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===== Okizeme =====
===== Okizeme =====
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Okizeme is the term for multiple attack options performed as the opponent is getting up after a knockdown. It differs slightly from meaties, as it emphasizes mixup rather than simply attacking the opponent.


===== Mixups =====
===== Mixups =====

Revision as of 03:58, 4 May 2012

The General Fighting Game Strategies section contain a list of general strategies that can be applied to any of the fighting games listed on this wiki (unless otherwise noted). This list is made under the assumption that the reader already has a basic knowledge of how the respective games work (i.e. knowledge of attack buttons, defensive options, etc.).

Playstyles

Rushdown

An offensive playstyle. Basically a rushdown player tries to get up in their opponent's face and swing away until their opponent cracks from the pressure. Effective rushdown often utilizes quick normal attacks that are easily hit-confirmable into a combo and leave the attacker at a relatively safe frame advantage if blocked. Mixups come into play here as the rushdown player tries to open up their opponent with a mix of overheads, low attacks, throws, staggered strings, and even unblockables if available.

Turtling

A defensive playstyle. A turtling player usually will want their opponent to attack them until they make a mistake that leaves them vulnerable, which a turtling player will punish. Various defensive options such as Instant Blocking, Slashback, Barrier Guard/Faultless Defense, and Pushblocking can help a turtling player in creating opportunities to disrupt an attacking opponent.

Zoning

Zoning is when a player controls an area or space on the screen in order to limit an opponent's options while maximizing chances in creating their own. Old-school zoning incorporates long-ranged normal attacks and a projectile (think Dhalsim and Guile from Street Fighter 2), while new-school zoning can employ short-ranged normals with obscene hitboxes and quick recovery frames and numerous projectiles to make their opponents' lives a living hell (re: Venom from Guilty Gear, Lambda-11 and Arakune from BlazBlue).

Runaway

A runaway playstyle is pretty self-explanatory; the player runs away and avoids as much contact with the opponent as they can. While it may seem "cowardly" to runaway, there are legit strategies to using this playstyle, such as using the clock to your advantage if you have a life lead or staying away from an obvious disadvantaged situation if your character is ill-equipped to deal with it. However, some games are starting to implement system mechanics designed to punish excessive running away (namely Guilty Gear and BlazBlue), so keep that in mind and do the minimum needed to avoid Negative Penalty.

Offensive Techniques

Frame Traps

Frame traps are a string of attacks designed to provoke a reaction from an opponent, and defeat the action the opponent chooses to take. Knowing frame data is essential in crafting a good frame trap that is essentially air-tight, yet leaves enough of a gap to make the opponent think they have an opening to take the initiative. Tick throws and staggers are used as part of frame traps.

Offensive Kara Cancels

Offensive kara cancels are special cancels used to extend or change a property of an offensive attack. Techniques such as kara-throwing and fast-falling with specific characters (namely BBCT/CS1/CS2 Carl and Litchi) are considered offensive kara cancels.

Attacking Option Selects

Attacking option selects are basically an attack sequence that can cover an opponent's multiple options while reducing the number of options to keep in mind. Attacking option selects are usually applied in okizeme as well as in mixup situations.

Offensive Fuzzy Guard

Offensive fuzzy guard is a mixup technique where an opponent is forced into a potentially nasty guessing game after blocking an attack that has to be blocked standing.

Unblockable Attacks

There are two types of unblockable attacks to keep in mind; the first one is special moves that are unblockable in design (such as GGXX#R Slayer's Undertow), and the second one is a string of moves that causes an unblockable due to the game engine itself even though the moves themselves are normally blockable if used separately. Famous examples of the latter include any iteration of Eddie from the Guilty Gear series and Carl from the BlazBlue series.

Burst-Bait Combos

Burst-bait combos are basically combos designed to bait an opponent into using a burst in order to punish them for even more damage. They sometimes do less damage than a normal combo, but if done right and the opponent bursts in the middle of them, their burst should whiff and you should be able to tag them on their burst recovery with a fresh combo.

Meaty Attacks

An attack that is timed so that the active frames of the move hit a knocked down opponent as they are rising. This is generally done to prevent the opponent mashing when they are getting up, but you can also time overheads, lows and throws to be meaty as well.

Tech Catches

An attack/series of attacks/actions that can hit opponents during the vulnerable frames of their rolls or quick stands. The stronger tech catches not only catch these options, but can hit meaty as well.

Okizeme

Okizeme is the term for multiple attack options performed as the opponent is getting up after a knockdown. It differs slightly from meaties, as it emphasizes mixup rather than simply attacking the opponent.

Mixups

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Defensive Techniques

Defensive Kara Cancels

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Defending Option Selects

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Defensive Fuzzy Guard

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Chicken Blocking

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Special Techniques

Jump Install

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Attack Buffering

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Dash Splitting

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Special Guard Cancels

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Metagame Strategies

Footsies

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Abare

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Yomi

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Forced Choice Scenarios

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Risk vs. Reward

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Trolling

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