Hey gang,
Just so we know what the context is, here are the games I play:
GGXrd/#Reload, Third Strike, Vampire Savior, KOF13
Also this will be a longer post.
(1) I don’t really have a particular question but questions/frustrations. Basically I notice that I’m attracted to characters who don’t have good defensive options but who rely on varied mixup offense. They’re the most fun and creative to me (I-NO, Makoto, Buletta, Vice/Sheng). Most of these characters don’t have AAs or good reversals so playing defense really just means learning to block and tech throws a lot. Which is fine, since I thought it would teach me defense a little faster than playing another character since I know I don’t have other kinds of options.
That being said, my defense kinda sucks. In Xrd its “okay” since it’s really hard to throw people who are guarding so I can just FD or block until they get far away enough or try to poke through a slow overhead or something. Most of the strings people use in this game aren’t that various so depending on the matchup I don’t have too much trouble.
In the other games, however, it’s super hard. Especially 3s, where Makoto’s only legitimate option on wakeup is hold down-back. I’m susceptible to tick throws, overhead links, delayed strings, etc. There have been games where I’ve been beaten just from getting tick thrown by Ryu and then anticipating a throw that doesn’t happen, being wrong, and getting punished.
**My philosophy has been this for wakeup: block low unless you can spot an overhead, then block high. If you don’t get your guard tapped within a reasonable amount of time and they are close to you, throw. If they aren’t close, wait for something. **
Besides wakeup, I also find that in general I can’t seem to wrap my head around what constitutes defense in neutral game. Makoto definitely suffers a lot from people who neutral jump her or jump in against her because if they empty jump and they aren’t in throw range they’re pretty much safe. Or if they jump when I just finish a close string and I have no close AA so I have to just eat an aerial or hope they don’t empty jump throw. If I have the momentum then it isn’t so bad as long as I don’t mess up my strings. But when it comes to footsie range type stuff, I find that it isn’t so easy and if I do something bad they get in close and I’m forced to play what feels like rock paper scissors with block/throw tech.
Another example is KOF where the whole point of the game is to push people in the corner where you can abuse short hop --> empty/low/overhead
So my question is, how do I become more consistent at blocking and recognizing opportunities for throw tech? Is it really character / matchup dependent and knowing the common ways people tick? Or are there things to look for like distance? Do I have to know where the holes are in people’s offense to be able to do anything? Or do I just need more patience (which doesn’t work most of the since I can get tick thrown). Am I looking at defense wrong? Should I be looking at specific situations instead of a general approach?