Kata #22 v1.0

Difficulty Beginner Kata

Focus Neutral Attack Whiff Preparation


The intention of this kata is to help train a few different things, but the core purpose is to teach the player how to hit a longer range normal of around 22-26 total frames duration at a good spacing, and then be properly prepared for various opposing actions based on whether or not the move whiffed for some reason. As a result, it also teaches the player certain spacings, antiairs, and when they should worry about being whiff punished in that situation. Certain variations of the partner for this Kata work better for certain characters, and this is because of options Ryu has for adjusting or forcing the player's spacing. The understanding you gain from it will need to be adapted for each character individually depending on their ranges and buttons, but should help you improve actions in neutral or after long range unsafe opposing attacks.

This Kata uses RyuBot 1.0's Actions #1, #2, and #5, and has many variations in the timing of these, but generally, not in the inputs themselves. This means that many different players can get different but overall positive results with leniency and regardless of their specific timing. One can also re-record them to try to improve them just for 'changes of pace' and expect it to teach something new. The primary differences are explained at the bottom in the sections about the inputs. Some extra information about possible interactions is also there. All the interactions are generally possible, so there are no direct changes in the aims, but the frequency can be changed using these timing variations. These actions have all been changed from the RyuBot standard versions for this Kata, but the changes do not shift RyuBot's main aims, if the player chooses to use RyuBot without reverting them. If you have never trained with RyuBot before, however, we suggest that you do that first for a session or two before using this Kata and the associated changes.

As it is one of the most basic katas, when approaching this kata it is highly recommended one tries to react to the jump itself rather than relying on timing or patterns as it is easy to sink into that particular bad habit. There is a stricter variation for action #2 which will remove the ability to rely on patterns, if necessary. Most characters can learn the basics for the three main situations with lenient inputs and can gain more of the initial lessons without as much presssure at first. Move on to the variations once you feel the situation is clear to you or if you feel that your character can't learn the kata without a more strict version.


Gauge Settings

Settings for 1P for Kata #22 are Health - "Auto-Recover" (when not in 'Full Focus Test' mode), V-Gauge - "Auto-Recover", CA Gauge - "Normal".

Settings for 2P for Kata #22 are Health - "Auto-Recover" (when not in 'Full Focus Test' mode), V-Gauge - "Normal", CA Gauge - "Normal".


Goals

Katas do not specifically have a point system, as they are intended to be a test of focus and endurance. Instead, this section will explain the why and how of the kata. Aims are still given below in a similar way to Bots and will be referred to as Aim A, Aim B, and so on when explaining.

Situation One -- Poking Basics

First, turn on just RyuBot's Actions #2, and #5 to work on Aim A. The button you choose should be relatively long reaching, start in 6-8 frames, and be safe on block. For most characters this will be their standing or crouching Medium kick. Figure out every single range you can hit with it safely, paying attention to the range at which it whiffs for your particular character. Pay particular attention to when your strike gets hit by Ryu's crouching light punch (depending on the variation of recordings you are using for the actions), because, even though Ryu does not dash in this Kata, those are spaces where you need to be prepared for Ryu to dash and throw you, in regular play.

Variation Summary: If #2 was recorded from close and ended early/on cancel, more ambiguous jumps, and crouching LP whiff punishes, occur. If recorded from further and/or ended differently, jumps are less ambiguous and the LP is seen much less.

Kata 22 Situation 1 Most pokes in response to the blocked hadoken will be a standing medium button though for some it may be a heavy or crouching button.

Situation Two -- Mixing Up Ranges

Turn on Ryu's Action #1 in addition to #2, and #5 and work on Aim A and Aim B. Ryu should often move toward you with MK Tatsu, or over you if you crouch. Depending on the recording, he will also use his overhead at various ranges, and in order to block this, it may cause you to reposition yourself. Therefore you should try to stay in the range where you can achieve Aim A, but when you fail, default back to Aim B, and still focus on learning the difference between the ranges at which you succeed and fail at Aim A.

Variation Summary: The timing used for the 4HK in Action #1 changes the flow of the Kata, and allows for more whiff punishes with it if it is later. Otherwise he will simply whiff punish with Tatsu, or reposition instead of hitting. The timing of the 6MP at the beginning determines how often he uses it.

Kata 22 Situation 2 Priming yourself to react to the jump is key to making sure you dash in time. A mistimed dash can be punished if it arrives too late.

Situation Three -- Keep Them Out!

At this stage, simply blocking should no longer be considered an option even after whiffing the attack that is supposed to come after the Hadoken. Aim to knock Ryu out of the air, or dash out of the way. Other evasive methods are also fine, but not as recommended. It depends on character. Your focus should be on Aim A and C. You should find your own personal preferred timings and spacings for repositioning instead of waiting for an antiair, based on your character. Some characters do it when Ryu would cross up, others do it when he jumps from further out. Most importantly, the dash/antiair response is more about preparing yourself for it than actually doing them, because blocking correctly should now be your default. If you are still not blocking correctly, focus training back on Aim B until you are.

Variation Summary: Action #5 should be changed by character, but the basics are that if you put something between the Hadoken and the jump, he will jump less and block/whiff punish after Hadokens more, but his jumps will be less dangerous. See the section on recordings for full character details.

Kata 22 Situation 3 Be prepared! Depending on what anti-air you use and when you hit them out of the jump, your opponent can land in a different space, making their next jump require renewed consideration for how to respond!

Situation Four -- Maintaining Advantage/Counter-Zoning

Keep RyuBot's Actions on #1, #2, and #5 and work on Aim A, Aim B, Aim C, and Aim D. Ryu can win some matches if all you do is block Hadokens and wait him out when his own spacing is perfect, as well as if he jumps right after getting hit, since you may not be expecting this. To make true progress, you must learn to apply antiairing and any counter-zoning techniques your character may have for the situations where Ryu is more precise. This can be harder to do while focusing on all the other aims. Never focus on Aim D alone, or the benefit of the Kata is most likely to be lost. Unlike regular 'bot' practice, this is a mental focus exercise, not primarily a learning one.

Variation Summary: If your character's main counter-zoning technique is to get over the hadokens with any form of jump or forward arcing move, Action #5 should probably use the more complex version at this point. See the section on recordings for full details.

Kata 22 Situation 4 Anti-airing and your counter-zoning tools allow you to keep yourself at the most advantaged position possible. Without such maintenance, Ryu is able to steal away all momentum from you.

Full Focus Test Mode

When you feel as if you have a good handle on each situation and all the ways you could deal with the opponent, change 1P V-Gauge to "Normal", and change 2P CA Gauge to "Auto-Recover". Both Health Gauges would then also be set to "Normal". The goal is now to defeat Ryu without using any attacks other than the main normal you were using, single anti-airs (no follow-ups, air throws and air Target Combos are ok) and counter-zoning (one strike allowed for each, so if you jump, don't do any combos). If you manage this before he defeats you, then your focus is probably enough to handle this sort of situation in real matches. Repeat with familiar characters until you are satisfied with your performance. Be sure to check each situation with this as you go along once you feel you have mastered them in 'normal' mode. Each situation should have gone through this test, especially if your character needs to go through each variation.


Bot Information

If you skipped this bot or are unfamiliar, please see the RyuBot 1.0 page. If you have input RyuBot before this, you should only need to check the information below. All of the inputs used will need to be changed, but they are easy and lenient variations are quite usable for initial practice. Using these input should not negatively affect the usability of RyuBot for any intermediate player, so these do not need to be changed back. Inputs are given below.



Action #1

6MP from close so it connects, hidden [ on-hit late 4HK (63)214 MK ], end recording before 6MP animation fully ends.

Variant

Stand close to opponent then press 5MK until it no longer reaches them before starting this recording. Walk forward then 6MP from so it connects, hidden [ 4HK (63)214 MK ], end recording before 6MP animation fully ends.

The first version makes Ryu generally not reposition himself unless the player held the 4 before hitting the HK. He is also less likely to put on pressure using his overhead. Use this for characters who have slow walk speed or don't move much but have poor counter-zoning ability. If you consider 'Ryu pushing you out' to be more of a problem than 'defending against his approaches', this is the variation for you. It is also for those whose counter-zoning is usually just jumping.

The second version makes Ryu more likely to do his overhead attack, and reposition himself closer to do so, but generally shouldn't cause him to walk too much. Reduce the distance walked as needed for your optimal experience, even if it drops to less than the prescribed 'full 5MK push-out'. Use this variation if your character is solid and uses a crouching move for antiair, or you don't feel like you need to move much due to having longer normals that keep Ryu from getting too close normally, but suffer against his zoning.

Action #2

Do this from close enough to hit.

1LK 1LP (should combo) 1MK (won't combo but try to get it tight timing), cancel into a 236HP (try to hold the 6 while hitting HP) and end recording on Hadoken impact.

Variant

Do this from far away.

1LK 1LP 1MK (make sure all are visible but with quick/tight timing) late buffer into a 236HP (try to hold the 6 while hitting HP) and end recording as soon as Ryu gathers ki in his hands (you should be able to see him in such a frame when you hit the end recording button).

The first version will make the pattern of jumps after Hadokens much more predictable, and make neutral/zoning Hadokens more obvious. It will also shift the timing such that he cannot usually do the crouching LP whiff punish and just does a crouching MK instead, but then he will throw another Hadoken after that, resulting in him slowly pushing the player away. Use this variant only if you are focusing on ranges for Aim A only, or practicing your counter-zoning execution.

The second version will normally make Ryu able to whiff punish certain normals with crouching LP, and change it so that the player cannot tell which Hadoken has actually been used after the 2LP, if the cancel was fast enough and the recording for Action #5 was cleanly quickly started. This is most helpful for Aim B, Aim C, and the heavier focus versions.

Action #5

Do this from far away for all Variants.

Variant #1

236LP, hidden [any normal or throw, 4HK recommended] 9, stop recording at peak of jump.

Variant #2

Do this from far away.

236LP, hidden [any normal or throw] 9, 623 stop recording at peak of jump.

Variant #3

Do this from far away.

236LP, hidden [9], stop recording before Ryu leaves the ground (can end earlier as well but give at least long enough for the Hadoken to be away from his hands).

Version 1 is slower with more predictable jumps and weaker jump-ins, but more whiff punishes. Version 2 can jump in and then do MP Shoryuken or the hidden normal/throw if you use Version 1 of Action #1. Version #3 has more credible jump-ins and a different flow on the ground altogether, but will only work if you used the variant of Action #2.

Here is the breakdown of our suggested Versions by character. If you play a character that can use multiple styles or you use an unorthodox style with your character, please pay attention to the ending 'explanations' rather than the character lists.

  • Version 1: Boxer(Balrog), Claw(Vega), Rashid, FANG, Zangief, Alex, Menat, Nash - Characters who either have a fast antiair that they could hit too early, a spacing specific antiair, or one that might whiff on an empty jump.
  • Version 2: Ken, Ryu, Akuma, Ed, Necalli, Karin, Cammy, Ibuki, Zeku (old) - Characters that have invincible antiairs that might not reach or that they might need to autocorrect the input or spacing of.
  • Version 3: Dictator(Bison), Dhalsim, Chun-Li, Birdie, Guile, Kolin, Laura, Urien, Abigail, Juri, Mika, Zeku (young) - Characters who have timing specific antiairs (tend to trade or lose entirely in certain situations) or who would prefer to air-to-air or air throw generally.

In-Depth

For those not too familiar with the reasons for choices in terms of frame data, or who don't normally spend much time understanding the depth of it, the reason that the move used needs to start in 6-8 frames is that a regular Hadoken is negative on block (-6) but can be too far out for most moves of 5 or 6 frames startup to reach Ryu, after a blockstring. So to reach, you often need a longer move which will tend to have a longer startup. The reason why a move of 9+ frames of startup is not generally recommended is that Ryu can use both his Heavy and Light Shoryuken instantly to trade with, or defeat, such moves. While this is not a common threat, especially since it could be baited and punished if Ryu did it often, it's definitely still enough of a threat to be concerning. Furthermore, Ryu also has the option to just parry such things if really obvious. The situation differs by character, but it's important to know the reasons for your choice.