Tuesday, September 30, 2008

Charge moves and you

One of the things that I rarely see used in online play are charge moves. Most characters have at least one move that can be charged up, prior to releasing. Once you've fully charged the move, it will automatically execute, and usually the properties are altered in some way. Usually these are automatic guard stuns, meaning that even if the opponent blocks the movie, they will still be staggered and have their guard broken.

Using a charge move requires a little bit of finesse, and is not something that you want to use frequently. At best, the move should be used sparingly, and as a way of mixing up the rhythm of your fighting pattern.

Let's touch on that for a second. Every match in Virtua Fighter, at its core, has a particular rhythm behind it. Combo strings follow a certain rhythm and timing, and most players learn to anticipate and react based on this timing. As you get to know the characters a little better, you learn where their combos can be broken, and where you need input your own counter-attacks to recapture the advantage in a round. Good players learn to feel this rhythm, even if they're not explicitly aware of it, and to adapt to the rhythm that the opponent is using. Great players take this one step further, and learn to change up there rhythm to increase the difficulty in reacting to their actions.

It should be obvious at this point where charge moves fit in - they offer one more way for you to mix-up your rhythm and keep your opponent from adapting to your pattern and timing.

So, how do you use them? The first step in a game like Virtua Fighter is to establish a baseline of expectation for your opponent. What I mean is that you start by using combos and moves that are generally safe, and do not provide a lot of room for your opponent to punish you. For Brad, some of these moves and combos are PPK, PP into stance, KP, and 6P. These moves provide safe options to begin your offense from, and do not leave a large amount of room open to be punished.

The reason that you want to establish a baseline of expectation using moves like this are so that your opponent becomes trained to expect them. Good strategy in Virtua Fighter 5 involves training the opponent to expect certain things, and then deviating from those expectations to catch the opponent off guard and punish them.

Our ultimate goal in setting this baseline, is to get the opponent to start robotically blocking each part of the sequence. After getting hit with the third hit in the PPK series over and over, the opponent is gradually going to become trained to block low after seeing two punches. It is at this point that we start to introduce new moves. Remember the golden rule - don't change what is working. If your opponent is not able to deal with what you are doing, then you should not change it. Let them adapt first, and then change up your gameplan.

Once you've managed to get your opponent to block each part of the sequence, mix things up by introducing a charged move. Brad's charge move fits in fairly well with the above mentioned sequence, and the new string to introduce is PP, 6, K (charge). This comes out as two punches, then entering into his ducking stance, and lastly, fully charging his knee. If you have trained your opponent correctly, they will sit their blindly waiting for the last kick, only to eat a fully charged knee and then be comboed.

Why not just use a throw instead? This is a good question - the short answer is because this is different than a throw. The long answer has many reasons. A succesfully charged attack like Brad's knee will break either standing or ducking guard. The knee will enable a combo, whereas a throw will not. Perhaps most important of all, it's good to do different things. The more varied you can make your attack, the more difficult it will be for your opponent to figure out how to deal with it.

You want to use charges sparingly, and mainly as a way to prevent your opponent from getting comfortable with any particular method of blocking. Make the opponent uncomfortable defending, and you will be one step closer to winning the match.

The alternative to fully charging is to partially delay your attacks. This will not alter the properties of the move, but it does provide another alternative to mix-up your rhythm. The ideal situation that you are aiming for is to unload your move right as your opponent realizes that they have a chance to strike and knock you out of your combo. If you have correctly judged your opponent, you will be awarded a counterhit, and can punish accordingly.

Charge moves can also provide the opportunity for good okizeme. That is - wake up games. Each time you knock your opponent down, a guessing game begins. Will your opponent rise with a mid or low kick? Will they roll away? Will they tech roll? Or will they stand up and block. When I've knocked my opponent down, I'm aiming to train them to rise and block. By punishing them for rising and attacking, you can set imbue your opponents with the need to block when they rise. Once you've accomplished this, you can start introducing charged attacks, once again, as a way to punish your opponent for rising and blocking.

Charge attacks should be used sparingly, and when the time is right, you'll feel it. I find myself using them at most once every 3 or 4 matches, simply because they put you at a high risk, and you need to know that you have got your opponent pegged correctly on their block.

That's all for now, but I'll post again soon with the other aspect of rhyhtm and mix-ups that are important - throws.

2 comments:

Anonymous said...

As a beginning Brad player I really like your blog. It's really helpful to learn about moves that I shouldn't do before I even start learning them. :) Keep it up, you've got at least one loyal reader. :)

Adam Quiney said...

Hey, thanks a lot for the kind words. Also, don't hesitate to correct me if you notice anything that I've entered that you think is wrong - any opportunity I have to correct an error I'm making is a valuable one.