One of Daigo's keys to beating Tokido in their first-to-10 was... standing

More insight into Daigo's approach to the epic Street Fighter 5: Arcade Edition first-to-10 at Kemonomichi 2

Posted by Steven 'Dreamking23' Chavez • March 22, 2018 at 11:03 a.m. PDT

Earlier this month, two fighting game legends clashed in a momentous first-to-10 Street Fighter 5: Arcade Edition set. CYG|Daigo and FOX|Tokido battled it out in the ultimate test of skill, marking another pivotal moment in their long rivalry.

While both competitors shared their thoughts on the match up before it went down and during their post-fight interviews, Daigo actually sat down with CYG|Fuudo after all the dust had settled to share some insight into his gameplay approach against Tokido.

One interesting tactic that Daigo utilized effectively against Tokido was standing in the neutral game -- as opposed to crouching. Though this might seem counter-intuitive for a Guile player, who wants to be holding down + back to charge for special moves, Daigo explains why he incorporated this into his game.

Daigo noted that there are a couple of weaknesses to crouching that he wanted to avoid. Mainly, the time it takes for a character to return to the standing position.

Crouching also expands your hurtbox, which can make your opponent's pokes more effective in neutral. In the GIF below, you can see how Daigo's standing causes Tokido's standing heavy punch to just barely whiff.

Since the conversation was conducted in Japanese, our very own Nicholas "MajinTenshinhan" Taylor has translated and transcribed a portion of it for us to read over. You'll find the dialogue between Daigo and Fuudo after the jump.

Click image for animated version

Daigo: The main reason [for standing in neutral] was - to not back down.

The weakness of crouching is that it takes time to move into standing position, and your hurtbox is expanded.

If you want to throw a sobat out right away, there's a 1 or 2 frame loss if you're coming from a crouch. Same for air grabs. For Flash Kicks, he can throw off the timing with the Air Zanku Hadoken.

I began to think that there's not enough merit to crouching that it's worth having a bigger hurtbox and taking time from being able to stand. In that matchup, standing is better. Standing makes it so that neutral, walking forward, walking backwards are the only three patterns you can show.

Normally, Guile won't lose unless he's put in the corner. To stay in the center, you stand up or walk forward. If you walk forward, you'll eat your opponent's attacks. To me, standing still is "stand and wait". Normally, Guile would "crouch and wait", but crouching has the demerits I said earlier.

Fuudo: Tokido's standing heavy punch kept whiffing. The fact that it will reach if you're crouching but not if your standing is a big deal. I saw that and felt like "It makes that much difference? That's kind of disgusting."

Daigo: When you crouch, your ability to move is delayed. When Akuma goes on the offense, I want to build distance, and when Akuma backs off I want to walk forward and close that distance. Either way, the smoothest way to go into these movements is from standing in neutral. Just like everyone goes crazy when a monitor has 1 or 2 frames of lag, that's the loss you put yourself at by crouching.

There needs to be merit to crouching. When I enter "Sonic Mode", I crouch. In Sonic Mode, you are at Guile's ultimate offensive capability. You're not waiting. Firing Booms is like going for several command grabs in a row. If I want to go calmly, I use a Sobat or something.

Sonic Booms are for when the opponent isn't actively trying to get in on you. To create this situation, you need to do a lot of preparation. When Tokido enters the mode where he'll throw out a Tatsu every time I do a boom, it's time to immediately go "It's no use" and go over to doing sobats, which means standing again.

You can check out the full first-to-10 set here.

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