single thought that goes through my mind, no matter how I try and prepare myself for it:

"I'm in my over my head. What am I doing here?"

And then I remember.

This article is about entering my first tournament, how I got there, and my journey to actually winning my first tournament. It is my deepest hope that this factual account will inspire some to take that leap of faith - faith in yourself, in your abilities and dedication - and try it. No matter what the outcome is.

[PRBREAK][/PRBREAK]
2006. My brother, who was already into the Street Fighter II scene at the time, gave me a copy of this game called "Guilty Gear XX". My first response was to inform him of just how much I disliked fighting games and that I was never going to play it. After about an hour of trying to convince me to play, I finally agreed. If just to shut him up. I picked a character that looked kind of interesting -some weird ninja guy - and played against my brother. Using a controller and mashing buttons like there was no tomorrow, I somehow won. And then the strangest thing happened: I played another round. I didn't win this time, and I got angry. Why didn't I win? I won the last time. So I played again. And again.

I lost far more than I won; 2 O'clock rolled around and I still wanted to play. Work the next day forced me to get some sleep. I brought the game with me, and played against some of my friends. In our own little world, I was king, dominating all of those who played me. I don't think a day went by when I didn't play that game. Everyday for six months, I played this game. All but one of my friends stopped playing, but still we progressed. I taught myself how to cancel, negative-edge and even some basic combos. It was fantastic. I was the best around.

Being the big fish in a small pond has an interesting effect: you really start to think that you're the best. Hearing about this tournament called "Evo" made me want to go and beat all of these other people. Not because it sounded like it would be fun, but because I wanted to prove I was better than them. So, to the Evo West-Coast Qualifier I went.

I can still remember walking through that door with my self inflated ego taking up most of the space, and seeing a Testament player on the big screen (whom had become my main by this point). The Testament player did 6k > 6H as a block string. Yup, I really do remember the very first move that I saw after walking into Evo for the first time. I remember, because it struck me at that moment that I didn't know Testament could do that. I knew I was out of my league immediately, feeling like a small fish all over again.

Still, I had flown 400+ miles to get there and was going to play. I don't think I won a single game that entire weekend. After my team was OCV'd by a Ky player, I asked him how he got so good at the game. He shrugged and said something to the effect of, "I play against really good people all the time." I wish I knew that Ky players name, because to this day I still want to thank him for beating me down so solidly that day. He was also kind enough to introduce me to Dustloop where I learned the actual good combos.

I learned so much from that experience, just watching those incredible players and talking with some of them. After two days, I walked away on a completely different level than I been on. Still not a particularly good one mind you, but still higher than where I had been.

For the next 3 years I entered the Guilty Gear tournaments at Evo. Every year I met new, awesome people and learned so much. …And got my ass kicked pretty good. Little better every year, but still not good enough. It was on that last year that Aksys Games had a small little set-up running a demo of their newest game: BlazBlue: Calamity Trigger. I was hooked as soon as I saw a poster of this weird blob guy with a mask on.

I knew that I had made mistakes while playing Guilty Gear: the biggest one being that I had no match-up experience against more than half the cast, because I still wasn't a part of the community. I swore to myself that I was going to play BlazBlue, and not repeat the mistakes of my past.

I followed the game for months. Waiting each and everyday for it to be released. Finally, I got my hands on a copy and started playing on Day 1. I taught myself some basic combos that I discovered (at least to me, I discovered them) and after about two days of practice, I decided to make the biggest step forward in my gaming career: I was going to go to the arcade.

From there I was more hooked than ever before. I went to Sunnyvale Goldland a few times a week and played against some really awesome people. I created a Dustloop account and started posting and discussing theory and sharing combos. The time flew by and before I knew it, it was time for our first BlazBlue ranbat. S**t.

I practiced every single day for a week straight. I practiced until my hands hurt and my fingernails were cracked (alright fine, it was a hang-nail, but it sounds better the other way). My first match in my first tournament was against Ricky Ortiz. I was scared s**tless. My hands shook and I couldn't focus. I dropped every combo I knew and was defeated easily.

The next match was even worse. With that, I was out of the tournament: last place. I didn't wait for it to end, I just went home early. A fire burned in my belly like nothing I had ever felt before. That was the last time it was going to happen like that. Next time, I was going to win. And, the very next ranbat, I lost badly again. Better than previously, but not by much.

Month after month passed, and I never got above 6th place. After V-13 was unlocked, I felt my chances of winning one of the tournaments diminished even further. So, that ranbat, I played against Goryus and won the match, much to my astonishment. After that, it was Ricky Ortiz again: the one whom defeated me so soundly before. Shaky hands and all, I won. Got a perfect the last round too.

I kept going further and further, defeating those that had seemed like gods to me a few hours before hand. All exceptionally good players mind you, ones to this day I feel are better than, but I was on fire that night. I can still remember Goryus placing his hand on my shoulder and asking me, "Who are you and what have you done with my brother?"

Somehow, I beat all of my opponents, never losing a set. I was pleased with myself, to say the least. I didn't want to look like a bad winner so I just smiled to all of the people who were clapping and cheering for me. I collected my winnings and drove off back home.

As soon as I got back into my car and was on the freeway I said aloud, "I beat Goryus and Ricky. I won a tournament. HOW THE F**K DID I DO THAT?!"

It was, and still is, one of my favorite moments of my gaming career. And it all started when I first entered that giant ballroom and said to myself "What am I doing here?"

I have met people who will be life-long friends. I have had more fun than I could ever hope to put into words and would do it all again in a heart beat. If you take anything out of this article, please let it be this: If you're thinking about going to a tournament and aren't sure, do it anyway. Don't go to win, go to play. The winning will come with time.

Guest
INTRO:
Tournament finals, Axl v. Slayer. It's just a regional, but both players are bringing their A-Game, and everyone in the room is hype. It's down to the wire, the last round of the last match. Both players are about halfway down their HP bar, and a single combo can decide the outcome. Axl gets a lucky knockdown, and throws down a 2H to oki Slayer at the last second. But the Slayer's seen this before. He pulls out a perfectly timed reversal super. It's going to be a counterhit, and the combo after will end the game.

But right before the superflash, there's a smaller, familiar blue flash. Axl has FRC'd the 2H, and blocks the super. The Slayer yells “You bastard!” as he takes a big anti-air combo and loses the match. What happened there? A psychic reversal gets beat by an even more psychic bait? Nope. What happened there wasn't a coincidence, and it wasn't anyone being psychic. It was operant conditioning in action, and it's an important part of higher-level mindgames.
[PRBREAK][/PRBREAK]

Learning and why it's awesome:
The human brain is kind of amazing. It has the capacity to process complex situations and come up with solutions on the fly. It can also learn from mistakes, and improve skills. In short, humans can learn. While it's still very hotly debated how much of our behavior is genetic and how much of it is learned, it's definitely widely agreed that learned behavior makes up a significant portion of what we do.

So what does this have to do with fighting games? Well, in general, everything that you do in fighting games could be considered a “learned behavior.” There are lots of kinds of learning that take place in fighting games. On a real-world level, familiarizing oneself with the basic controls is a learning process. Within the scope of the game, you learn to do moves, perform combos and various other tricks, and beat specific moves or tactics. Most interestingly of all, you learn matchups, both against in-game characters and real-life opponents.

Of course, to win in a fighting game, one factor is definitely stuff you've already learned. What moves you have, what moves your opponent has, maybe even some frame data and matchup knowledge. But in a fight with an equal or stronger opponent, this is combined with your ability to adapt to novel situations; to learn on the fly. Some of the best fighting game players are the ones who can adapt quickly to situations they've never seen before, or haven't seen for a long time. They make judgment calls based on what they already know and what they're learning about their opponent. Naturally, like anything else, this can be exploited.


The Mechanics of Learning: Operant Conditioning
Operant conditioning is a concept in behavioral psychology that says, basically, that an organism that can make choices and learn from mistakes will respond to stimulus by changing its behavior. A famous psychologist, B.F. Skinner, did a lot of research with pigeons, training them to do various tasks like play the piano. This is accomplished by rewarding the behavior one wants (Reinforcement) and/or punishing the behavior one doesn't want (Punishment/Extinction), essentially creating an environment where in order to get what it wants, the organism learns to behave in a particular desirable way. This is usually accomplished in small incremental steps, in a process known as “shaping.” If you've ever seen someone learn how to do a difficult task on their own, you can see this concept in action.

In fighting games, there is an intrinsic motivation to win. Especially with skilled players, connecting with an attack, blocking an attack, or what have you can be seen as usable rewards. Getting hit or whiffing an attack can be seen as usable punishments. In other words, players learn by reinforcing behavior that lets them do damage, and avoid taking damage in the game. If something consistently works, they'll do it again. If something consistently fails, they'll stop doing it. This all might seem very obvious.

Additionally, everyone knows someone with bad habits. Most people, even really advanced players, have a few themselves. The guy who always gets too close and gets thrown when trying to oki, or who always DPs on wakeup. Bad habits generally come from playing against players who can't deal with those options, either due to a lack of technical skill, or just not knowing what to do.


Using your powers for Evil:
Behavioral methods such as Operant Conditioning have gotten kind of a bad rep in the lay population. People tend to think of it as mind control, and it's easy to see why one would. Fortunately, there are very strict ethical standards for scientific research, so scientists can't just go out and mess up little kids' brains. In a fighting game, however, your goal is to defeat your opponent, and there are absolutely zero ethical implications to conditioning, since everything you do is only in terms of the game. So when you run into an opponent who can probably beat you in terms of sheer technical skill, you have to play mindgames in order to stay ahead. One such mindgame, and my personal favorite, is conditioning one's opponent to play poorly.

In general, people have to think fairly fast in the middle of a match. If you think they have time to consider every possible option for every possible situation, you're kidding yourself. Instead, people have tried things, either in training mode or, more often, against prior opponents, and have some habits or heuristics by which they make their decisions about what to do in a given situation. They have to either react or anticipate with these solutions with split-second timing. It is easier to create a habit than to break one, and you, as an opponent, can take advantage of this. If you teach your opponent, through controlled reinforcement and punishment of certain specific tactics or general heuristics, essentially teaching them to react a certain way to a certain situation, you have made them more predictable in the future, and you can take advantage of their conditioned response.

To give an example, a strong tactic with Sol is to tick 2P into Wild Throw. This nets him a strong combo, and is a tough mixup to deal with. But obviously there are ways around it. Like any tick throw, it can be beaten with a jab, or something throw-invulnerable. Eventually, a good player will see it coming and do something about it. But what if Sol started doing 2P into Volcanic Viper? Obviously this is, from most perspectives, a terrible idea. They're already blocking the 2P, and the best solution to VV is to just block and punish it. However, it will beat most solutions to wild throw. Obviously doing VV after your 2P when they're expecting Wild Throw is a mixup.

But what if you started out by doing VV? They initially expect a wild throw, and get hit by the DP, or maybe they block it just in time. At any rate, soon they learn that your weird tactic is to always use DP, maybe occasionally RC it so it's safe, but either way, they're learning to just keep blocking, which is exactly what you shouldn't do against the much more legitimate tactic that is the tick throw. Eventually, they're so used to your terrible DP tactic that they have learned to just watch for that and punish it for free damage. Obviously, since doing damage is intrinsically rewarding, they'll keep doing that. And then, at a critical moment, you switch to wild throw. They know that that's your best option. They know what to do about it. But they've been conditioned to respond as though you were going to VV, and so they block, eat the throw, and take a big combo.

Now, let's say you condition them to expect VV when you know you can come back from whatever they do to you, then win at a critical moment by switching to the more valid tick throw tactic? You've essentially conditioned your opponent to play wrong, and taken advantage of it. In the real world? Evil. In fighting games? A win is a win.

Final note: Learned Helplessness
Learned helplessness is another phenomenon that's been observed by behaviorists. Essentially, an organism has learned that its actions have no effect on the outcome, and thus will stop trying. It's a serious problem when it happens to people, and like most things about the human mind, it definitely happens in fighting games.

It is very hard to predict someone's every move. It's even hard to condition them to do exactly what you want. But if you can completely shut someone down? Make it seem to them like nothing they can do will beat you, they will pretty much give up. I'm sure you've seen it in at least one match. It's a major psychological edge to have, and hopefully a trap you won't fall into.

It's never good to assume from the getgo that you can't beat someone. Martial Artists and Behaviorists agree: If you know for sure that you'll lose, you've already lost.

Guest
For those of you that haven't been keeping up with this year's Super Battle Opera qualifiers, all the spots for the BlazBlue:Continuum Shift 2v2 and Guilty Gear XX:Accent Core 3v3 tournament have been filled out (except for the last one for both games, which will be determined on the day of the event as the Last Chance Qualifier spot), and it looks like this year's tournament is shaping up to be as intense as ever! On September 18-19, all the questions will be answered. Will a Bang/Litchi duo take home the crown this year? Will the Miami Heat team of the GGAC world (Shounen/RF/Ogawa) fulfill expectations and go all the way?
[PRBREAK][/PRBREAK]
BBCS 2v2 Qualifiers (32 Spots)

A-1 Block - To-i (Lambda) / Noze (Hazama)
A-2 Block - Nao (Litchi) / Tokiwa (Arakune)

B-1 Block - Kyaku (Carl) / Souji (Arakune)
B-2 Block - Blacky (Litchi) / Kouya (Noel)
B-3 Block - Buppa (Hazama) / Dio (Carl)
B-4 Block - Masutani (Bang) / Len (Jin)
B-5 Block - Hima (Arakune) / Dora (Bang)
B-6 Block - Jin (Bang) / Furan (Litchi)
B-7 Block - Akihabara Eddie Akira (Litchi) / Inoue (Arakune)
B-8 Block - Satoshi "Akuto" (Bang) / Hiroshi (Jin)
B-9 Block - Hekisamecharen (Litchi) / Kasumi (Bang)
B-10 Block - Kaqn (Ragna) / Dennou (Bang)
B-11 Block - Goro (Lambda) / Fumo (Arakune)
B-12 Block - Kya Ro Barieeru (Litchi) / Hayate (Hazama)

C-1 Block - Uisura (Taokaka) / Mame (Ragna)
C-2 Block - Tsujikawa (Taokaka) / Chou (Litchi)
C-3 Block - Himajin (Litchi) / ANG (Bang)
C-4 Block - SUB (Tager) / Donchan (Litchi)

D-1 Block - Shounen (Litchi) / Eesuke (Carl)
D-2 Block - Nezu (Bang) / Ranrebo (Carl)

E-1 Block - Eru (Bang) / Kogatan (Jin)
E-2 Block - Keshigomu (Noel) / Gucchi (Arakune)
E-3 Block - Nosuke (Arakune) / Gakusei (Hakumen)

F-1 Block - Gekiwa (Bang) / Mikami (Litchi)
F-2 Block - Shirapi (Litchi) / Shingo (Bang)
F-3 Block - Makoto (Bang) / Naoya (Litchi)

Hong Kong Block - stunedge (Jin) / jiang (Bang)
PZ Block - Kensou (Bang) / Kid Viper (Hazama)
Arcade UFO Block - GMMA_Jan (Tager) / Hsien Chang (Ragna)

Last Chance Qualifier - TBD on day of event.


GGAC 3v3 Qualifiers (16 Spots)

A-1 Block - Tsubu (ABA) / Samitto (Chipp) / MINT (Testament)
A-2 Block - Rozu (Ky) / Kazu (Jam) / Osaka B (Faust)

B-1 Block - Ina (Millia) / Nage (Faust) / Mitsurugi (Zappa)
B-2 Block - Inoue (Order Sol) / Machaboo (Testament) / FAB (Potemkin)
B-3 Block - Ten (I-no) / Satou (Johnny) / Maruken (Baiken)
B-4 Block - Shounen (Testament) / RF (Faust) / Ogawa (Eddie)

C-1 Block - Koichi (Millia) / KA2 (Jam) / Haaken (Potemkin)
C-2 Block - KMura (Eddie) / Doubt (Slayer) / Chonari (Zappa)

D-1 Block - Woshige (Millia) / N-O (Venom) / Dogura (Robo-Ky)

E-1 Block - Hiroto Frog (Eddie) / Defure (Faust) / Raiten U-Zen (I-no)

F-1 Block - Isamu (Venom) / Roi (Sol) / LOX (Jam)
F-2 Block - Nekomimi (Axl) / Kedako (May) / Kazuna (Baiken)

Euro Block - goga (Chipp) / overkill (Sol) / robobobr (Slayer)
China Block - Cyber (Faust) / DJ (Venom) / 伟华 (Potemkin)
Taiwan Block - "かがみお留守" 鏡 (Slayer) / 澪 (Aba) / Psylus (May)

Last Chance Qualifier - TBD on day of event.

For more concrete info, visit this thread on Dustloop.

Guest

Arcade UFO BBCS SBO Qualifier Match Vids!

By Guest, in Home,

Vids of the recent BBCS SBO Qualifier in Arcade UFO have been released, and it should contain all but one of the matches of the tournament from beginning to end, so if you want to see vids of all the teams in action, head to the playlist below.

http://www.youtube.com/view_play_list?p=7B4952600B467818

Guest
As with all fighting games, Guilty Gear is based on a set of rules made by the designers and programmers of the game. These facts are different from game to game and give the players a lot of tools that they can use once the system has been broken down. Accepting, understanding and using this staple knowledge, these facts, is very important if you want to become really good at the fighting game that you are playing. The rules set by the designers of Guilty Gear and programmed by the programmers are something that we will now use to our advantage when we set out to minimize risks by using them to construct option selects. I will now explain how one of these option selects work. The option selects I'll be explaining today are called fuzzy jump and throw, and they are low risk option selects used to counter throws. Successfully pulling one off can lead to big combos for a lot of characters in the cast.
[PRBREAK][/PRBREAK]
Now let us start todays lecture.


Fuzzy jump

This is a skill that uses the fact that on wakeup you have 9 frames of throw invulnerability and have about 5 frames of throw invulnerability after blockstun has ended after blocking an attack. These rules are then used together with the technique called 1f-jumping, when you cancel your jump with FD. Let’s go through fuzzy jumping on riseup.


Block low for the first couple of frames (to frame 9)
Input a 1f-jump by inputting 7 then cancelling it to faultless defense by pushing two buttons while holding downback
Keep holding down-FD


In other words:

1 (or 1FD) for 8’ish frames
(release FD)
7
1FD (1f after inputting 7, and keep on holding FD after the 1f jump and pull the lever to downback)


With this option select you counter two options with one input. You block low meaty or close to meaty attacks, and since you jump before your throw invulnerability has ended they cannot throw you. It is thus a very useful option select versus characters that rely on throws in their mixup game.

Of course, you can also if block high if your opponent's first attack is an overhead, for example: Potemkin high-jumps over you after a heat knuckle knockdown and goes for the old classic j.S-whiff Pot Buster or j.HS into a gattling on the ground.
Faultless defending in the first part of the mixup might be a good idea since it gives you the added pushback and blockstun, and thus makes tick throwing less effective, since since Potemkin has to move forward after his meaty attack to get better options.

Examples of when using fuzzy jumping is good


Potemkin buster tick- & whiff-setups (2k whiff or hit on oki into Pot buster, etc.)
Overhead Kiss tick- & whiff-setups (j2H into OHK or 2K etc)
Wild throw tick- & whiff-setups etc etc.
Safely evading throw invurnerable-/throw-mixups (ex: Baiken 6K/throw or May 5K/throw etc)


Pros & cons

+ Low risk. You won’t eat any counterhits if they read you. So you won’t eat extreme damage from a throw invurnerable move because you tried to counter throw or abare*.
+ The countermeasures vs fuzzy jump opens up new defensive options.
+ Works wonders vs characters with command throws, command throws that will in most cases still be punishable after performing the jump.
+ If they whiff a command throw beneath you, you can punish it while falling down after the 1f-jump.
+ If they whiff a option select-throw beneath you, you can punish some of the cast with a combo & escape with an airdash or descend with an air normal against the rest.
+ If they whiff a normal throw, you can punish alot of the cast with a big combo.

- Characters with good option-select throws (e.g.; TE, VE, etc.) will catch your character's jump and pull them back down to the ground.
- Requires more tension than other options
- If your opponent stays passive you end up in an unfavorable air-to-ground game.
- Some characters don't get to punish throws as well when using this technique.

Continous fuzzy jumps

Let’s say you did a fuzzy jump on riseup and they did a meaty attack and you blocked it. They still have the option to dash in and throw you. In these cases, it can be favorable to input another fuzzy jump input. This requires knowledge of the opponents characters their gattlings and pressurestrings. By knowing where tick throws can be put into strings, you can try to time the fuzzy jump to counter those setups. But remember mashing 1f-jumps in blockstrings is not fuzzy jumping, fuzzy jumping requires deep knowledge of the game and poor usage of it will just result in you eating low attacks at random. So research the timing and learn it properly!

Remember though, the key to this option select is timing the release of FD and the 1f jump with downback FD-input with perfect timing.

How to practice it

Of course the best way to learn it properly is to invite a friend over and have a trainingsession and try things out. But if you want to try it out for yourself, this is how I practice the timing for the riseup fuzzy jump.

I use the record function and pick May as my opponent. And then I record this string.


[*]Dash 2D.
- Don’t block it. This is just to simulate a riseup-situation
[*](dash) Meaty 2K 2D.
- Do the fuzzy jump input. Remember that going from downback, to 1f jump, and then back to downback is something you must to really fast. You can easy see that you didn’t do it properly if you get sweeped by the 2D.
[*]Dash 2D
- Don’t block it. Yet again, this is just to simulate a riseup situation.
[*](dash) empty dash-in into OHK & record the dummy to block high for a second after inputting the OHK.
- Try to time it as early as possible so the OHK hits just when the riseup throw invulnerability ends.
[*]Punish them!
- This part is the reason why we recorded the dummy to block high after the OHK. If May blocks the attack, you obviously failed to punish the OHK.
- Note that in matches the opponent might dash under & past you, and thus whiffing the command throw behind you instead of in front of you. This makes it much more difficult, if not impossible to punish them.




You have to make sure that you try to do the exact same input for both situation 2 & 4, otherwise the practice won’t be of any use. Pretend that you don't have any idea of what kind of okizeme May is going to do. This is why having a friend over and mixing it up so you really have no idea what mixup May is going to do is the best version of practicing the fuzzy jump. You can of course record tick throws instead if you want to practice the timing for those, and while you're at it see how useful FD really is against them.

Of course you can use other characters and tick throw-setups, but practicing it vs 2K2D (two fast consecutive lows) is good practice to see if you input the downback-block 1f jump properly.

How does it look?

Let's watch a master in action; check out N-Otoko Venom doing it vs Efute May.

http://www.youtube.com/watch?v=tU9C_HPpPbs

0:13 , Venom inputs a fuzzy jump & May doesn’t try to hit him with a move so Venom does a 1f jump.
0:16 , May does j2H, Venom blocks, Venom does a fuzzy jump-input & May hits him after landing so Venom blocks.

I might record a video demonstrating the option select if it turns out that enough people are interested.

So what is a fuzzy throw then?

A fuzzy throw uses the same principle as a fuzzy jump. You block(8-9f), you input a throw (preferably 4HS, option select throws might result in a random) before your throw invulnerability frames ends, you return to blocking. By doing this you throw your opponent before they throw you when they are trying to do poor tick throw-/throw-setups on you.

+ Characters with good throws can turn the tides with just one single throw.
+ Counters a playstyle that tries to use poor frametraps
+ Doesn’t require much tension.

- Your opponent can with a very easy countermeasure defeat it for a free combo.
- Not so good for characters with bad throws/throwrange.

(It’s very good for RoboKy that has a really fast 5H with a FRC. Remember that buffering the FRC unables you to FRC the throw)

How do I counter fuzzy defense?


[*]Using a delayed low attack and timing it so it hits them during the 1f-input window of the 1f-jump
[*]Doing a quick series of low attacks (ex 2k2k2k, 2p2k etc)
[*]Using a well timed overhead makes it much more difficult to depend on fuzzy jumps.
[*]Just do a really good high/low-mixup timed properly. Fuzzy defense just counters tick throws, poor frametraps & poorly timed mixups.
[*]Reading the fuzzy jump and airthrowing their 1f-jump
[*]Delayed throw invulnerable-moves vs fuzzythrow.



1-2 are in my opinion the best options, since they give you most options if your opponent doesn’t fuzzy jump on riseup. 5 has a lot of risk into it, since if your opponent doesn’t do the fuzzy jump, you are suddenly at a disadvantage because you either jumped or stayed passive when you had okizeme.

Knowledge attained!

So now you know what they are talking about in Japanese videos when they say “fajii nage” or “fajii jump”! It’s an awesome option select and it leads to a lot of frustration from people facing it when mixed together with other riseup options.

/Shinjin, representative of the Monarchy of Sweden.

* abare; as in its original japanese meaning which pretty much means "to mash out an attack in order to counter something". The classic mashing of 2A in a certain game is pretty much the definition of abare.

Guest

Valkenhayn to be the next DLC!

By Guest, in Home,

According to this article, ArcSys has announced that the next DLC will be Valkenhayn, who is Rachel's butler for those of you that don't know. No release date or pricing has been set for Valkenhayn yet, but we can assume he'll cost the same as the Makoto DLC when he is released.

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