Тема правильна - единый шаблон всегда лучше, т.к. легче и быстрее изучать новых персов.
Но шаблон должен быть более детальным в принципе - ибо то что преложил автор по сути не шаблон даже а норма.
Вот пример моего шаблона по VF - исключить неподходящее к МК, дополнить МК оссобенностями... в итоге человек получает по сути АЛГОРИТМ изучения персонажа по которому можно машинально (шаг за шагом) ставить персонажа гораздо быстрее:
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CHARACTER STUDY template:
(1) Type of attack column (Elbow, SK, Knee, Double palm, Head strike) for this Character in Framedata.
(2) Info on Sabaki properties (sabaki window of this move, for ex, Goh's 46K has sabaki on 1-14 F; against WHICH strikes) for this Character in Framedata.
I. Moves’ Range & Priority:
In VF – NO useless moves, they ALL are useful, just some – more wider variety of usage (so more frequently), others – more specific/unique usage (so more rarely). PRIORITY (Popularity) – is a frequency of usage: High – more often usage, Low – more rare (specific, situational) usage. ALWAYS, ask myself why and when this Move is needed!
Range of the move – the longest distance of this move; not repeat for ex. Long range move in Mid/Close range moves section.
1) Long range moves:
(a) High priority: 1… 2… 3…
(b) Mid Priority
(c) Low priority
2) Mid range moves: ….
3) Close range moves: ….
4) Throws:
1. Normal throws: …(keep/swap position, throw opponent fwd/bwd, turn opponent into ST)
2. Low throws:
3. Down throws:
4. Catch throws:
II. Special moves:
1) High crush moves:
2) Mid crush moves:
3) Low crush moves:
4) Quick pokes: (usually up to exe 15F. Are my first line of offense at neutral to small advantage situations, because they are hard to interrupt and can open up your opponent to bigger and better things, are safe if guarded and usually even if evaded)
5) Slow pokes: (usually 16-21F. Used when i have gained enough advantage to try them or i feel i have outspaced your opponent enough to apply them. Without proper advantage a lot of these moves will be vulnerable to2P, so learning when and when not to use these slower moves is key. They are safe if guarded, so as long as i don't get interrupted during execution i can keep the pressure on your opponent)
6) Low attacks: (In order to mix things up to prevent the opponent from being able to Standing guard all the time, i will want to use these moves sparingly for a sneak attack and some damage. Low moves in general are unsafe, so try not to get caught using these too often)
6) BWD dash punish moves: Goh’s K
6) Frame advantage attacks (for continuing offense, Setups): P, and others.
7) Whiff punish attacks:
8) Interrupt attacks (for preventing rushers, spammers):
9) Guard breaking attacks:
10) Staggering attacks:
11) Wall Stagger attacks:
? - 12) Wall Splat attacks:
13) Ring out attacks:
III. Side frame bonus advantage:
Base damage 14 or less (+2F):
Base damage 15 – 24 (+3F):
Base damage 25 or more (+6F):
II. Framedata:
Excel with:
- color markers (categories)
- instead of Tot – write Recovery ( = Tot – Exe – Hit).
III. Combos:
A. Natural combos:
[on NH/CH] PK
[on NH/CH] 46PP
B. Combos:
III. Combos on Side collapse:
Goh (100): 9P+K > 4P+K > 46P+K, P, 6P
IV. Execution moves roster:
11F: P
12F: 2P
13F: 44P
14F: 46P; 3P …
VI. Follow-ups (Standing opponent):
+12:
0) Punishment: P.
1) against AGGRESSIVE opponent “Masher”: (High attacks)…
+8:
1) against AGGRESSIVE opponent “Masher”: (High attacks)
1. 100%, 2. By 1F slower move (less %).
2) against MORE DEFENSIVE opponent “Fuzzy Croucher or Low spammer”: (Mid attacks)
3) against DEFENSIVE opponent “ETEG or Guarding”: (Throws, Guard breakers)
+3:
…
0:
-1:
After SPECIFIC MOVES:
4P+K+G: 1. 25F 2. [15F]46P; 3P 3. Throw.
VI. Follow-ups (Crouching opponent):
+20:
…
VII. Round Starters (RSs):
1) Opponent with strong RS (Defensive):
2) Opponent rush on me:
3) Opponent rush in with High string or Throw:
4) Opponent rush in with Low string or Throw:
5) Opponent use Slow strike (>18F):
6) Opponent use Defensive RS aka Safe retreat:
7) Opponent rush in with very Slow strike (>27F) or Throw:
VIII. Okizeme:
1) Stand up with Rising Attack (Mid or Low):
2) Stand up with Guard (Stand, Crouch):
3) Ukemi:
IX. Option Select mix-ups:
X. Scripts:
1) against 2P: 1… 2… 3… 4…
2) Follow-ups from unique Stance:
3) Follow-ups from my BT situation:
3) Follow-ups after Guard breakers & Staggers:
3) Wall tactics:
3) Poking (poke game, safe tactic):
P, P – 2 hit series/string.
P, G, 6P – not possible w/o G-cancel (w/o G-cancel: will be P,P string OR possible only with 10F pause/delay between P and 6P, but then 6P will be later executed, slower). [just after G](may holding)6_ - for easy 6P command input.
10F delay – VF5FS buffer memory; difficult to perform exactly, usually will be more frames > longer than prev. Strike Recovery phase > later executed.
P, G, K - not possible w/o G-cancel (w/o G-cancel: will be P,K string OR possible only with 10F pause/delay between P and K, but then K will be later executed because of delay).
4) Anti-Evade:
5) Provocation bait:
XI. Offensive strategies:
- check CreeD’s quickstart guides for example.
XII. Defensive strategies:
XIII. Top players (Youtube.com):
1. Jide
2. Combolammas
XIV: Goh guides (links):
- Written by fenixcade:
http://tekkenmaritimes.com/2012/09/12/g ... -showdown/
- Written by CreeD:
http://virtuafighter.com/view.php?secti ... kstart.txt