SFA3 Movies

A random assortment of thoughts on the subject:
  • SFAA's version of SFA3 can be arcade perfect if the dipswitches are set correctly. This is good because no one cares about the patched/inaccurate versions. This can be used in lieu of emulators if preferred.
  • All other versions, arcade inaccurate, should be avoided unless specifically to showcase differences between that specific version and the arcade version.
  • The advantage of using SFAA's incarnation is the training mode dummy has auto-teching, among other things, which can help avoid invalid combos.
  • Invalid combos (where the opponent can airtech) should be avoided at all costs.
  • The only exception to using an invalid should be to show a valid tech-trap. If the tech trap is valid but escapable then focus on this combo should be limited to just the tech trap itself and the fact that it's escapable.
  • Common mistakes include Zangief's vertical jumping HP, Gen's kick stance j.HK j.HK target combo, and R.Mika's Paradise Hold which can all be air-teched from before the attacker even lands/recovers (despite normal juggle rules).
  • But other common mistakes also include midscreen invalids where there's no juggle limit midscreen, or sweeps like Guy's c.MK which allow the opponent to tech.


With the above in mind, some things that should probably be covered:
  • Meterless BnBs.
  • Possible guard crush strings and tick setups.
  • X-ism and A-ism standard combos.
  • Air to air counterhit and crouch cancel combos.
  • Situational counterhit and major counterhit combos.
  • Utilization of untechable moves (Ryu's hurricane super, Guy's kick super/bushin chain/backflip, etc).
  • Utilization of glitches to extend combos (chain cancelling, Gen's jakouha juggle limit breaker, Rose's unblockable friends super, etc).
  • V-ism standard combos.
  • V-ism tech traps and crouch cancels.
  • V-ism possible guard crush.
  • V-ism unblockables (high/low and cmd throw).
  • V-ism shenanigan/mixup/reset (left/right/high/low/shadow mixups).
  • V-ism post-dizzy activations.
  • V-ism post-dizzy valid juggle setups.




- Copyright © Xenozip.

Fuzzy Numbers

A lot of people are rather apprehensive about framedata. But, framedata doesn't have to be scary or confusing or even misleading if you don't take it too seriously or literal. There are general rules of thumb when looking at framedata that can really help in a lot of ways.

Skeptics seem to argue that you don't need to know framedata to play the game. This is true. But by playing the game for hours and hours and hours you are achieving the same fundamental knowledge about frames that you could get by very briefly glancing at some framedata tables: fuzzy numbers.

For example, we would say a small number like 3 is "a little", a larger number like 10 is "several" and a big number like 20 is "a lot". After looking at framedata, you don't need to memorize every number and figure out how each number applies to every situation, because that's just absurd/silly. Rather, you could say that jabs have "a little" startup. This overhead has "a lot" of active frames. And this uppercut has "a lot" of punishable recovery.

So again, you might have come to those conclusions after playtesting the game for hours, but a simple quick glance at frame tables would have also revealed the same thing without memorization required. Really, I daresay it's been my experience that you may even discover much more about the character just by skimming a table for a few minutes than you would after playing for days.

Personally what I look at when I see framedata tables is exceptional numbers, rather than giving a crap about what they mean. I don't have to know everything right away either, just things like "this is more, this is less". For example, out of standing and crouching jabs and shorts, plus close variations of them (so let's say six different light attacks): the crouching short is the fastest. I don't care what the numbers are, I just know crouching short is faster than my other options and is therefor that's what button I want to press when I need a fast light attack.

I also look for really big active frames and really large numbers on block, whether they be plus or minus. If it looks like "most characters" mid-strength attacks are 6F startup then I know any move that I have that's -6 or more is "punishable by most characters". And then I immediately forget the actual numbers because they are replaced by fuzzy numbers and rules of thumb like "punishable on block".

This is also why I take a good look at active hitframes. Because let's say a move is -10 on block, and is therefor really easily punishable by just about anything. But let's also say this move has 15 active hitframes. If I hit an opponent out in the open then obviously I'm going to get punished, so I know not to do that move out in the open. But if I do that move after a knockdown and it hits meaty, let's say after 5 active frames have passed, then it becomes -5 which is not so punishable anymore. If I hit on the last possible active frame it could even be +5 instead of -10, which is great for practical applications. An opponent blocking that move might instinctively stick out an attack thinking it's free damage, or at least free initiative because their attack would force a block, but if it's meaty like that then I recover much faster so I can DP being getting hit and hit them out of their attempted retaliation. And once again, the numbers leave my head after I discover this, I just know "this move has no active frames, useless as a meaty" or "this move has a lot of active frames, it can be safe if meaty" and so on.

Looking at numbers doesn't have to be a puzzle or math. The only time you ever really want to crunch some numbers is when you're trying to find link combos. Aside from that, basic rules of thumb like "this move is plus frames, so it's safe and can be used as a tick throw" or "this move is minus frames, unsafe, but it's got a lot of active frames so it's safe when really meaty" or even just "this is my fastest attack" can go a long way.



- Copyright © Xenozip.

Fuzzy Guard



FuzzyGuard is an unfortunately ambiguous and inauspicious term used by both the 2D and 3D fighting game communities. Unfortunately the definition between the two communities is quite a bit different. But, whatever, I'm going by the 2D definition.

Basically it's when you use a while-rising attack after putting your opponent into a standing blockstun. The reason this is important is shown in the above video.

But more importantly, let's take a look at SF4 Chun-Li as a better example. Chun normally can't do a while-rising j.HK on a crouchinging opponent, she can only hit with j.HK on the way down, not on the way up unless they were standing. However, if she first makes the opponent block a j.HK on the way down she can then do an immediate while-rising j.HK on the way up and it will connect even if the opponent is attempting to block low. The reason this works is even if they are pressing down+back to block low their character is still stand blocking. And when they are hit by the second j.HK they immediately enter crouching hitstun.

Incidentally this is kind of useless for her because she can get punished for doing it, but it's kind of nice to know how the mechanic works so it can be applied in other situations. For example, Gouken can do the same thing with his air Tatsu.

So I was looking at the games it's in, and here's what I've tested:

ST: No
SFA3: No
Garou: No
VSav: Yes/Special
SF3: Yes
Jojo's: Yes
MB: Yes
GG: Yes
IaMP: Yes
SS5sp: Yes/Special

In the case of VSav you can not switch your guard during blockstop, but you can during blockstun. That means if you were caught in blockstop high and an attack hits you low the low attack is unblockable, or the revere (caught in low block stop then hit high, the high is unblockable).

In Samurai Shodown it works essentially like other games, however if you block incorrectly you will then enter hitstun based on the direction you were caught during block, rather than switching to whatever position you were holding.



- Copyright © Xenozip.