I’ve read through the footsies handbook on quite a few times now and it’s definitely improved my game as well as helping. Posts about Footsies Handbook written by muttonhead. Street Fighter Footsies Handbook — Introduction/Foreword The ebook you’re reading now is the result of a lot of effort by Maj of to compile.

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This guide remains free to peruse and consult at his site, but I’ve taken the liberty of compiling it as an ebook for ease of access and portability. The contents have been copied verbatim, including images and links to YouTube videos, so as to maintain the integrity of the handbook, sans for a couple of minor grammatical or spelling mistakes I’ve fixed.

I hope you enjoy it and can make good use of it. The entirety of the contents of this handbook is the product of Maj’s effort into research and explanation; I claim absolutely nothing about it except having compiled it into this ebook.

Footsies Handbook | Being a Scrub

If you feel you can contribute with something to the handbook itself, please contact Maj; if you’ve found any errors or anything wrong with the ebook, don’t hesitate to get in touch with me. The ultimate goal is to control the flow of the match, bait the opponent into committing errors, and punish everything.

When i first found the tournament scene back in CvS days, i remember it took me a very long time to understand what players like Valle and Choi were doing on the ground to control the match. Hopefully these articles will help change that perception, because anyone who wants to compete at tournament level absolutely needs to know this stuff.

Each installment covers three or four specific tactics which you can integrate into your gameplan to achieve practical results. Think of it like one of those chess books showing common situations and how to solve each one. Punishing whiffed attacks, intentionally making yourself appear vulnerable, and using poke patterns to set up throws are all fundamental skills.

Street Fighter Footsies Handbook, Chapter 2 — Light attacks often serve as feints due to their quick recovery time. Knowing how to shut them down is equally important as footsiez how to use them. Street Fighter Footsies Handbook, Chapter 3 — A cornered opponent can not escape your attacks by backing away. Obviously this presents an opportunity to capitalize on a massive advantage, if you know what to do.

Street Fighter Footsies Handbook, Chapter 4 — Super moves inflict far too much damage to treat casually. For every matchup, you need several reliable ways to fool opponents into wasting meter without putting yourself at risk. Street Fighter Footsies Handbook, Chapter 5 — Jumping is one of the biggest gambles you can take in traditional fighting games.

sonic hurricane dot com » Street Fighter Footsies Handbook, Chapter 1

Despite the potential for high rewards, jumping usually leads to getting anti-aired, knocked down, and crossed up. Street Fighter Footsies Handbook, Chapter 6 — Although footsies primarily occupy mid-range zones, quite a few basic footsies components can be effective in vootsies quarters too.

In fact, having a solid foundation of mid-range footsies opens up direct gateways into point-blank range.

Get in there and cause some damage! Street Fighter Footsies Handbook, Chapter 7 — Always be on the lookout for minor tricks which can help make you a little tougher to beat. For instance, knowing when to stand in neutral instead of crouching is a big one. Street Fighter Footsies Handbook, Chapter 8 — Hopkicks are significant to the landscape of footsies even though only a few characters possess them.

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Street Fighter Footsies Handbook, Chapter 9 — Jumping is absolutely a facet of footsies, but the ground game has to come first. Street Fighter Footsies Handbook, Chapter 10 — Any offensive gameplan requires leaving gaps for the opponent to give you something to punish.

Street Fighter Footsies Handbook, Supplement A — No discussion of footsies is complete without a tactical overview on projectiles. This entry is more abstract than previous installments, but it was too big a concept to leave out and too big a concept to cover in one article. Consider this a primer on the topic and look for more fireball strategy articles in the future. Street Fighter Footsies Handbook, Supplement B — After writing so many articles about footsies, it makes sense to write one about avoiding them entirely.

Sometimes blocking is the best course of action. Running away works too, especially from easily frustrated opponents. Crazy rushdown is another option for bypassing footsies. Street Fighter Footsies Handbook, Epilogue — Playing footsies the right way demands a certain core confidence. If you want to improve your game, eliminate doubt and play without fear.

The rest will take care of itself. Street Fighter Footsies Handbook, Chapter 1 A lot of people make the mistake of assuming that footsies is something you whip up on the fly. While you certainly can do it that way, and while freestyling footsies is certainly a valuable skill, the fact of the matter is that Alex Valle knows more about footsies than you’ll ever know.

The real problem is you don’t even know that you’re supposed to know these things. Footsies as a whole is such a dynamic, complex subject that it’s impossible to convey or grasp at once. So we’re going to try something different. Let’s approach footsies like a collection of situations and try to come up with elemental solutions to each scenario. Practice these one by one until you’re comfortable enough with them to incorporate them fluidly into your gameplan. Momentarily step into your opponent’s poke range and quickly back out instead of attacking.

This is Footsies To see it in action, check out Mike Watson’s HF Guile demolishing some poor bastard — two consecutive full rounds of toying with his opponent’s natural reactions. This bait works well in tense matches, after extended periods of cautious zoning, or with charge characters who rarely walk forward. Determine which of your combos and attack strings position your opponents barely outside their effective reversal range, especially when facing characters with greater mobility.

One of the best ways to trick someone into wasting meter and handing you the match is by making yourself appear falsely vulnerable.

There’s no better example of this concept than the famous final exchange of the B3 SFA2 tournament. Once you’ve established a pattern of poking consistently at a certain range, use your opponent’s hesitation to walk up and throw them. It’s always dangerous to wander into enemy attack space, so wait until you’re certain you’ve trained them to think twice about pushing buttons. John Choi’s CvS2 Sakura does an excellent job of demonstrating this principle for the entire first round of that Evo2k7 match.

There’s no way he would’ve gotten away with such gutsy throw attempts at the beginning of the round. All of these plays are universally applicable to any fighting game. That’s why footsies and zoning are considered fundamentals. If you run into any questions, bring them here anytime. And every once in a while, try hiding foltsies a table. Street Fighter Footsies Handbook, Chapter 2 It takes a long time to look through enough footage to find clear examples of these concepts, but I’ll try to continue this series on a weekly schedule as long as I’m able.

Hopefully you got a chance to practice some foosties the lessons covered in the previous installment and found a place for them in your gameplan. Here are a few more pieces.

When your opponent is looking to punish your standard pokes, try whiffing a crouching light kick a few pixels outside their sweep range. If they mistake it for a slower attack, they’ll leave themselves open when their counterattack misses. Be ready to punish the whiff or simply walk up and throw them during their recovery period. This tactic works best during mirror matches and against opponents who can hit your medium pokes on reaction.


If your opponent starts overusing the feint explained above, take a quick step forward and attack with your strongest combo in sync with their rhythm. Light attacks may be fast, but they’re certainly not immune to mindgames. Mike Watson is known for making excellent use of such fakes, but Ohnuki’s 3S Chun Li found a way to make him pay. Always be on the lookout for changes in your opponent’s behavior, especially when they gain access to super meter.

When people start edging back and forth at mid-range, that’s a sign they’re fishing for something to nail with a super. Stick to quick normal moves in that situation. Don’t test their reactions with slow hadnbook moves. Or better yet, lock them into block stun then bait the super from a deceptively safe distance. By now you should be starting to see what veteran players mean when they say everything has a counter.

Footsies is more than technical knowledge. It all hinges on constant analysis of your opponent to determine which tactic to apply at any given moment. If you can’t read your opponent’s intentions for whatever reason, or if you simply lose track of your opponent’s foosties of thought, do not under any circumstances fall back to your default handboook.

Play it safe or do something random, something your opponent has never seen you do before.

Street Fighter Footsies Handbook

Otherwise you’ll find yourself walking or flying home with a bewildered look on your face, trying to remember what exactly it was you got hit by. Street Fighter Footsies Handbook, Chapter 3 This segment focuses on the massive footsifs gained by cornering your opponent. Backing your opponent against foitsies wall negates their ability to walk backward, giving you sole control over when you’re in and out of foottsies range.

Whenever you knock someone into the corner, establish a safe position slightly outside their reach. Then as soon as you get the feeling they’re about to advance or let their guard down, step forward and poke their toes with a low medium kick.

Getting hit by one of these gives a lot of players the urge to retaliate with one of their own. Simply let it whiff then strike their extended limb or throw them right back into the corner. However, keep in mind that veteran players often take a step forward before counterpoking, so you might want to give them a little extra room.

Shortly after succeeding with a typical tickthrow setup, repeat a similar sequence except step footxies instead of executing the throw. If you catch your opponent’s tech attempt whiffing, respond with a damaging combo.

The corner severely limits your opponent’s options for escaping hnadbook, thereby forcing them to take greater risks. They’re certainly not going to walk out of your throw range, so they have to do something proactive to avoid dying to simple throw loops. Having nowhere to go also makes them an easy combo target when they get baited. Following a basic combo or footsiess string, poke with a light attack from its maximum distance. The corner will ensure your attack doesn’t whiff, so you lose nothing if they continue blocking.

On the other hand if they happen to press a button, yours will usually come out sooner and stuff whatever they were trying to do.