Wednesday, May 20, 2009

Re'evaluation

Back in early May I decided to make a training regiment that I was going to stick to in order to strengthen my game.  And I must say, it has worked tremendously.  Recently within the past 3 weeks, I've played SF4 in an entirely new way.  I would even be inclined to say that the way that I look at SF4 competitively in general, is completely different then before.  I learned that by giving myself time to play to improve and learn, I achieved so much more compared to playing just to win.  The game literally started to unfold in ways I never thought...I began to take simple concepts to very technical analysis in which has helped me substantially in my game play.  Essentially I reevaluated my entire play style, and in doing so, I've become a stronger player.  

In my first week I said that I wanted to stop certain bad habits that I picked up.  However I found that after about 3 hours of play, I wouldn't do these bad habits until I started becoming frustrated in my matches.  This was a very important lesson learned.  I realized that I play completely fine and on point, UNTIL I let my emotions of defeat, or anger shake my focus.  This is where I learned the importance of composure.  It's crazy to think that in my first week, this small little epiphany dawned on me so quickly.  I've always known to a lesser extent that anger led to unfocus and unfocus led to poor play.  However I was able to truly value this aspect of competitive play overall, and accept that it was in my nature to be affected by these things, however if I could control them better, my ability to play would be much stronger.  However I digress from the main objectives of the first week.

I began to anti air more, and eventually started thinking of the play field divided into 5 sections.  I go into this in further detail in my Ryu video tutorial, however the main gist to it was the fact that certain ranges delegate what attacks a player should use.  Stumbling upon THIS epiphany, I was able to look at it and be more aware of such ranges in my overall gameplay.  These small little basics fell into my lap without me really searching for them.  They were all so simplistic too, however so vital to know as a player in order to play great as well.  

Over the days, I began to realize that my play style had changed completely from aggressive to defensive.  The brash reckless decisions I once made, I wouldn't dare do in my current style of play (unless I was unfocused enough hahahaha).  For instance, when I would get rushed down I would look for the quickest possible way to Shoryuken out of the situation.  However now, I simply block and wait out my opponent's block string, look for holes in their string, and look at my options and think carefully about them.  It's not to say that my previous play style didn't think about these things...it's just that more or less with a defensive mindset, I've learned how to keep composed for a longer period of time, in order to realize all my options and think them through instead of acting quickly.

Now, I realize this blog got a bit technical real quick, however I guess the main point I want to make is that...lately I've been fortunate enough to completely reevaluate my play style.  In doing so, the game seemed to unfold to me, showing me basic simplistic aspects that I could think about more detailed and analytically.  I've learned the power of playing for improvement instead of playing to win....So I urge you to take a look at your weaknesses...see what you can do to make them stronger.  Play to improve, not to win, and I'm sure you'll be just as enlightened as I am.

 - Mickey D'

Thursday, May 14, 2009

Ryu Numbers

I figured I'd make a quick blog about Ryu's combos.  I want to know the most efficient way to use my meter, and in doing so, I wanted to number crunch a few combos.  The combos will be split into multiple groups as I go on...more or less this is for "data" purposes.  A side note is that the ultra damage is calculated at LEAST amount of damage (not infinite meter on training dummy) so therefore the numbers are rough to play devil's advocate.  The D stands for damage and S for stun.  Lastly there are VERY few combos here that deal with using EX meter mainly because as I've said before, this blog is about realizing the most ideal/hard hitting combos, WHILE saving meter.  Only if an ex combo is truly worth the damage I'll put it up.  

 - BnB Combo's:  c.lk, c.lp hp shoryuken = 178D, 260S.  c.lk c.lp, c.hp, hk hurricane:  214D, 400S. 

 - Punishment Combo's:  c.mk, hp shoryuken = 230D, 300S.  c.hp, hp shoryuken: 260D, 400S.  c.mp, c.hp, hp shoryuken:  298D, 460S.  c.hp, ex tatsu 300D, 450S.  

 - F+hp Combo's:  f+hp, hp shoryuken 280D, 300S.  f+hp, c.lp, c.hp, hk hurricane: 314D 450S.  f+hp, s.mk, hp shoryuken:  318D, 360S.  f+hp, c.hp, hp shoryuken:  348D, 460S.  f+hp, c.hp, ex tatsu = 380D, 500S.  f+hp, s.mk, ex tatsu:  350D, 400S

Overall notes:  As far as punishment combos go, c.mk, shoryu is most applicable due to range.  The c.hp, ex tatsu, I don't feel as if should be used ever since you could instead do the c.mp, c.hp shoryu combo instead for same damage over all.  The f+hp combos are very difficult to hit without focus 2's, and with focus 2's come damage/stun scaling.  The combos with a focus 2 primarily do the same amount of damage as well with a bit more stun.  When doing the focus lvl 2 into these, don't even do the ex moves since the damage is scaled so heavily.  On top of that the f+hp, c.hp link is really hard, so I don't even count it to be too valid of a combo.  All in all the best (most valid during a match) combos to use are in bold.

SADC Combos:   FA lvl 2, f+hp, s.mk, hadou, sadc, c.hp, hp shoryuken:  381D 540S.  FA lvl 2, c.hp, hadouken, sadc, c.hp, hk hurricane: 329D 600S.  J.hk, land, c.hp, hadouken, sadc, c.hp, hk hurricane:  398D 740S.  

Notes on SADC combos:  A lot of these combos are at times character specific.  The only real valid combo I could really suggest that hits every time on every character is the one in bold.  

 - Super Combo's:  c.mk, hp shoryuken, super:  470D (500D if c.hp is used instead).  f+hp, hp shoryuken, super:  520D.  Jab shoryu, land, super:  430D.  c.mk, hadouken, super:  380D (410D if c.hp is substituted.)

Notes on combos with super:  Don't ever focus attack into super.  The scaling takes away so much percentage that it's not worth using all 4 meters for it.  Definitely avoid using the c.mk, hadouken, super combo since it's the worst output.  You want to be hitting around that 45% sweet spot.  All in all, best combo is high lighted in bold. 

 - Ultra Combo's:  hp shoryuken 381D   (at times 291D when anti aired).  c.mk, hp shoryuken:  424D (454D if c.hp is used instead).  F+hp, hp shoryuken: 474D.  c.lk, c.lp, hp shoryuken:  345D.  j.hk, land, c.hp, shoryuken:  495D

Notes on ultra combo's:  As you can see, the damage to hitting this combo could mean hitting either 29% or even 49%.  Thats a 20% difference, so I think it's safe to say that your TRYING to hit about 40%.  By trying to hit 40% your not settling for hitting a weak ultra, and your making the most out of it.  I also would like to say that FA lvl 2 into ultra is completely fine in my opinion BUT you MUST use the combo: f+hp, hp shoryuken...into it so that you can break about 42% (breaking the 40% mark).  So don't be afraid to combo into the ultra with a FA lvl 2.  At the same time, if a 29% is gonna hurt an opponent that bad, by all means go for it.  Just remember that you could be doing 43% by doing a jab shoryu into super though!  All in all, the combos to go for are in bold once again.  

After breaking the numbers down, I'm realizing just how important hitting that ultra is.  At the same time, you have to wonder wether to save 2 meter, or use for ultra.  The deciding factor is exactly HOW you hit it, and if your not getting 40% out of the combo, your not using it as effectively as you should.  

 - Mickey D'

Saturday, May 2, 2009

In a slump, but my plan to get out

As of recently, I've fallen into a huge slump.  In my last 3 or 4 tournament appearances, I have placed the lowest I have in my SF4 career.  Throughout the majority of my tournament placements, I've mainly stayed in the 3rd to 5th range.  And to be honest, I'm fairly satisfied with my placements when I think about how strong our scene is.  But recently, I struggling to say the least.  

Last night I had went into a tournament with about 30 heads, and didn't even place top 8, which is incredibly rare for me.  The tournament before was at Gameworks where the participants were split up in about 6 pools, with about 10 people in each pool.  And as it so happens, I didn't even get out of my pool.  To go even further back, 2 weeks ago at a different tournament, I tied for 7th, the beginning of the slump.

After all has been said and done, I'm naturally trying to get out of the the slump at hand.  I'm realizing that I need to focus on the basics and fundamentals again.  I also have to focus on my emotions during matches as well.  Sometimes I bring in pressures that don't need to be added, and at times, it really affects how I play.  For instance, I played a really close friend first match, and afterwards in the tournament, I played a guy who I've had personal problems with in the past.  With the match with my friend, there was no pressure at all, however with Paullee, I felt as if I had this mindset of "You can't lose to Paul...It's PAUL for crying out loud!"  All in all, I'm going to try and focus on a training regiment where I can focus on breaking bad habits, and strengthening over all fundamentals so I can get back to being solid and consistent.  At the end of the month, it's been decided that we are going to be holding the round robin tournament very soon to decide who can partake in the 5v5 regional tournament at Evo.  All in all, I want to train hard so that I can do well for myself...to show that I can break out of a slump, and that dedication and effort do prove to be worth the time and hard work.  

In this first week, I'm really going to try and improve on anti'airing.  I want to be able to start anti'airing at all times.  On top of that I'm going to try and break my bad habits.  Recently I've been having terrible habits such as focus'ing too much, wake up DP'ing sometimes (after focuses too), mashing on throw when someone is close, and jumping at wrong times.  And the way that I look at it, is that there are very obvious ways to break these habits.  Stop focus'ing as much during matches...use it about very sparingly, and don't ever whiff a focus.  As for dp'ing during the wrong times, I just gotta stop doing that period.  I gotta also realize that instead of wake up dp'ing, I gotta realize that blocking is most likely the best/ideal defense instead of trying to cheap my way out of it with a reversal.  As for mashing throw, I need to tighten up my reactions to when someone does a crouching string, that when they STAND, to throw, not DURING their string.  The jump'ins need to stop period.  Daigo rarely jumps in on his opponents...he might jump in ONCE during his round.  So let me end this  just some quick notes and key facts :

Week 1:  Make an effort to anti air at all times, and end bad habits such as:  reversal dp's, focus attacking excessively, mashing on throw when trying to tech, and jump in's.  

In week 2, I want to focus very strongly on my ground game and spacing.  This kind of goes hand in hand with the criteria of week 1, as I can still focus on ending my bad habits, as well as increasing the consistency of my anti air'ing (control of space).  Footsies and space control are very important and vital to becoming a great player.  It causes the opponent to make unnecessary risks where one can take advantage of.  With Ryu, it's important to know WHEN to throw a hadouken and also understand why you throw a hadouken.  This is what I'll mainly be working on because it's such an important part to his overall game plan.  I'll also be working on baiting jump ins (this is where the anti air'ing comes into play) by throwing hadouken's as well as using c.mk's to make the opponent think I'm going to play a ground game (convincing the opponent to think it's the right time to jump).  The quick and dirty looks something like this:

Week 2:  While still focusing on anti'airing consistently, work on ground game heavily.  This means NO rushing down even after knockdowns.  Strengthen the fundamental basics of the fire ball game as well as general footsies.  Remember, learning how to control space is the key with this regiment.

During the third week, I plan on working on the basic principle of pressing the advantage.  At this time, I plan to keep working on Week 2 criteria (strong ground/spacing game) but at the same time I want to work on pressing the advantage more efficiently.  What this entails exactly to ME, is that I want to understand when it's the right time to pressure, how to exactly go about pressuring, different types of setups and tricks after a knockdown...things like that.  King explained to me the "My Turn" process, and I really want to begin playing with that mindset.  King said he learned about "My Turn" when KO and KSK were over at his house when 3s was hot.  

From what I understand "My Turn" basically is the idea of realizing who's turn it is to pressure/press advantage.  For instance, in the beginning of the match, unless an opportunity such as a knockdown or something happens, the turn is not specific.  At this point, this is where ground game comes into play.  However when a knockdown, or possibly a nicely timed jump comes into play, it is THAT person's (the aggressors) "turn."  This person's turn ENDS when he is pushed out of reach or sometimes the turn is continued after perpetual knockdown's.  All in all, it has to do with the mindset of knowing when to press the advantage, and knowing when it's not the right time to press the advantage.  I also want to point out real quick that in certain situations where it's not smart to "take your turn" it's okay to play into a ground game situation where the turn is not specific to anyone.  I understand and value this mindset, because in SF4, there are so many escape options such as lariat, or DP, SADC, etc.  The trick is to understand when to take your turn.  But once again, just to write down quick notes again:

Week 3:  While still practicing on ground game, focus more heavily on pressing the advantage.  Using the "My Turn" system, I can realize exactly when to pressure and how best to pressure my opponent.  

The fourth week kind of ties everything all together.  Hopefully at the end of it all, I'll have little to no bad habits, a strong ground game as well as a good realization of knowing when and how to pressure well.  In the end of it all, it should completely change my playstyle into a much more disciplined style of play, while at the same time still being very explosive.  If anything, I'll try to focus (after the 3 weeks) on trying to play matchups a bit differently.  I might try to focus on reading my opponent more, or maybe I might try and focus on strengthening up other things that I don't feel as if are strong enough.  All in all, I'm leaving this 4th week as a down time to collect all my thoughts, let my new play style settle in, and leave it as time to focus on any left over weaknesses that I might still have. 

But all in all, yeah, thats my training regiment, hopefully I can make a blog afterwards and tell people who it all panned out!

 - Mickey D'