You turtle because you achieve your optimal state when you’re not attacking.
Ever seen an effective turtle N-Iori or K-Kyo? These are rare, because they achieve their optimal state by frame advantage and mixups, which requires that the opponent block and not press buttons. Ever seen a turtle Sagat or Blanka? These are common, because they achieve (one of) their optimal state by using their superior range. When you move forward (and thus aren’t blocking), they hit you with their attacks. If they were moving forward, they could not do this as effectively.
Well since there seems to be alot of people who give some pretty good advice i have a question.
Is it smart to run up to the person after a knock down?..I constantly find myself running up to the person which usually ends up in me getting thrown…or i throw somthing out before they even get up and then i get thrown or caught in a combo…
Staying backs works every now and then but usually i lose my momentum and then im the one in the corner…
Well my real question is…is it smart to run up to the person right after a knock down (i mean like standing right next to the person close) or is it better to just distance yourself and start zoning?
I think this is one of the main reasons that i get owned in a lot of matches…
Run up to fallen opponents, do a meaty heavy attack on them that leaves you at frame advantage. Hopefully with the ability to combo. Sometimes you should give yourself a tiny bit of space and not attack. Such as a maki running low on life, just waiting to do a reversal kkk. If they have a super they could land on you, especially grab supers, run up then dash back as late as possible while still being safe. In most cases you’re character needs to start dashing back just as their body is flipping to get up. Certain characters with a lvl 3 need to be respected, guile for one. If you don’t recover by the time he’s up, potential sonic hurricane in your face.
Practice running up and doing meaty attacks. And don’t forget to bait out those desperate supers.
Its always good to close the gap if your opponent is grounded. But don’t always go for meaty. Mix it up. Act like you’ll back off, then walk forward and throw. As soon as they start to mash to break the throw (or maybe to throw you if you don’t distance it correctly) then you start with the counter hit set ups.
Mix it up everytime. It also depends on situation.
Example:
Blanka:
1st knockdown: RC electricity
2nd knockdown: whiff two cr. shorts, hop back.
etc.
Now, depending on situation…
If you did more damage to your opponent than they did to you, its best not to do a meaty on every wakeup, too obvious. But, if you do, always do a meaty you can combo off of. You can also just turtle all day and keep the opponent away to piss them off.
If they have super, attack to bait, if they don’t do anything, throw or attack for damage. But if they have meter, you should always try to bait that super out first, so they can waste it.
Okay, not sure I follow this, how do you attack to bait? You mean like throw out a jab? Anything else would seem to get me hit with the super. This is another part of my game I have trouble with, I wanna pressure the knockdown, but I get hit on wakeup a lot, so I back off, but that resets the match.
Oh, sorry about that.
I should’ve put whiff an attack to bait.
You just need to time it depending on where they fall down. The farther away they are the less chance you have of doing a long enough whiff to make it look like it can be counter hit.
So if you’re in a run groove, and you do a throw that lands them across the screen. Run in, and don’t do anything, just block. In this case you’re making the run the bait.
Whiff: A mssed attack. It has 2 purposes.
1)Build meter
2)Bait an attack from your opponent.
Meaty attack: An attack that’s used on your opponents wakeup to make them block.
Purposes:
1)Make something hit on the last few frames and you can combo off it. Example: Bisons slide hits on the last frame, then you can combo cr. jab, st. strong, etc.