Karsticles said:
Would you agree that this is different for a game like Smash, where aerial trajectory can be changed on the spot in a very ground-like manner, leading to attacks, counterattacks, and place attacks in the air?
What about a game like Marvel, where some characters are entirely aerial in their neutral? How would you apply the term there?
I think it is weird that the term footsies might apply only on the ground in some games, but not others. I am guessing you will agree that Smash has aerial footsies. But if that is the case, then why isn't Street Fighter jumping part of footsies?
I'm having trouble thinking of the term in a consistent manner across games, and I am hoping this conversation will help me solidify some concepts that are currently more fluid than I would like them to be.
Smash, Guilty Gear, KOF, Marvel... they all have a neutral game that has a few more layers to it than Street Fighter does. I rarely use the term "footsies" when I am not talking about Street Fighter.
In non-SF games, I simply use the term "neutral". Depending on the game, there are many nuances to consider which make teaching the subject very difficult.
Take Marvel as an example. Because of the height of super jumps and the various types of assists that exist, Viscant liked to talk about "quadrants" when talking about the neutral game. Dante's Jam Session is good at covering this or that quadrant, Rocket Raccoon's Log Trap covers this or that. The general idea that is shared with the "footsies" concept of street fighter is that you have attacks and you have movement, and you can combine them to possess varying amounts of control over different parts of the screen. How valuable certain parts of the screen are is up to the game.
Smash's closest fighting game analog is King of Fighters. In both Smash and KOF, you can walk or you can run (although you cannot run -away- from someone in KOF). In both Smash and KOF, you can jump at different heights and angles. In both Smash and KOF, your ability to move quickly in any direction with practically any character means that you have much more control over when and how you engage the opponent. Smash and KOF can have "footsies" (again, using the street fighter-centric, ground-based definition) at times, but since attacks from short hops are so effective, you see much more air poking than ground poking. The concept of "footsies" still applies, just at different heights.
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"I am guessing you will agree that Smash has aerial footsies. But if that is the case, then why isn't Street Fighter jumping part of footsies?"
Because jumping in street fighter is inherently -very- risky (usually. For a noticeable exception, see Yun/Rufus in sf4). Jump at Ryu in SF2. If he's any good, you'll fall flat on your face after eating a DP, and now he can force you to block a fireball which pushes you out to nearly full-screen, and now you have to navigate the fireball minefield again to have a chance at making back the life deficit. Great players don't screw this up. Jumping makes you lose 1/4th of your life.
In Smash/KOG/GG/Marvel/etc, jumping is not something you can counter with a simple reactionary punish. You have many options in the air that make it so that the air "approach" is multi-faceted and can be completely safe depending on various factors. This gives the "air" in these games a distinctly different sense of neutral, although the same core concepts apply.
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No matter what type of fighting game it is, neutral boils down to using movement and/or attacks to bait a reaction which you can use to score a hit or force a bad situation. If the opponent chooses not to react, there is often a simple way to take advantage of that as well (ie if they block a jumping attack in street fighter, you can force a mixup).