Fireballs

Fireball wars have always been a part of fighting games. How to shoot a fireball and how to jump over a fireball are skills every player should know. Think of fireballs like slow long-range pokes that don't have hurtboxes. Fireballs are used for zoning. Zoning refers to using attacks to keep your opponent at a desired range and a character with a zoning playstyle is called a zoner. Keepaway is a zoning playstyle that involves keeping the opponent as much as possible. A shoto is a character with a fireball and anti-air special attack.

Let me show you something in training mode. I'll pick Ken for Player 1 and Nash for Player 2. Set Guard to Guard All. I'll need just one slot for Record Guard Recovery Actions. Nash will perform his Moonsault after blocking. Moonsault is like a special jumping attack.

Ken shoots a slow fireball and a second fireball then blocks. He blocks Nash's Moonsault every time. I have enough time to block which also means I have enough time to beat the jumping attack with an attack that is invincible or invulnerable to air attacks.

Now I will do the same thing except this time Ken shoots a fast fireball then a second fireball before blocking.

Ken gets hit! It's impossible for him to block Nash's attack. Why? Because Ken fully recovered after shooting the slow fireball but he was still recovering from shooting the fast fireball.

Slow Fireballs & Fast Fireballs

For simplicity's sake let's categorize fireballs as slow fireballs and fast fireballs. I know there are medium fireballs, EX fireballs, and super fireballs but let's not worry about those now.

Slow fireballs technically don't recover faster than fast fireballs from a frame data perspective but it feels like they do. A slow fireball travels slower and by the time it reaches the defender, the attacker will have "recovered" from it more. Also because the slow fireball takes longer to leave the proximity of the attacker, the defender has to wait a little longer before they can jump over it. The rule is the slower the fireball is and the farther away it was shot, the more the attacker has "recovered" from it.

Slow fireballs are great at long range. Because they are slower, they stay on the screen longer which means the attacker controls the screen for a longer amount of time. A fast fireball may stay on the screen for 1 second but a slow fireball may stay on the screen for 2 seconds. Because they recover faster and stay on the screen longer, slow fireballs are used by the attacker to adjust their own position. Shoot a slow fireball then walk while it's on the screen to move to your desired range. Street Fighter II Guile is famous for shooting a slow fireball from full screen and walking behind it like a shield.

The main drawback to slow fireballs is that they are easier to react to. Players rarely walk into and take damage from slow fireballs. And it's easier to block and jump over a slow fireball. Since a character can only have one fireball on screen at a time, if the opponent jumps over a slow fireball it will be awhile before another fireball can be shot.

Fast fireballs are better in the mid range and close range. Your goal is to shoot as many fireballs as possible and fast fireballs should be the majority of your fireballs. When you shoot more fireballs you increase your chances of hitting your opponent, inflict more chip damage, inflict more pushback, build more super meter, and control the screen for longer.

Slow fireballs are used by the attacker to adjust their own position while fast fireballs are used to adjust the defender's position because every time the defender blocks a fireball they are pushed backwards. The defender is also much more likely to walk forward into a fast fireball and take damage than a slow fireball. And the defender can walk forward for less distance against a fast fireball versus a slow fireball.

Using Training Mode to Find the Ideal Fireball Range

The best range for a fireball character is the closest distance they can stand from their opponent, shoot two fireballs, and still have enough time to block a jump in. The rule is the slower the fireball, the closer the characters can be to each other. Let's find the distance for Ken where he can shoot two fast fireballs against Nash.

I'm actually going to pick Nash as Player 1 and Ken as Player 2. In Playback Recording start a recording for Action Recording Settings. I'll have the training dummy crouch for about 3 seconds, shoot two fast fireballs, then hold back to block attacks.

Now I'll take control of Nash and have the training dummy play the recording. I'll crouch block then after blocking the first fireball I'll jump and try to hit Ken. I hit Ken which means this distance is too close.

I'll do this again but I'll have Nash take a few steps backwards before blocking.

This time Ken was able to block the jumping attack. If you're a Ken player this is your ideal fireball range against Nash. This range will change against other characters. Against a big character or a character with a slow jump you can stand even closer.

Fireball Defense

You should crouch block fireballs because your character is wider when crouching and you'll block the fireball sooner. There are four primary types of jumps used to get around fireballs: early forward jump, late forward jump, early neutral jump, and late neutral jump. Forward jump is more rewarding but riskier because anything that moves you forward increases your chances of getting hit. Early jumps are more rewarding because the character lands earlier and can walk forward more before another fireball is shot. It's difficult or even impossible to react to a fireball with an early jump so sometimes you'll have to take a risk and jump before you see the fireball.

There are a couple of ranges you should be familiar with. The first range is the farthest distance you can jump forward and hit your opponent with a jumping attack. Even if the attack is blocked, you are close enough that your opponent will stop shooting fireballs. A common mistake beginners make is they only jump forward from this range and that makes them predictable. Stay unpredictable by occassionally neutral jumping at this range.

The second ranges are the closest distance you can jump without getting hit with an anti-air attack. This includes both neutral jump and forward jump. Remember that when you attack your character extends themselves or a limb and that increases their chances of getting hit by the fireball. Empty jump to reduce the chances of getting hit.

The third range is the farthest you can interrupt your opponent's fireball. Gen counter hits Ken from farther away than you think because Ken takes a big step forward and extends his hands forward when he shoots his fireball.

The fourth range is where you can hit your opponent's body. Once you're here you can do almost anything and interrupt your opponent's fireball.

Fireballs are about keeping your opponent out. Here's what we do when we get in.