Fighting games are as much about mental warfare as they are about execution. Mind games and mix-ups are crucial for opening up defensive opponents:
- High/Low Mix-ups: Alternate between overhead attacks (which must be blocked standing) and low attacks (which must be blocked crouching) to force a guess.
- Throw/Strike Mix-ups: After a blocked attack, either continue with a strike or go for a throw. If they block, the throw connects. If they try to tech the throw, the strike connects.
- Cross-ups: Jumping over an opponent and hitting them from behind, forcing them to switch their block direction.
- Shimmies: Feinting a throw by walking forward and then immediately walking back to punish a throw tech attempt.
- Baiting Reversals: Block an opponent's invincible reversal (like a Shoryuken) to get a huge punish. This requires anticipating their move.
The goal of a mix-up is to create a situation where your opponent has to guess, and if they guess wrong, they take damage. Observe your opponent's defensive habits and exploit them.