Welcome all to Gaming Vice’s brand spanking new fighting game column, to be updated every Wednesday, hosted by GV’s resident fighting game enthusiast, yours truly. Here in the lounge I’ll be discussing various tactics, strategies and new finds for anything I’ve been playing and if you send it to my email(gary@gamingvice.net) whatever you’ve been playing, also feel free to use our forms to further discussed anything talked about in the weekly column, what you’d like to see covered, anyone you’d like to get us to speak to or anything like that. So let’s get this on the road. Being that this is vol.1 I feel that its only right that we start talking about the newest version of the game that started the fighting game craze. Super Street Fighter 2 Turbo HD Remix.
First we’ll start with some common connotations for anyone who doesn’t really understand the lingo. First off we have common joystick notation.
- Up-U
- Down-D
- Forward-F
- Back-B
- Up/Forward-UF
- Down/Forward-DF
- Down/Back-DB
- Up/Back-UB
- QCF(Quarter Circle Forward)-D,DF,F
- QCB(Quarter Circle Back)-D,DB,B
- HCF-(Half Circle Forward)B,DB,D,DF,F
- HCB(Half Circle Back)-F,DF,D,DB,B
- 360(Full Circle)- spin the joystick in a full circular motion starting from any direction
- DP(M)(Dragon Punch(Motion))- F,D,DF
Character Positions
- St.- Standing
- Cr.-Crouching
- Cl.-Close
- J.-Jumping
Street Fighter games have 6 buttons and are referred to in multiple ways but the most common are.
- Light Punch-LP or WP or Jab
- Medium Punch-MP or Strong
- Heavy Punch- FP or HP or Fierce
- Light Kick-LK or WK or Short
- Medium Kick- MK or Forward
- Heavy Kick- HK or RH or Roundhouse
Terms:
Hitbox: The hitbox can be referred to as the hittable area, but it is a somewhat ambiguous term. It can be used to express either the range a move can hit the opponent or the area that a character can be hit.
Cross Up: Some jumping moves have such a large hitbox that it extends behind them, it is possible to jump over your opponent forcing them to switch sides and the back of the hit box will hit the opponent from the other side. These are hard to block and worse yet they can be comboed off of so learning to perform and block these are very important.
Poke: A poke is any move that has range on it they vary in speed, range, damage, and priority.
Meaty: A meaty is timing a move so that the hitbox of your attack in its execution frames overlaps that of your opponent’s hittable area when they’re getting up from being knocked down. This prevents the oponent from doing anything other than moves with invincibility frames.
Counter-Poke: A counter poke is using a poke to hit the limb of your opponent when they whiff a move or if you have the reflexes; before it even comes out. This is a very useful technique, though it can be dangerous if messed up if you miss a counter poke that has huge recovery time.
Frame: Frames are the measure of time in video games. It is important to learn how they work but not as important as one may think upon looking at Frame Data and charts. To put it simply everything in games has 3 phases of frames. The start up which is how long it takes for something to actually hit. The execution frames are the duration of the action and lastly the recovery is how long it takes before you can perform another action.
General Strategy and Tips: Super Street Fighter 2 Turbo HD Remix, well actually Street Fighter as a whole is more about positioning and controlling space more than doing damage. Though damage is the ultimate goal, with proper positioning and reaction time damage will come.
Positioning: First off! Jumping in HD Remix is usually frowned upon unless you can do it for free. You are able to cover distance in many other ways than jumping. There’s walking, using a special that has short recovery time and advances you forward or backward, walking behind a projectile, or allowing your opponent to come for you while you simply react. In Street Fighter it is generally a good idea to take positioning into account first, while you may be tempted to get as close as you possibly can or stay back as far as you can keep in mind your opponent can take advantage of this so it is a good idea to stay at the closest range where your opponent cannot harm you, but you in opposition have many ways to deal damage. This is referred to as spacing. To stay within or close to the range where your character has the most options even if the opponent gains some options as a result. Take for example the match up Zangief vs. Fei Long. Both of these characters function best while close to the opponent, although it hurts Fei Long to be close to Zangief it also hurts Zangief as Fei Long’s mid range game pales in comparison to Zangief. When position one might find it more useful to be deceptive rather than using normals to reach your optimal position or simply walking there, while these are useful, they’re predictable. Try baiting your opponent into using certain moves that when avoided because you know it is coming, gets you into your optimal range.
Reaction time: In Street Fighter, spacing is key to winning. However to fully take advantage of proper spacing you need to take advantage of your opponent’s whiffed moves. Now some whiffed moves take more or less reaction time to hit back. Some moves no matter how awesome you are just not humanly possible to counter poke, usually these are LPs and LKs. For example a novice may believe that a Cr.MK from Ryu is safe on block and he’d be right. However he’d also believe that it was safe on whiff. This time he’d be wrong. If you have the proper reaction time its possible to sweep that same cr.mk that missed with most characters, which will knock Ryu down and allow you to start some of your character’s mix up games. There are more and less harmful things you can do than just this to other characters and other moves but I’ll leave that for you guys to learn. I Can’t take all the fun out of learning the game.
Mix up Games: As you should already know just getting into Street Fighter being predictable is terrible. I believe that being predictable is never a good thing. EVER. In Street Fighter there are 4 basic levels of mix up. High, Low, Throw, and Block. These basic options are advanced further when you take range games into account, such as meaties, feinting a meaty and then walking back to see what the opponent will do. Between range games, jump ins, empty jump ins,cross ups, meaties, and blocking. You have enough options to win before you have to repeat an option. Though repeating is not bad as one might be led to believe that you’d do something else and you hit them with the same option.
These here are the basics of Street Fighter, come back next week for some slightly advanced tips.
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