Nofacekill3r
[11] Champion
I have seen so many threads and posts about the technical side of Soul Calibur. While this is necessary, I think we've begun to neglect the strategy and mind game aspect of the game. We're talking about going beyond mid/low, frames, move properties, etc. This thread will need input from other players as I honestly don't know a whole lot about the subject myself, and some of the things I say may be incorrect. This is not intended to be a guide, this is a discussion.
There are so many different things we can talk about, the possibilities are almost endless. However, here are a few things I'd like to discuss:
Strategy vs. Tactics
With strategy we're talking more about the big picture. Long term goals.
Tactics deals more with the details, like how you're going to work your strategy.
Risk vs. Reward
This is not only dependent on potential damage/punishment. The risk or reward of certain moves can also involve improved ring positioning, further mixup potential, etc.
Limiting Options
Since much of this game boils down to rock/paper/scissors, it is important to limit your opponents options. A very, very simple example of this would be Amy's B+K. You use this enough times to make your opponent more cautious about doing mids. The expected result is that your opponent either delays his/her attack, or they do a high/low/throw. In either situation, it might be wise to try attacking out of disadvantage with a quick jumping or TC move.
Interestingly enough, most of the characters that the majority of the player base considers "Top Tier" have these sort of evasive moves. Hilde limits options via C3A, excellent step, and the fear of ring out. Voldo has an an abundance of tech crouch moves, many of which go under mids. Amy has aGIs.
Yoshimitsu has iMCF, which in many cases encourages opponents to use their fastest moves. This can result in predictable attack patterns that allow Yoshi to GI,etc. An opponent can counter this by using effective spacing...which brings me to my next point:
Countering Mixups Effectively
Some mixups have counters that beat more than one option. For example, let's assume somebody is pressuring you with Mid/Low mixups. Is there anything in common with the mid and the low? Are they both steppable? Are there any moves that will beat both of them? The list goes on and on.
Training Your Opponent
Training your opponent can also be a method to limit their options, and thus make them more predictable offensively and defensively. For example, GI'ing after a safe move might lead somebody to delay their attacks.
I will definitely edit my post and add more later, these are just some of the things we can discuss. I would like to see many people participate.
There are so many different things we can talk about, the possibilities are almost endless. However, here are a few things I'd like to discuss:
Strategy vs. Tactics
With strategy we're talking more about the big picture. Long term goals.
Tactics deals more with the details, like how you're going to work your strategy.
Risk vs. Reward
This is not only dependent on potential damage/punishment. The risk or reward of certain moves can also involve improved ring positioning, further mixup potential, etc.
Limiting Options
Since much of this game boils down to rock/paper/scissors, it is important to limit your opponents options. A very, very simple example of this would be Amy's B+K. You use this enough times to make your opponent more cautious about doing mids. The expected result is that your opponent either delays his/her attack, or they do a high/low/throw. In either situation, it might be wise to try attacking out of disadvantage with a quick jumping or TC move.
Interestingly enough, most of the characters that the majority of the player base considers "Top Tier" have these sort of evasive moves. Hilde limits options via C3A, excellent step, and the fear of ring out. Voldo has an an abundance of tech crouch moves, many of which go under mids. Amy has aGIs.
Yoshimitsu has iMCF, which in many cases encourages opponents to use their fastest moves. This can result in predictable attack patterns that allow Yoshi to GI,etc. An opponent can counter this by using effective spacing...which brings me to my next point:
Countering Mixups Effectively
Some mixups have counters that beat more than one option. For example, let's assume somebody is pressuring you with Mid/Low mixups. Is there anything in common with the mid and the low? Are they both steppable? Are there any moves that will beat both of them? The list goes on and on.
Training Your Opponent
Training your opponent can also be a method to limit their options, and thus make them more predictable offensively and defensively. For example, GI'ing after a safe move might lead somebody to delay their attacks.
I will definitely edit my post and add more later, these are just some of the things we can discuss. I would like to see many people participate.