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Proper Training In Dojo

Discussion in 'Dojo' started by hseiken1, Jul 27, 2012.

  1. hseiken1

    hseiken1 Well-Known Member

    XBL:
    hseiken
    I was wondering if there's a thread (I couldn't find one) concerning how to 'program' the dummy to practice specific techniques such as ETEG, fuzzy guard, and other advanced basics.

    I've seen scattered dojo training specifics, but it would be nice to have a thread dedicated to such things. Not necessarily character specific stuff, but just basics training. I myself am trying to train on proper failed evade cancel guarding, but am not sure of the best move to practice against to ensure it's effectiveness or like if there's 'levels' to practice with, etc.

    Sorry for such a noob question, guys.
     
  2. Sorias

    Sorias Well-Known Member

  3. hseiken1

    hseiken1 Well-Known Member

    XBL:
    hseiken
    Thanks!
     
  4. Auvii

    Auvii Well-Known Member

    XBL:
    Auvii
    I didint want to create a new thread for this since it could fall under this topic easily...



    What exactly is "hit checking"? When using Jacky's [P]+[K][P] would it be avoiding the use of the [P]because your opponent has an advantage and is about to attack?

    What are some helpful ways to practice hit checking in dojo?

    100% noob question but after reading some older posts I questioned what I thought I knew. I would rather have an exact explanation.
     
  5. Chanchai

    Chanchai Well-Known Member

    For a recorder setting I use for Fuzzy Guard (and response after fuzzy) training, I posted at the following link:

    http://virtuafighter.com/threads/game-mode-for-hd-tvs.16383/#post-333185

    It's in that thread, because I've found this to be an excellent way to get a read on a display's lag.

    To Auvii: "Hit Checking" is visually confirming the result of an attack and doing the appropriate response based on the result--not just based on you wanting to do it or guessing it'll hit.

    A player not hit-checking will just do P+KP or P+KK regardless of whether the opponent guarded the P+K or got hit or the P+K whiffs. Hit-Checking is doing the correct/best followup based on whether P+K hit, interrupted an attack, whiffed, or was guarded.
     
    Tricky likes this.

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