Welcome back to Levelling Up. This time we take a look at pressure and how to utilise it, as well as tactics to build pressure across numerous fighting games. Much like David Bowie and Freddy Mercury, we have all felt a little under pressure while gaming. Be that fireball pressure or relentless string in Tekken Tag Tournament 2. The basics of pressure are found in the breaking down of an opponent’s guard and a means of opening them up for a larger combo. Pressure can also be incorporated in to zoning in games where projectiles do chip damage which slowly deplete an opponent’s health leading, ultimately, to death.
The aim of the game is to prevent the opposing player from being able to play.
In Tekken it is common for pressure to be based around fast normals that mix between highs, mids, and lows. By building a strong pressure game a player can start to train to opponent to try and pre-emptively evade a guessed input and switch their pattern to counteract, leaving them either exposed or starting off a large damage combo.
This kind of pressure can be difficult to deal with for even intermediates as they will slowly see their vitality diminish through stray hits and may become flustered. And that is exactly what you are looking to do with strong pressure, fluster your opponents in to hitting panic buttons. For me I always fall back on Forest Law’s down 2, 3 when under a load of high pressure, to my disadvantage.
Although pressure isn’t solely built on ‘limbs’ and playing aggressively, in Street Fighter 4 fireballs are a crucial part of pressure. By correctly timing fireballs and using the correct strength a player can create spacing that prevents their opponent from coming to a range in which they are dangerous. For instance by burning EX meter in air Akuma can throw multiple fireballs and prevent the advancement of the opposition while also jumping back evasively. This level of fireball control and spacing is emphasised in Ultimate Marvel vs. Capcom 3 by the dreaded Morridoom team in which the aim of the game is to prevent the opposing player from being able to play by completely suppressing them with a barrage of missiles and fireballs.
There are also other ways of creating pressure by limiting an opponent’s move in UMvC3 by using assists to lock down opponents for high and low mix-ups. By using an assist at the end or even beginning of a string you can prevent the opponent from push blocking you character as well. My preferred method of pressure is to put up Nova’s shield at the end of a strong by protecting myself with an assist and limiting the options available to my foe. This enables me to change my approach and restart my pressure if I am not push blocked correctly.
But what about dealing with pressure? This tends to be case specific as most of the time it requires you to know the opposing character’s capabilities and also includes the need to read an opponent or at least be able to make a quick ‘guesstimate’ as to what you can expect. But there are some basic rules. For instance, knowing the correct time to push block an opponent’s move and create space that wouldn’t usually be there, although this only relates to certain games as not every game has this option. In Tekken, ducking high strings is a great way to avoid them while also blocking lows too, but can be risky if you get caught with a hop kick.
There are also semi-invincible moves you can use across many games, such as a dragon punch or certain EX moves. One final method is to use evasive moves which are prominent in 3D games. These moves act similar to sways, ducks, and weaves, as well as rush moves. There is obviously a lot to take in with regards to pressure; it can seem like an insurmountable task at times. Especially when you’re jumping between different games. But once you have it down you will find that it starts to translate between games rather effectively. Just remember, when the pressure is bearing down on you, that the worst thing you can do is crack. Instead, level up and turn the tide with your own pressure.
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