Recent Thoughts About Street Fighter Strategy and Priorities
DISCLAIMER: This is not a general game design article, but an enthusiastic exploration of specific fighting games from a player’s perspective. This means this article may make no sense to you, in which case, you may not be interested. Just a heads up! Also, I am not a great Street Fighter player, and only really started playing when SFIV came out. I have no doubt that I would be reviled and laughed at at tournaments as being “one of those XBLA players”! Finally, this article is intended for beginners or hobbyists, and likely will have nothing to offer for people who actually know how to play this game already!
0. Introduction
I recently switched from Dhalsim, a fairly dominant character in SSFIV, back to Ibuki, who is a good character in her own way but much less obviously dominant. You rarely see Ibuki players in the finals at any tournament, major or minor, and the best Ibuki players in the word (ClakeyD, Acqua, Iyo, among others) get trashed by “higher tier” characters pretty regularly, if YouTube and tournament streams are evidence. To play Ibuki and have fun both with friends and with randoms online, I have had to step up my fundamentals. Dhalsim is all about fundamentals, but he is such a strong character, and he engages opponents in such a weird way, that my understanding of fundamentals was plateauing. As Ibuki, even SRK-spamming XBLA shotos could totally destroy me, which was immensely frustrating.
Also, being a small business owner and a dad, I don’t really get a lot of time to play. Usually I squeeze in a few hours on Saturday while our son is taking a nap, or sometimes a few rounds as a break over lunch during the week, but that’s about it. This isn’t a complaint, and I think it may even help, since I generally spend more time thinking than I do playing. So what little time I do spend playing SSFIV, I spend testing out all the things I’ve been thinking about during the week. Also, I am fairly analytical by nature, but as pretty much everyone knows, being analytical before the start of a match is good, but being analytical during the match is not so good. So everything that follows here, you can assume applies primarily to training mode or free brain cycles outside the match, and should be “automatic” during an actual fight. However, I will talk about that sort of thing more as I go!
So, before I get started here, I wanted to give a little overview of these sections. During my last play session, I finally started to have a bit of a breakthrough - not against awesome ground players with great footsies (more on that later), but a sudden, drastic improvement against exactly those players that used to frustrate me most. And these improvements had nothing to do with Ultras or FADCs or 1-frame resets, and everything to do with fundamentals. However, fundamentals is a pretty broad thing, and encompasses pretty much everything outside of focus attacks and special moves, and so it’s not that useful to me to remind myself at the start of a match “remember your fundamentals!” It’s like saying before a math test, “remember your maths!” It’s a pretty wide spectrum, and I needed some specific principles to focus on to cross my skill plateau and keep climbing.
The idea that began to develop yesterday, that actually made a difference in how I was playing, was to think of fundamentals as a hierarchy of priorities in the match. This is because different aspects of fundamentals are dependent on other facets of fundamentals in order to be applicable at all. For example, it’s very hard to play good defense if you are in a position where the other character can do a special-throw mixup. That is, if you are in a block-string, and you don’t know if your opponent is going to end with a throw or a special, you have to guess. This is, generally speaking, not a position you want to be in. Approaching fundamentals as a hierarchy of priorities seemed to help me stay in situations that were to my benefit, and which played to the strengths of my character.
1. Spacing
Spacing, i.e. managing the distance between you and your opponent, appears to be the single most important and most complex facet of fundamentals. Everything is dependent on spacing. If you are the wrong distance from your opponent, then you have fewer, if any, options, and your opponent is in control of the match. Spacing is itself dependent on a lot of things that are part of the basic game state, like the matchup (which characters are used) and meters (do the players have Ultra, which Ultra is it, how much EX do they have, etc). While the actual implementation of spacing is complex, and requires a lot of practice, I think there are some helpful, simple questions that you can ask yourself to see if your spacing is on point or needs work:
1A - Do I get crossed up (players jump over and hit you from the other side) a lot? This could be a sign that you are maintaining the wrong spacing. Against opponents with short jumps, you probably need to back up a bit. Against players with long jumps, you may need to play closer.
1B - Do I struggle up close? Ibuki can’t really go toe-to-toe with characters like Boxer, Chun Li, Guile or Dictactor, since their normal moves are so good and so fast. Plus, these characters all have great block-strings that can lead to a mixup - will they end with a special (which must be blocked) or a throw (which must be teched)? Keeping just out of range of their normals proves to be hugely important in surviving these matchups.
1C - Do I have time to cope with long-distance special moves? If you find yourself getting pressured by close fireballs, or you don’t have time to react to tatsus, you might need to give those opponents a little more room when you’re able. Many players with a good close game have specials that allow them to close distance and get in your face very fast. Knowing what to do about those moves, and having time (i.e. space) to do something about it, is critical to maintaining advantageous spacing.
1D - Are you too far away to do anything? I see this a LOT with beginner players, and I used to do it all the time. You’ve probably seen the XBLA shoto who jumps back into the corner, throws a fireball, and then jumps forward 3 times just to get back to where you are. There are very few characters in any edition of Street Fighter who are at their best from the complete opposite side of the screen. Even if you have a special move that can cross the whole screen (Honda, Ibuki, Blanka, Dictator, etc), good opponents will have plenty of time to dodge or counter even the EX variety. So stay out of the corner unless you have a very, very good reason for being there. Of course, even if you aren’t all the way back in the corner, you might still be too far away to effectively approach your opponent. While going on the offense is, for me, a low priority, spacing yourself so you have the opportunity to do so is a critical part of distance management. In Ibuki and Dhalsim’s case, this is actually a pretty wide spacing, as Ibuki has a super jump and a good dash, and Dhalsim obviously has projectiles, wiggly arms and teleport, so he can be spaced even wider. Players with great normals (shotos, Chun, Boxer) or players with good pressure strings (Cammy, Ibuki if you play her that way) might be most effective at a pretty close spacing in order to optimize their offensive opportunities.
1E - Do I get stuck in the corner a lot? Spacing is not just about how far you are from your opponent, it’s also about being conscious of the boundaries of both the screen and the level or arena. Most characters are at a distinct disadvantage when they are “put in the corner”, and even defensive/zoning characters like Dhalsim are at a strong advantage when their opponent can’t retreat. This is of course related to opponent spacing; if you can only move in one direction, then your opponent controls the spacing, and cross-ups/traps are sure to follow. Stay out of the corner!
Obviously, both characters are trying to get spacing that works in their favor, so this isn’t as simple as figuring out what distance is right against which opponent, which in itself is not that simple. Projectiles are one of the main ways that players use to manipulate spacing, especially slow fireballs which the characters can use as a shield for a ground approach. This means that in SFIV and SSFIV particularly, learning to absorb projectiles using a Focus Attack is one of the most important moves in the entire game, and one which I still struggle with (the equivalent in SFIII is to parry projectiles). To compensate, I tend to play characters with “slide” moves, that can pass under fireballs, giving me more direct control over my spacing in projectile matches. Neutral jump can be a great tool for controlling spacing and negotiating with projectile players as well.
But in the end, the point of spacing is simply to always maintain an advantageous distance from your opponent. This is what enables the rest of what we lump into “fundamentals” and in my experience makes a huge difference against opponents of any skill level. I want to emphasize this point again: spacing affects every other part of your game in a major way.
2. Anti-Air
Anti-air in Street Fighter refers to how you deal with jumpins, or opponents jumping toward you. If you are maintaining the correct spacing for that matchup, then your opponent cannot (or can only rarely) cross you up, which means you can anti-air their jump. If you do not anti-air a jumpin, and you were able to do so, then you have made a mistake. Here are the risks of not effectively using anti-air: free command-throws for grapplers (most of which can’t be blocked or teched), free block-strings for shotos (leading to special-throw mix-ups), complete loss of control over spacing (shutting down options to effectively anti-air a follow-up jump), risk of blocking wrong (leading to free damage, an easy mistake to make against characters with air chains/target combos), and so on.
Most (all?) characters have just one or two “main” anti-air normals. These are non-special, upper-cut style moves, from either the standing or crouching position. Most characters also have a wide range of strange, auxiliary anti-air moves that are great for very specific special cases, but should be used with caution. For example, Ibuki’s standing roundhouse is effective distance anti-air, but can’t be linked to anything. Likewise, Blanka’s slide can be used as anti-air from a distance if it’s timed right. Most anti-air normals have to be done quite early, so it can take some practice to get them to work reliably, especially if you are playing online.
Most characters also have at least one anti-air special, like a special uppercut. Some characters can even juggle out of an anti-air special (as long as they do the right power at the right time) into another special, a super, or an ultra. A few characters have air throws, which can be used as anti-air moves in some cases as well. Many anti-air moves result in knockdowns, and all of them ensure that you are able to maintain control over your spacing, which is your highest priority.
Not all anti-air options are counter-attacks though. Back dashes, slides, full-screen specials, and focus attacks can use a jumpin as an opportunity to reset the spacing and get you out of a bad situation. Whether your opponent is trying to cross you up, or you’re back in a corner, using an opponent’s jump as an opportunity to escape can help put you back on terra firma.
The point of Anti-Air, to me, so to think less about remembering to block high, and think more about turning a tempting situation for your opponent into an advantageous situation for you, whether it’s punishing a predictable leap, or resetting the spacing in your favor. Actually, this is a good time to clarify that “think” is maybe the wrong verb. For example, for me personally, anti-air is basically automatic for me now. While spacing is still something I have to remind myself about pretty frequently, I have practiced anti-air enough that against many players it’s basically a reflex. Ideally, I think, all of these things will work that way - I’ll just kind of “know” what spacing is right, and I won’t have to think as much about which combo to use as a punish in which situation.
3. Defense
Of course, you don’t always have time to counter-attack or escape a jumpin. Most anti-air moves have some vulnerability and some startup frames (especially if you’re out of EX meter), or maybe you’re just waking up from a knockdown. And, chances are, after successfully deflecting a couple of lazy, desperate jumpins from your opponent, they have opted to approach on the ground instead of through the air. In any of these cases, your next priority is defense.
Obviously, defense means knowning when to block high, when to block low, and what direction to block in. It also means knowing when to tech, like when your opponent is just walking toward you after you successfully blocked a combo, or an opponent has a habit of throwing after tatsus or pokes. It means knowing which characters have air chains or “target combos”, like Chun Li and Ibuki, which can hit twice from overhead. It means knowing that Cammy’s roundhouse Spiral Arrow/Cannon Drill can hit low twice. Many characters have a close, standing overhead attack which they are eager to pull out on crouch-blocking characters - try to learn when to expect that (especially from Ryu and C. Viper). Abel’s Rekka-like special string has a mix of high, low and throws that can be a very effective mixup if you don’t know what to look out for.
If you’re maintaining the right spacing and managing jumpins, then blocking and teching are some of the last things you’ll have to worry about. Your goal should always be to simply be out of range of such effective mixups. Absorbing projectiles and pokes with a focus attack or simply neutral jumping over projectiles will prevent chip damage and keep you out of block stun, giving you more opportunities to punish and allowing you to maintain control of your spacing. But in the inevitable situation where your opponent gets close to you, knowing how to block and tech and survive until you can turn the situation to your advantage is obviously absolutely crucial.
4. Punishing
If you are maintaining your spacing, keeping your opponent from getting free jumpins, and playing good defense, then you will have ample opportunities to adminster serious punishment for your opponent’s mistakes. Anti-air is actually your first opportunity for punishment, since as we mentioned before many anti-air moves can be linked or juggled into other specials, supers, and/or ultras. Ibuki has at least 3 different ways to connect an anti-air to her super, none of which are terribly difficult. Her BnB anti-air of Agemen linked to Command Dash into close standing roundhouse into either her flipkick or a super jump cancel is a pretty brutal answer to a predictable jump that doesn’t even use up any meter. Many characters can do even more damage than that, whether they have meter or not.
Likewise, playing good defense will often leave you in the advantageous scenario of standing close to your opponent while they are still recovering from some blocked special attack. While many characters have moves that are “safe on block”, most specials are not, and are very open to punishment. Learn to recognize these moves, and when you see them, do not hesitate to use that combo you spent 3 hours memorizing in Training Mode!
One other thing to remember about punishes is that most punishes exist on some kind of gradient, where exposure and damage are proportional. That is, you can attempt to do a very damaging punish, but it is riskier, and more prone to mistakes, than perhaps an easier punish that is less risky. Know your options, and know when to rely on each. For example, if you are fighting a shoto and you just blocked a medium punch SRK, do you have time to start your big punish, or should you just anti-air them on the way down? If you have a good anti-air punish, that will be much less risky than trying to punish them during the sparse recovery frames your opponent will spend on the ground. However, if it was a fierce SRK, then you probably have enough time during their recovery frames to dish out your riskier counter-attack.
Finally, given the opportunity, in SFIV and SSFIV specifically, a Focus Attack is a really brutal way to capitalize on an opponent’s mistake. Getting a good crumple is essentially a free 200 damage, and for some characters, it can mean a free Ultra. Knowing what moves break armor and how fast your opponent recovers are key parts of using a Focus Attack as a punish. For example, most SRK-type moves don’t actually have armor-break as a trait, they just land two or more hits in a close window. So an opponent who relies on the fast recovery of jab SRK (which only lands once) might be exposing themselves to some serious Focus Attack punishes.
5. Footsies
This is a pretty elastic term, and it is sometimes used interchangeably with fundamentals. I prefer to use it to describe the ground game only, and particularly the normals and pokes that are so crucial to effective ground play. However, there have been extensive, thoughtful, and more qualified articles written about footsies, even on the character-to-character-specific matchup level, so I am only including it here to indicate my belief that having good footsies is essentialy useless unless you are watching your spacing, controlling jumpins, playing good defense, and punishing your opponent’s mistakes. Also, footsies between Street Fighter titles can change dramatically, based on the core set of moves available(i.e. focus attacks versus parries and UOHs), and so is somewhat less generally applicable than ideas like Spacing and Anti-Air I think. Most importantly, I just don’t have good footsies and so could only hurt more than help a discussion about this topic.
6. Offense
This again is a general, elastic term that I use here to mean rush specials, approaching your opponent, performing jumpins, and so on. Like footsies, there are much better guides already, in the form of videos and articles and SRK threads and other things, than anything I could possibly write here. And like footsies, this is here mainly to illustrate the idea that until you are successfully managing the other parts of your game, having a good offense is an essentially useless tool, and an opponent with good fundamentals will bully you to pieces if you don’t have your other fundamentals under control. In fact, I might even argue that playing offense is actually outside the realm of fundamentals and thus is well outside my own experience and the scope of this article.
7. Conclusion
As stated in the disclaimer, I’m not a great player, and this information is intended for other beginners or what I tend to call “hobbyist” players - players floating a bit above “noob” or “scrub”, but well below the tournament regulars. At various times over the last couple years I know that I’ve read articles that talked about the importance of spacing, or the importance of defense, but it wasn’t until very recently, when I started thinking about these things as a hierarchy, where each layer enables or makes possible the layer below it, that things started to feel kind of different to me as a player. In its simplest formulation, good spacing enables anti-air, good spacing and good anti-air enables effective defense, and good spacing, good anti-air and good defense all enable you to punish effectively. With this foundation, I find myself much more capable of engaging a wide skill range of players, and more importantly, I’m having a lot more fun when I play, since I find myself in better situations more often.
So rather than remind myself at the start of a match “remember your fundamentals!” I think “watch your spacing!” If a match is going sour partway through, I try to figure out what part of my fundamentals isn’t working against this opponent. Do I need to manage my distance better? Am I failing to effectively anti-air my opponent? Did I miss some obvious punish opportunities? These are pretty simple questions, but they’re really helping me a lot, and can even help me turn a match around mid-round. Phew, ok, that’s enough Sunday morning noodling - time for breakfast! See you guys online :)

















