I am learning street fighter ii right now and documenting a few vids on youtube as i go along–also, i am collecting vids of example play of specific characters and match-ups.
Before I move on to examine Blanka in SFII: WW, i wanted to focus on the proper use of the basics, and I mean the VERY basics.
The Basics (of WW):
THE GAME-
Usually, win 2 out of 3 rounds vs your opponent.
JOYSTICK COMMANDS-
Here I wanted to focus on footwork. Naturally, this can make or break a fight once the movesets of each character are also introduced.
Why would you advance? retreat? crouch? jump? jump forward? jump back? Until I introduce movesets and other commands, these are rhetorical questions…
BUTTON COMMANDS-
How you attack is also key in gameplay. There are 6 basic attacks: punches being jab, strong, and fierce; kicks being short, forward, and roundhouse. These 6 basic attacks usually become 18 basic attacks when introducing the jump, neutral, and the crouch. Consider strength/speed/recovery/priority/range (hitbox). Usually the button commands are already in ascending order in reference to this. For example, jabs/shorts are usually, if not always, weaker than strongs/forwards, but are also quicker, recover faster, but have a shorter range. However, is priority always this simple, too? Just something to consider later on after evaluating moves, for, although each character has the same basic button command, what they do may be similar, but has key differences.
*Are there any scenarios where, when 2 characters are face to face and pressing their attacks at the same time, a s.fierce beats a s.strong/s.jab? A s.roundhouse beats a s.forward/s.short?
*The above may be easy, but what about these scenarios:
s.jab vs. s.short
s.strong vs. s.forward
s.fierce vs. s.roundhouse
It gets a little trickier, not including the speed variations and attack variations of specific characters…
BLOCKING-
Why block? Though it is natural to say, "Blocking is good," who really WANTS to block? Once you start blocking, you enter a small guessing game: do you block low or do you block high? How do you block? You can block standing, you can block crouching, but--in this game--you CAN NOT block in the air (-1 for jumping, huh? you had better have a darn good reason for being in the air, then...)
standing block: blocks all standing attacks
crouching block: blocks all standing attacks? (no? later…) blocks all crouching attacks
Theoretically, launching a constant offense would prevent the need to ever block at all. The question though: is that possible? (it would depend on your attack/attack sequence OR your attack/attack sequence AND your opponents will/knowledge).
Theoretically, if you are so skilled where you can block ALL incoming attacks, you could simply COUNTER if (if?!?) the opportunity presents itself and run the clock to either win by most health or victory. Not in this game. Some moves do chip damage and some are unblockable. Well, ONLY special moves do chip damage (right?), thus it might be useful to know when to expect a normal attack vs a special attack vs an unblockable. Thus, it might be useful to know which moves of your own do chip (and how much) and are unblockable…not forgetting your opponents.
THROWS:
Throws are interesting for the simple fact that they can't be blocked. Throws however, must be performed directly in front of your opponent (right?) Perform a throw too far from your opponent, and you will simply see the corresponding normal. So, how close do you have to be in order to throw? From what I've seen, this varies between characters and command throws (!).
Theoretically, the offensive player could just force the opponent to block, and simply throw them. This puts the defensive player in the position of needing to know when to counter the throw with a faster throw, or to continue to block. If the defensive player guesses incorrectly as far as countering a throw, and inputs a normal throw, they will be stuffed with a normal attack. (Is this always true with normal throws? does the target have to be in either block or neutral? i think so…)
*What if the character on defense has a command throw (does not require the target to be in block or neutral) and counters an offensive string with their command throw? Will it out-prioritize or be faster? Will consider when a command throw is encountered later…
*Exactly how useful are Chun-li and Guile’s AIR THROWS? (If any want to stab at this now, feel free, but I will check it out when I get to them)
Peace