Actually, the true meaning of those moves’ names is quite fascinating… Yes, believe it or not, there is more to a Hadōken than a fireball, and Shōryūken is not just a weird rising corkscrew punch. They also contribute to a legacy for those moves that goes beyond their actual origins. Those references are fun and all, but they can somewhat diminish the histories and significance of those attacks. Audiences who have never played a round of Street Fighter more than likely know about the Hadōken or Shōryūken thanks to references in shows like Family Guy and Gravity Falls. Even though the moves are primarily associated with the characters Ryu, Ken, Akuma, and Sakura, those attacks are so iconic that they are used as shorthand for Street Fighter references in other media. It’s hard to find someone who doesn’t know about, or has at least seen, a Hadōken or Shōryūken. While Street Fighter is full of such special moves, the Hadōken and Shōryūken are really the two Street Fighter abilities that have entered the upper echelons of pop culture. Every fighter needs a few special moves to act as a calling card and set themselves apart from the rest of the roster. This is due to them normally having many attacks that are immune to projectiles (or mobility options to go around them), but the lack of chip damage is mitigated by footsies that connect do more damage to these than characters like Hugo.Fighting games cannot subsist on colorful characters alone. While footsies tend to lose 1-on-1 against zoning, footsies tend to be more useful against the archetype of characters that are focused on high mobility. Bison can also play a keep away game with his long reaching normals and fast walk speed, compared to characters like Guile who do not have as far reaching normals and slower walk speed but have projectiles. Zoning can be used in conjunction with footsies and vice versa. One of the biggest advantages of zoning over footsies is that fireballs and special attacks inflict "chip damage" that can wear out characters while they are trying to approach. Both tactics depend on anti airs when the opponent tries to jump. A notable comparison is with a player who throws projectiles at any opportunity while not using any other moves mindlessly, and with a player who throws projectiles and/or uses other long-ranged attacks only during specific moments to mainly force a specific response and acting out of their pattern in accordance.īoth tactics are similar on the surface, the biggest difference is that footsies more depends on normal buttons rather than special attacks to keep your opponent at bay. constantly throwing projectiles during the whole match zoning, on the other hand, relies on varied tactics, maintaining pressure, and the ability to adapt to the given situation and the opponent's moves. A major point to remember in avoiding confusion of the two is that spamming relies on the same tactics without any form of adaptability, i.e. The association of zoning with projectiles has also resulted in comparisons to " spamming". his crouching fierce) combined with a low speed and defense. In fact, Dhalsim is considered the pioneer of the "keep-away" strategy, due to his amazing reach (e.g. Chun-Li's Kikoken), they are not the only means of doing so other attacks can be used to maintain a certain distance as well. While zoning is commonly associated with projectiles, especially those 'designed' for such a purpose (e.g. Learning the best timing for each attack is essential as well.ġ7 July 2009 Zoning, Projectiles and "Spamming" To this end, it is important that the zoning player learns the properties of each attack at their disposal, and those of their opponent's attacks. Zoning refers to fighting game tactics centered around keeping the opponent at a specific distance.īy establishing a distance between them and the opponent, and maintaining it, it is possible for a player to limit the opponent's options by forcing them to play a certain way, or else take advantage of their character's effectiveness at certain ranges this lets the zoning player take control of the match, as it will be easier to counter/punish/respond to whatever few attacks they can properly pull off at said distance, and then press the advantage.Īnother essential quality of this " keep-away" strategy is being able to adapt should the opponent find a way to beat the current tactic in use, the zoning player should have a plan ready to re-establish the desired condition.
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