Sunday, January 17, 2010

Indestructible

The week started out strong in my attempts to learn. The end of it, not so much. Also, Indestructible is a terrible song and I want it out of my head.

I still jump in too much and am still really bad at 236s. It's frustrating. I'm not quite sure what the best way to stop sucking is. Practice obviously, but what's the best regime? More practice on execution I suppose. Trying to break the bad habits.

I think when I play, I am jumping in less, but still do at stupid times. I was playing, got hit with an ultra and then immediately after I regain control, I jump in. Of course I got dragon punched out of the air. It wasn't even that I was thinking of trying to do a combo. My hand immediately pushes up-forward. For a good article on when to jump in (hint: have a plan), Chapter 5 of the Street Fighter Footsies Handbook on sonichurricane.com is worth the read. All those articles are great. Start at the beginning if you are confused on what footsies are.

As I said last week, I was going to look at my inputs and I found some interesting problems. While practicing my super motion (236236) I had a lot of 236233 and 2362366. The second one seems to cause spiral arrow come out (a singular 236K). I also practiced that motion. While it would still come out, I did not like that I had a lot of 236K9. I was going too far on my motions. I wonder if some of my problems with jumping a lot is due to that. I want to walk and instead my hand goes past 6. I made a point about move shortcuts as well last week. I examined inputs and found that my DP input was never a pure 623. There was always a lot more thrown in there. I was curious about this and put Blazblue, another 2D fighting game, into my PS3. I did the same DP motion I had been doing and it registered it as 623. It makes me wonder on if Street Fighter is being overly sensitive or if Blazblue doesn't care as much.

Goals for next week: More 236 and super motion practice. More walking around. Cannon Strikes. I watched some videos of Sanford Kelly playing as Cammy. It seems that when he jumps, he usually does a Cannon Spike. This makes sense I believe. It launches you towards the ground, lessening the time you are in the air. Cannon Spike requires you to be jumping forward to do the move, but if you use the EX version, you can also be jumping straight up or backwards. From the videos I watched, it looks like that you can also do it after a backdash. I need to examine this. I'm probably wrong. Santhrax is probably just so fast that he is pulling off 9214K at inhuman speeds. Though I wonder if perhaps he is buffering the jump during the backdash?

2 comments:

The Blaggernaut said...

There are too many numbers in your post. Fewer numbers. Do you know anyone else that might want to play the blog game with us? Even though I posted late this week, ugh.

The song that's stuck in my head is that computer song from portal - you probably know what I'm talking about - it has a line in it about those of us that are still alive. It's weird because I don't even know the lyrics.

I wish I could be as dedicated as you to learn a game so well. Most fighting (all) games I buttonmash, and with turn based games I get so bored trying to follow the strategy to maximize your stuff I just give up and do whatever anyway...

peter said...

Still Alive by Jonathan Coulton is a great song. I love it. I like the line the goes "As it burned it hurt because I was so happy for you".

Fewer numbers. I can see where you are coming from. I will have to change the content of the posts to lessen the numbers. I know they are boring, but I don't know how else to get certain points across.

I might know some people up for the blog game. I will ask around.

I'm not sure how dedicated I'm going to be. It's getting very frustrating. There may be a post about a different game in the near future.