Enough about defense, I want to get in there and do combos! - some dude on Twitter
Work in progress
There are two main reasons why I put the chapters on neutral and defensive decision-making before a part on offensive decision-making.
First, large parts of the FGC tends to only focus on offense, and for seemingly good reason. If your opponent cannot stop you from getting in, and also has bad defense, and you have good offense, you can win quite easily. However, this only works until you face someone with good neutral and defensive-decision making. By emphasizing neutral and defense, I hope that this document contributes to changing this offense-focused perspective.
Second, and more importantly, effective offensive decision-making depends on the defensive decision-making your opponent. Only by understanding your opponent’s defensive decision-making can you start to force offensive mind-games to work in your favor.
Acknowledging that most relevant factors are covered in the previous section, here I would like to make three comments.
A comment on high-vs-low reward
– high-vs-low reward: what to do with low reward starters?
A comment on offensive meter management
– offensive meter management: fewer hit vs more damage
A comment on burst/dead-angle reads:
– burst reads: burst proof combos and hard baits
– dead-angle attack proof pressure and hard baits