Developing a solid gameplan

Is this practical in 3S? If so, how would I go about making one? Also, if anyone has examples of gameplans please share. I’d like to get a good idea of the structure. Thanks in advance.

wouldn’t this depend on the character you use and the position of the screen that favors said character most? then what you can do to get and keep that position?

I’m full time dudley so matchup specific gameplans are what you use? I would think it was character/player dependent but I’ve never thought of screen position as one

Your question is very vague…

Know your opponent and know the matchup? Quickly determine what your opponent does well and take that away?

So just go in and make reads…sick gameplan.

yeah i make a lot of reads myself, or try to…

im developing footsies, so i tend to rely on baits a lot.

i’m not a dudley player but it seems like he definitely favors the corner (no shit…) because he has a very strong mixup game. whenever i try dudley out i always try to get my opponent in the corner to start those mixups. dudley, as im sure you know, has a couple great ways to quickly put your opponent in the corner.

1.) make as little mistakes as possible.
2.) allow your opponent the opportunity to make mistakes.
3.) find the balance between most efficient and least risk.
4.) don’t be a f-a.ggot.

yeah i’d be interested in what some of the stronger players look for when playing someone.
I think appraisal is really important in 3S and I think how you go about appraising will determine what your ‘gameplan’ looks like.

2.) allow your opponent the opportunity to make mistakes… what does this mean? bait? wait?

think about the matches you have played before. whether it was intentional or not (on their part), every time you did something and then went “fuck i shouldn’t have done that.”

imo gameplan/longterm strategy is underrated in 3s because most players get used to playing the game on a single layer, per-move basis. do a move, see what happens, then do something else. lazy and heavy on guessing

a good example of a gameplan is mopreme’s old writeup on ken vs yun. he breaks it down into different parts of the match, screen position, meter, and options available to the player. you start the match, yun has no bar. his biggest combo is equal to one hit by ken. you start by walking forward, not dashing or jumping and obviously not moving backward. yun retreats and doesnt want to hit back because one whiff punish with is big damage and knockdown. you slowly corner yun, then yun starts jumping to respond to the pressure youre putting on him and hoping to push you back midscreen. then you use early to hit shallow dive kicks to reset his progress. thats all i remember but the point is that having a strategy builds confidence and reduces the need to put faith in individual guesses.

i dont get obsessed with overly elaborate strategy in 3s because parrying can reverse your efforts in an instant, but i try to make subtle changes depending on meter (and how options change because of it), screen position, and what the other character is likely trying to accomplish (cornering, switching sides, knockdown, etc.). look at the statistics of the situation and choose options that are sensible instead of “i feel like doing this… so there, i did it”.

a pretty good way to start off is to look at strategy-based characters. urien doesnt want to mixup/hit with overheads, he wants to corner you. so if youre dudley and uriens in the corner with bar, his #1 goal is to switch sides. the only move that guarantees a side switch is a throw (ignoring weird tackle juggles). so it may be statistically beneficial to forgo close range mixup (which he could parry into a throw) for max range uoh or f+hk, various pokes to keep him planted there, or a throw (since jab headbutt wont cause a side switch). basically, re-evaluate the math constantly so that your approach is tailored for the situation.

god shut up already gaijinblaze

good post by gaijinblaze!

I agree, gameplans are important, but they have to be kind of fluid in 3s. you can’t press the advantage of a corner trap like you can in ST with parry in play.

simplest example of a gameplan I can think of is fighting vs hugo. most characters with some mobility adopt a keepaway strategy, specifically trying to provoke a jump in (both dud and gouki have great anti airs).

I prefer to use the guess and check method.

Hey, you don’t want me using up more words to say less.

Been thinking about that though, WTF am I doing approaching Urien/Denjin Ryu in his corner with meter ready. Snap myself out of that. Can only blame myself when that backthrow happens, I put myself over there for him to do it.

extra words

Well known gameplans can go in the infographic thread - think of some way to illustrate that. Give people more info going into choosing a character, at a glance. Maybe they like corner traps, once known as the Urien : “bitch slap room”

even though from other threads, everyone is “technical”
& everyone has a good corner game really
you don’t have to play somebody exactly one way, but speaking to a character’s strengths - maybe hard to do without talking about supers also, though, heh

Shit, a Urien vs Denjin Ryu can devolve into corner comebacks. They both want that side switch, whether back throw or anything else, since lots of things push really fast to the corner in this game. Ryu/Shoto backthrow better than Urien’s in range.

If Urien is staying away, can’t close it out like that. He might have to get some meter (at best thru some anti air reads and keep him in there, while building damage juggles and meter from that) and go back in there, just aware of the risks. Not backing up, making a mistake leaving an opening by not being aggressive, get hit by low forward tatsu/EX fball pushed to the other corner, same shit, other side.

Miss-time some pressure by either character, Obvious/Risk worth it/or even random parry opening. Can be the game. When you lost like that. Better to think of positioning, don’t put yourself in position to lose again. Since its the major mistake. Can’t prevent all mistakes, or predict that other stuff that could’ve been more random/reads.[/details]

the problem with denjin is its so small that he can get it so so quickly. so you may think you’re alright at half meter and then he does like one basic combo and it’s full.

you’re right though. i always just kind of trundle in and die. i should be more conscious of how easy it is for denjin to mess you up.

Practice against yun.

It’s impossible to have a set game plan at high level. A strong opponent will adapt to whatever youre trying to do.

IMO the biggest game plan you can have is to just “outplay your opponent”.

set game-plan sure, but I think there’s suppose to be a fundamental game plan and from there it starts to change if the opponent is capable of adapting.

easy example is yun vs chun. yun builds meter with cr mp. if chun can stop him using far fierce, then yun needs to adapt by using cr mk, shoulder, or wiff punish with zesshou. if chun adapts to that then yun needs to be more cautious and approach or build meter differently.

a game plan example with Dudley I think ideally is to build half to 1 gauge before attacking ken. Logic behind this is ken wins the ground game, can’t hurt you too much with ground game because he himself doesn’t have super yet, and having that gauge as Dudley gives him more options and more reward for his offense. ideally you wouldn’t want to use the 1st super right away even when you have it because the goal should be to win the round wth at least 1 super left or have at least 2 so you can seal the round with 1-2 mix ups against ken if need be.

those are just 2 examples of game plan both for tachimawari (neutral game), and meter management.

I’m pretty sure my game theory isn’t wrong but if it is please call me out.

@djdjw‌ @ryan.

man so it seems that the “fundamental game plans” come in multiples, a.k.a knowing the matchups. Maybe that is the knowledge that I seek. I really appreciate you guys’ insight. I don’t know of a set game plan. Would an example be like force my opponent into the corner and keep him there as long as possible?

That’s kind of an obvious example cause everyone should strive to keep their opponent in the corner. Except sa2 mak, tengu oro, or Urien why wouldn’t you want to keep them in the corner? Lol

Probably a better example of gameplan/decision making is wether you decide to attack up close in the corner with okizeme or fight at a range where you can still be a threat while still being able to try toprevent them from jumping out ( like around middle of screen not middle of stage)