DrakeAldan
Follow the rules!
Understanding whiffs and whiffing is an important part of Soul Calibur (and by extension, most fighting games). Having good knowledge on the subject will enable you to capitalize on openings in your opponent's defense, or create them when there is none. But first, let's step back and define exactly what a whiff is.
What's a whiff?
A "whiff" is when any action is taken in-game (usually an attack) that does not affect your opponent. That is to say, it does not hit them or touch them in any way. In the case of an attack, in layman's terms, it completely misses. The name comes from a portrayal of the air pushed around by an attack (i.e. hitting nothing, hitting air).
Whiffing is important, because in general terms, it represents a shift in advantage. If you remember your beginner's lessons, there are three conditions to advantage or disadvantage:
You have advantage when:
- You hit the opponent.
- You block an opponent's attack.
- The opponent misses their attack (they "whiff").
You are at a disadvantage when:
- The opponent hits you.
- Your attack is blocked by the opponent.
- You miss your attack.
Our more savvy players will know that the first two conditions- hitting or blocking- have numbers attached to them, i.e. frames. For example, Mitsurugi's BB is -6 on guard, and +4 on hit.
Some players have taken the time to create lists of only moves that have enough disadvantage for a guaranteed damage possibility.
Like this, or this, or this.
And that's well and good- knowing this sort of thing brings you one step further to mastery.
But we're missing something, aren't we? If we have numbers for hitting, and we have numbers for guarding, why don't we have numbers for whiffing?
For some time, whiffing has been more of an art than a science- mainly because there was no hard data to go along with it. Whiff punishment was done by feeling and experience, and as such, some players were better than others at it.
However-
There is a way to standardize this information now, in Soul Calibur V. When you know this information- instead of creating "block punish lists", you can create "whiff punish lists", further improving your knowledge of guaranteed damage and/or advantaged opportunities. This particular method is all thanks to Just Guard.
Quantifying Whiffs
To "quantify" means to express as a number or measure or quantity. Basically, we are going to be taking moves that whiff, and giving them numbers. If you are big on frame data, you'll know that frames are essential to high-level play because they give you valuable information that enables you to make good decisions at any given point in time. Without any frames, you are left wandering in the dark- without knowing your options, your fate is left to the whims of the gods (or at least- who is the better masher). Numbers- or rather, knowledge- is key to victory, and the same is true when it comes to whiffs.
Quantifying your whiffs comes from a simple principle: moves that are easily punished after JG are generally easily punished on whiff.
Let's take a look at Astaroth, whose full JG frame data has been contributed by noodalls (look this guy up sometime, he is the man).
We'll look at 44A, an often-used move for controlling space (and one that occasionally whiffs).
On JG, 44A is -27. Given that your standard launch-punishable disadvantage is -18, -27 is very, very unsafe. There is a lot of time for you to do whatever you'd like.
This principle holds true on whiff. When Astaroth whiffs 44A, he is wide open. You shouldn't stand there holding guard- you need to run in and hit him! Every single time.
It is the equivalent of blocking a 1A (or similar high-disadvantage low sweep) and then not doing anything. You must identify these moves, identify that they have whiffed, and then punish them, just like you would blocking unsafe moves.
This also works in an inverse manner.
Let's look at Mitsurugi as an example.
Sometimes, especially so if you're playing online- you'll find a player who uses jump A+B. Mitsu flies high into the air and comes back down with a plunging sword attack. Now, given the outrageous animation and long-winded nature of the move, you'd figure that Mitsurugi is wide open to attack. However, some of you might have experienced that when you run in to attack, you end up getting interrupted and counter-hit instead. Why is this? Shouldn't I have the advantage? Isn't it my turn to attack?
Looking at the data, jump A+B is -8 on JG. That is to say, this is almost impossible to punish if you JG the move. Likewise- if Mitsurugi whiffs this move, he is not at as much of a disadvantage as you think he is, especially if you are reacting to his recovery frames when he lands.
Generally, moves that are bad on JG are bad to whiff. On the other hand, moves that are "good" on JG serve well as bait for whiff-punish happy opponents.
Now, you might notice that a good number of moves don't have JG frame data. But this is OK- you don't have to be specific, but you can roughly make your own and get to the same point.
Use the practice mode method of practicing JGs- Movement 1 Stand All Guard, Movement 2 Replay Record. Record the move you want to quantify, and then try out punishers on it. If you're uncomfortable with JG, you can set the computer to Movement 1 JG, Movement 2 Replay Record, and have the computer do the punishing while you use the move you want to quantify.
Check what you can get away with on JG. Does AA hit? BB? What's the upper limit before you can't punish for free anymore?
Now, here, I'll speak in terms of what I know (i.e. Patroklos)- but I'll provide impact data so that you can get a general idea of the situation.
If I, playing Patroklos, can JG a move and punish with 236B (i15), I will assume that I can reasonably whiff punish with 3B (i18).
If I can JG and punish with 3B (i18) I will assume that I can reasonably whiff punish with 66B (i21).
If I can JG, but all I can punish with is AA or CE (i12, or i13) I probably won't be able to reach the opponent to punish him. I consider this regular old advantage, and usually opt to run in and apply a simple mixup (BB/1K in my case, throws work well too. At EVO, RTD punished me quite a few times for whiffing by running in and throwing me.)
If I can JG, but I can't get any sort of guaranteed punish, it's highly likely that I'll be walking into a trap if I attempt to whiff punish the move.
Do your own testing, and be realistic about your whiff punishers. Just because the frame data says that you can punish a whiff hard, you must remember that whiff punishing is intimately related to spacing and reaction time. You may not be close enough to punish as hard as you'd like, or you may not recognized a whiffed move fast enough to successfully punish it. Of course, this goes back to the age-old dilemma of block punishment- going for high damage or reliability- in which case, this is your choice to make. Regardless, knowing that you do have this choice is enough.
Now what?
So now that you know how to quantify whiffs and bring them into the mortal realm, what do you use to punish? Block punishing, while related to whiff punishing, is a somewhat different beast, as often times with whiff punishing there is no blockstun and characters are not close together. A move used for punishing a move on block may not work for whiff punishing the same move.
Let's take this time to talk about the moves themselves- the actual whiff punishers.
What is a whiff punisher?
If you go into your character's respective Soul Arena and ask, "What are our whiff punishers?" you will usually get one or two answers from people, generally what they use when they think of a whiff from day-to-day play. Of course, this is not set in stone- you can actually find and identify whiff punishers by yourself.
Whiff punishers are defined by four factors:
Speed
Range
Power
Having strength in any one of these categories can make for a good whiff punisher. Of course, having all three if possible is pretty nice, too.
Let's look at a few examples.
generic AA/BB - high speed, low range, low power
generic 3B - low speed, high range, high power
Xiba 3kB - high speed, low range, high power
Raphael 6BB - high speed, high range, low power
Pyrrha 236B - high speed, high range, high power
Hilde CE - high speed, high range, high power
Anything at all can make for a good whiff punisher- not just moves that are obviously for that purpose. Mitsurugi and Pyrrha's BBs make for fine whiff punishers, considering their speed and how much space they cover. It's possible to punish whiffs with throws or lows (though this is going more into mixup territory than real punishment). Even though a move may have short range or slow speed, it shouldn't be underestimated for whiff punishing. Like the aforementioned Xiba 3kB- it doesn't necessarily look like a "whiff punisher", and it has a short effective range, feeling more like a block punisher for -16 moves. However, play Legendary Souls sometime if you haven't- Kilik is adept at magically whiff punishing with 3kB. It's a very effective technique, despite not being very obvious to see.
Now, if you're reading carefully, you might have noticed I said there were four factors but only listed three. That's because the fourth factor is risk- or, as known in these circles, safety.
Safety when it comes to whiff punishing, just like block punishing, is theoretically irrelevant if the moves are being used correctly. Since they will always hit and never be blocked, it is not necessary for a whiff punisher to be safe. However, safety regards the human element- user error. If you are prone to making mistakes or reacting late, it might be better to use a move for whiff punishing that is not as damaging but is less risky if you happen to make a mistake.
In Closing
I hope you've come away with this with a deeper understanding of whiffing and whiff punishment. Knowing deeply the circumstances involving whiffing is a major puzzle piece in getting to the mystical "tournament level". Whiffing is not always a bad thing- just like frame traps or well-placed abare, intentional whiffs can be used to draw out your opponent.
A common mistake (and one that is hard to break, even for me) is to freeze completely and guard upon whiffing. Instead of assuming that you have disadvantaged yourself, treat the situation as if you have used a move (not necessarily an unsafe one) and it was blocked- you do not always need to guard at disadvantage. Use your newfound perception and act accordingly.
Knowledge is the key to victory. Study your basics well, and continue to break them down to their smallest parts. In this way, you can clearly see the true path- and by association, easily show others the light as well.
What's a whiff?
A "whiff" is when any action is taken in-game (usually an attack) that does not affect your opponent. That is to say, it does not hit them or touch them in any way. In the case of an attack, in layman's terms, it completely misses. The name comes from a portrayal of the air pushed around by an attack (i.e. hitting nothing, hitting air).
Whiffing is important, because in general terms, it represents a shift in advantage. If you remember your beginner's lessons, there are three conditions to advantage or disadvantage:
You have advantage when:
- You hit the opponent.
- You block an opponent's attack.
- The opponent misses their attack (they "whiff").
You are at a disadvantage when:
- The opponent hits you.
- Your attack is blocked by the opponent.
- You miss your attack.
Our more savvy players will know that the first two conditions- hitting or blocking- have numbers attached to them, i.e. frames. For example, Mitsurugi's BB is -6 on guard, and +4 on hit.
Some players have taken the time to create lists of only moves that have enough disadvantage for a guaranteed damage possibility.
Like this, or this, or this.
And that's well and good- knowing this sort of thing brings you one step further to mastery.
But we're missing something, aren't we? If we have numbers for hitting, and we have numbers for guarding, why don't we have numbers for whiffing?
For some time, whiffing has been more of an art than a science- mainly because there was no hard data to go along with it. Whiff punishment was done by feeling and experience, and as such, some players were better than others at it.
However-
There is a way to standardize this information now, in Soul Calibur V. When you know this information- instead of creating "block punish lists", you can create "whiff punish lists", further improving your knowledge of guaranteed damage and/or advantaged opportunities. This particular method is all thanks to Just Guard.
Quantifying Whiffs
To "quantify" means to express as a number or measure or quantity. Basically, we are going to be taking moves that whiff, and giving them numbers. If you are big on frame data, you'll know that frames are essential to high-level play because they give you valuable information that enables you to make good decisions at any given point in time. Without any frames, you are left wandering in the dark- without knowing your options, your fate is left to the whims of the gods (or at least- who is the better masher). Numbers- or rather, knowledge- is key to victory, and the same is true when it comes to whiffs.
Quantifying your whiffs comes from a simple principle: moves that are easily punished after JG are generally easily punished on whiff.
Let's take a look at Astaroth, whose full JG frame data has been contributed by noodalls (look this guy up sometime, he is the man).
We'll look at 44A, an often-used move for controlling space (and one that occasionally whiffs).
On JG, 44A is -27. Given that your standard launch-punishable disadvantage is -18, -27 is very, very unsafe. There is a lot of time for you to do whatever you'd like.
This principle holds true on whiff. When Astaroth whiffs 44A, he is wide open. You shouldn't stand there holding guard- you need to run in and hit him! Every single time.
It is the equivalent of blocking a 1A (or similar high-disadvantage low sweep) and then not doing anything. You must identify these moves, identify that they have whiffed, and then punish them, just like you would blocking unsafe moves.
This also works in an inverse manner.
Let's look at Mitsurugi as an example.
Sometimes, especially so if you're playing online- you'll find a player who uses jump A+B. Mitsu flies high into the air and comes back down with a plunging sword attack. Now, given the outrageous animation and long-winded nature of the move, you'd figure that Mitsurugi is wide open to attack. However, some of you might have experienced that when you run in to attack, you end up getting interrupted and counter-hit instead. Why is this? Shouldn't I have the advantage? Isn't it my turn to attack?
Looking at the data, jump A+B is -8 on JG. That is to say, this is almost impossible to punish if you JG the move. Likewise- if Mitsurugi whiffs this move, he is not at as much of a disadvantage as you think he is, especially if you are reacting to his recovery frames when he lands.
Generally, moves that are bad on JG are bad to whiff. On the other hand, moves that are "good" on JG serve well as bait for whiff-punish happy opponents.
Now, you might notice that a good number of moves don't have JG frame data. But this is OK- you don't have to be specific, but you can roughly make your own and get to the same point.
Use the practice mode method of practicing JGs- Movement 1 Stand All Guard, Movement 2 Replay Record. Record the move you want to quantify, and then try out punishers on it. If you're uncomfortable with JG, you can set the computer to Movement 1 JG, Movement 2 Replay Record, and have the computer do the punishing while you use the move you want to quantify.
Check what you can get away with on JG. Does AA hit? BB? What's the upper limit before you can't punish for free anymore?
Now, here, I'll speak in terms of what I know (i.e. Patroklos)- but I'll provide impact data so that you can get a general idea of the situation.
If I, playing Patroklos, can JG a move and punish with 236B (i15), I will assume that I can reasonably whiff punish with 3B (i18).
If I can JG and punish with 3B (i18) I will assume that I can reasonably whiff punish with 66B (i21).
If I can JG, but all I can punish with is AA or CE (i12, or i13) I probably won't be able to reach the opponent to punish him. I consider this regular old advantage, and usually opt to run in and apply a simple mixup (BB/1K in my case, throws work well too. At EVO, RTD punished me quite a few times for whiffing by running in and throwing me.)
If I can JG, but I can't get any sort of guaranteed punish, it's highly likely that I'll be walking into a trap if I attempt to whiff punish the move.
Do your own testing, and be realistic about your whiff punishers. Just because the frame data says that you can punish a whiff hard, you must remember that whiff punishing is intimately related to spacing and reaction time. You may not be close enough to punish as hard as you'd like, or you may not recognized a whiffed move fast enough to successfully punish it. Of course, this goes back to the age-old dilemma of block punishment- going for high damage or reliability- in which case, this is your choice to make. Regardless, knowing that you do have this choice is enough.
Now what?
So now that you know how to quantify whiffs and bring them into the mortal realm, what do you use to punish? Block punishing, while related to whiff punishing, is a somewhat different beast, as often times with whiff punishing there is no blockstun and characters are not close together. A move used for punishing a move on block may not work for whiff punishing the same move.
Let's take this time to talk about the moves themselves- the actual whiff punishers.
What is a whiff punisher?
If you go into your character's respective Soul Arena and ask, "What are our whiff punishers?" you will usually get one or two answers from people, generally what they use when they think of a whiff from day-to-day play. Of course, this is not set in stone- you can actually find and identify whiff punishers by yourself.
Whiff punishers are defined by four factors:
Speed
Range
Power
Having strength in any one of these categories can make for a good whiff punisher. Of course, having all three if possible is pretty nice, too.
Let's look at a few examples.
generic AA/BB - high speed, low range, low power
generic 3B - low speed, high range, high power
Xiba 3kB - high speed, low range, high power
Raphael 6BB - high speed, high range, low power
Pyrrha 236B - high speed, high range, high power
Hilde CE - high speed, high range, high power
Anything at all can make for a good whiff punisher- not just moves that are obviously for that purpose. Mitsurugi and Pyrrha's BBs make for fine whiff punishers, considering their speed and how much space they cover. It's possible to punish whiffs with throws or lows (though this is going more into mixup territory than real punishment). Even though a move may have short range or slow speed, it shouldn't be underestimated for whiff punishing. Like the aforementioned Xiba 3kB- it doesn't necessarily look like a "whiff punisher", and it has a short effective range, feeling more like a block punisher for -16 moves. However, play Legendary Souls sometime if you haven't- Kilik is adept at magically whiff punishing with 3kB. It's a very effective technique, despite not being very obvious to see.
Now, if you're reading carefully, you might have noticed I said there were four factors but only listed three. That's because the fourth factor is risk- or, as known in these circles, safety.
Safety when it comes to whiff punishing, just like block punishing, is theoretically irrelevant if the moves are being used correctly. Since they will always hit and never be blocked, it is not necessary for a whiff punisher to be safe. However, safety regards the human element- user error. If you are prone to making mistakes or reacting late, it might be better to use a move for whiff punishing that is not as damaging but is less risky if you happen to make a mistake.
In Closing
I hope you've come away with this with a deeper understanding of whiffing and whiff punishment. Knowing deeply the circumstances involving whiffing is a major puzzle piece in getting to the mystical "tournament level". Whiffing is not always a bad thing- just like frame traps or well-placed abare, intentional whiffs can be used to draw out your opponent.
A common mistake (and one that is hard to break, even for me) is to freeze completely and guard upon whiffing. Instead of assuming that you have disadvantaged yourself, treat the situation as if you have used a move (not necessarily an unsafe one) and it was blocked- you do not always need to guard at disadvantage. Use your newfound perception and act accordingly.
Knowledge is the key to victory. Study your basics well, and continue to break them down to their smallest parts. In this way, you can clearly see the true path- and by association, easily show others the light as well.