[media=youtube]PaqXsD0ORTo[/media]
I kept trying to “get in” with dash straight but I kept getting pushed back out.
How do you get close to sagat?
To Scarface: I have the same issue against sagat, the main thing I can suggest is keep cool. Getting annoyed just leads into random walking into tiger shots. Second everytime I jump forward over a tigershot I will always have j.Hp out since it has high priority. Might want to mix up ur dash punches. You were mostly always tossing out straights, some sweeps will make your opponent start blocking low. Which will leave him open to a overhead into cr.lk-head butt- ultra combo.
im pretty sure hp/ex dash swing blow, c.lk xx hp.headbutt does NOT combo on sagat because he is huge and moves back after you swing blow him…
the dash swing blow you should do is… hp/ex dash swing blow, c.mp xx dash straight punch…
anyways, from what i saw in this video, the biggest thing you should work on is your zoning…
-use ex dash punches when he doesnt have meter, and use TAP when he does to get through fireballs (not at full screen of course…) … there was a point in the match where you had a full super bar looking for an opportunity to smash him with a super in a combo… and while you finally did, it took you getting hit down to half life to nail it with an opening… at this point you took off the same amount of life that it took you to get that combo off… use your ex dash punches…
-stop jumping so much and eating s.HK for free…your jump in’s are very haphazard and unsafe… jump only when you are jumping over fireballs from fullscreen or when you are close and its a safe jump in… instead of jumping over a fireball at mid range just to eat a s.HK, FADC through it and SIT THERE (the range you want to be sitting should be about where a jump in would punish a fireball distance)… DONT JUMP YET… if he still throws out a s.HK and whiffs it… punish with anything… use dash straight at least… if he jumps, c.hp… if he shoots a fireball, then jump in with j.hk/hp and punish with one of his bnb combo’s…
- patience is your friend… you seemed very rushed and frustrated in this match… and you started to just walk into multiple fireballs and get hit for no reason… remember… you dont ALWAYS have to get close to a sagat to beat one… boxer isnt a one trick rushdown pony… his midrange game is very underrated for some reason… he has GREAT tools to attack, good pokes, and a monster defense… build a life lead and make fagat come to you… and proceed to dismantle him…
Thanks for the criticism!
I’ll definitely have to start drilling patience into my head but
it’s real hard when you have sagat throwing constant fireballs.
TAP more, focus fireballs more and punish whiffs more. These three things could have turned that match or made it much more even.
Things I noted:
- YOu did an EX Upper and EX Dash Punch from full screen. I’d say this is a very bad option against Sagat, who should have just standing HK or TK’ed you and you’d have lost meter AND lost a chunk of health. He didn’t of course, but this is still something to keep in mind.
- Random Ultra is a no no. I could see that you were trying to bait, but I think you committed too early. What I do is I just do the motion, if I hear TIGER or some other audio cue, then only I’ll press the button. Otherwise, I’ll just stay put where I was or maybe FADC. In the vid, the Sagat just walked forward, no audio cue or anything, and suddenly there was the Ultra.
- I noticed you didn’t play footsies. Crouching HK is your friend.
- Didn’t see many crouching HPs either to stuff jump ins.
- Why don’t you walk forward more? I saw a lot of walking back, jumping in and out, dashing in and out, and using EX punches. Alternatively, you can use a Level 1 TAP or a max range LP Dash Punch (beware of random uppercuts though).
- For fireballs, like PTO said, TAP and FADCs would work. Gotta remember that FADC!
I did like that stint in one of the later rounds where you neutral jump a lot of his fireballs, then jumped in when he didn’t expect it.
Hope this helps man.
i would think some TAP will make him think twice about spamming those FB, and also crouching fierce punch to anticipate his jump.
Corner-Trap is very familiar with SAGAT matchup btw LOL.
Here are some of my match videos from a recent Toronto Tournament
Rog vs Rog
[media=youtube]wxhG79Bxz9E[/media] - Jay Wang vs Mr.Trite 1/2
[media=youtube]t3BvAdp_QfQ[/media] - Jay Wang vs Mr.Trite 2/2
Rog vs Blanka
[media=youtube]VEqYD5iQkYo[/media] - Jay Wang vs Arcade Legend
I welcome your comments! I’m going to EVO this year so I have to level up!
hey guys, i was playing a good cammy player last night and evidently he uploaded the matches on youtube. please help critique my play… tell me what i’m doing wrong and what i’m doing right. What I should be working on, etc. etc.
I am trying very hard to get better, so don’t hold back thanks!
[media=youtube]-UzkePto8_0&feature=channel_page[/media]
[media=youtube]bJwCeKdl3FQ&feature=channel_page[/media]
[media=youtube]PUm5-8xRqpQ&feature=channel_page[/media]
[media=youtube]6MYylIULMlc&feature=channel_page[/media]
hmm im no rog expert but the thing i noticed first was you dont build meter after you do your ultra… theres a thread by ron about it and some combinations to build meter http://forums.shoryuken.com/showthread.php?t=172123
and im sure some better rog players on these forums can give you some more in depth advice…good luck!
hi ^^ solid play! and congrats for winning both matches!
1st, i think you could have used focus attack more in the match with Mr.Trite, esp. since he was using boxer… you started to more in the 2nd video and it seemed to throw him off when my opponent knows how to mix in their focus attacks well against my boxer, i seem to have trouble… or at least it makes me re-adjust my gameplan…
2nd, ive seen a video in the video thread where boxer juggled their ultra after an ex upper of a guy jumping backwards… you seem to land your ex upper consistently when people are jumping in and jumping back… in the video he nails it after the ken jumps back, so i dont know if it will work the same way if they are jumping in… but you might want to look into it and experiment with it this could help in matches against characters like blanka who are hard to HB into ultra… i’ve also seen a japanese video of a boxer juggling ultra after hitting a guy jumping back with a turn punch… so something to consider if you’re looking to level up ^^
3rd, i liked how you calmed down after the first blanka match and took a more systematic approach to dismantling him the first match was all over the place but the 2nd and 3rd you controlled quite well… the only thing i saw that might need comment on was after you blocked his ultra, you did a HP headbutt, leaving an awkward angle to combo in his ultra (not sure if you even can after due to the angle)…but after a blocked blanka ultra the lp.headbutt reaches and it is much better angle to combo in ultra… im sure you know this already and probably pressed HP by accident, but leaving it out there just in case…
4th, i also curse when i do boxer’s bnb’s on blanka and the HB’s whiff… LOL! but i do like your bnb switch to dash straight fadc throw… very smoothly done
lastly i had a question… i see you doing the ambiguous crossup a lot into throw after a knockdown… it won you the final match with mr.trite… i dont use it very often so i had a few questions about it… how effective do you find this option? and is there any other options to do after landing rather than throw or is throw the quickest and most effective option you have found? thanks
:woot: appreciate it; yeah i have a REALLY bad habit of rushing on almost any knockdown. i dunno what it is [maybe from playing a lot of ST]. I need to practice punishing and hit confirms, because a lot of time i notice ill mash out a combo without regard for if it hit or not [jab jab short xx hb, ill do it even if htey blocked the first jab; bad, bad habit]
Hey man,
I’ll try and add on to what shaba has said
Ok in the Rog match-up I think you played it well. The most obvious thing you need to do is hold focus attack. This can really limit Rogs mobility and ranged offense. Secondly I noticed mr.trite was mashing jab alot in your block strings. I know you know this but don’t forget to bait and counter hit with c.mp xx straight.
More Neutral jumping could be used to. If he whiffs a rush punch combo him on your way down. You could start chucking out some more ex rush uppers tooo.
I hope you don’t mind me saying that a) you haven’t played the Blanka match-up a lot or b) you weren’t playing it like you normally would. I thought you were far too aggressive even in the latter matches. Don’t be afraid to hold down back. If your on point with your defense Blanka actually has nothing to threaten you. C.jab beats balls, jab rush punishes both blocked and comboed balls, c.hp beats all jump ins, slide is unsafe at most ranges, blah blah blah…Punish his blocked Ultras hard with either bare ultra or c.mp xx headbutt ultra as he lands.
Some things other things I noticed that were more general strategy stuff. The pseudo cross up/ jump to the other side on wakeup really doesn’t seem that useful to me. It is easily answered by wakeup throw and their ain’t much reason for the other person to be cautious of doing so. Safe jump or just standing in front of them seems a lot more threatening imo. Also not sure that FADC off a normal/ straight rush is worth the gamble. It costs two bars and I think you had a 50 percent success rate. Its great in a clutch situation but otherwise I think its a bit of a waste. One last thing…Tacking on ultra after J.Fierce> c.jab x2> c.short> headbutt is next to pointless when you opponent is below 50 percent health. It basically does rush punch chip damage. Save it for a punish or anti air.
Never the less congrats on the win, very solid Rog man.
The biggest problem you had was just getting hit by random uppercuts. Pretty much whenever you pressured that guy he was just mashing uppercuts and ultras and they were hitting you 4/5 times. He was pretty much a flowchart ken scrub except with cammy. When you’re playing desperate players like this, always throw some pauses into your attacks to see if they are trying to mash out a reversal and punish it. Low jab, pause a touch, give them rope to hang themselves with. That way you can also maintain charge so if they do uppercut you get a free ultra or ex upper combo(you don’t do these, learn them, very helpful.)
Don’t do blind ex overheads/sweeps on a waking up person that has an ultra, lead into them in a more unpredictable way. Don’t do 2/3 screen distance rush punches randomly. This guy was sorta weak at stopping you but that is horribly unsafe against a better player.
Also obviously work on always doing some sort of combo or setup off of connected jabs, you did alot of jabjabjabnothing. She did alot of unsafe cannon drills which you could have punished with a jab combo but you instead were too slow and tried to throw, and got uppercutted for no reason. Way too many of her uppercuts went unpunished or too lightly punished. If you have an ultra and block a cannon spike, use it.
I really like the focus attacks you were landing, esp against the cannon drills. Try jumping back with fierce against her divekicks though, it is more consistent guaranteed damage. A smart cammy would just dive kick into uppercut when they see you focus the dive kick.
Don’t freeze like a deer in traffic when you see someone charging a focus attack in front of you. Use your armor breaker dash, multiple jabs, or a properly timed jumpin to punish this. If someone tries to focus attack your jumpins, just do the jump attack deeper and you will stuff the focus attack with your low jab into combo afterwards. This is great for you as your combo is scaled less.
[media=youtube]wRIuJRqYa_M&feature=channel_page[/media]
[media=youtube]rdWkcDqM7Ig&feature=channel_page[/media]
Rip me apart. I STILL need help on the Vega match up.
I hope Jay you dont mind me being an armchair critic, since I seem to post alot but theres not really any vids to show the validity of my play. Against the norm im gonna say that the rog matchup between you and trite is lacking. it kinda became an ex fest and later just kinda mashed into a tick throw/jump-in contest.
Theres not enough punishes going on both sides, and it just seems like both sides are taking a chance at reversals until a side dies. Recently I played HKs top rog and learned the mirror from him. Both of you rely too much on charger and not position yourself where a jump-in would actually hit. it becomes a long range battle when one side could easily just use jabs and c.mk to stuff all the startups the other rog does. c.lp c.lp c.mp xx dash counterhits the other rog mashing a jab for sure. the sweeps were overused and could be punished by the other person easily. c.mk has almost no drawbacks being +4/+7 on top of the fact that a c.hk can be linked after it. even if it doesnt connect its safe on block. I dont see many neutral jumps also. Mix it up with the jumps every now and then because the only thing that beats a neutral jump is a headbutt and i dont think any of you two had a down charge always that handy. Sitting on a dash punch = c.mp xx exRU, c.lp c.lp HB punish.
Also, there are lots of jabs that connect, but didnt follow through. The game would lean in the favor of whoever follows through the most hit confirmed jab combos.
Though the SADC throws are well used kudos to that. BUT i personally would only use it to sustain the pressure when im leading by lots of life or I feel that the match-up does not demand my ex-punches as much.
I.E: Blanka doesnt demand much ex-punches because his rolls break em + he doesnt poke with normals. He also crouches alot, making exRU almost useless. C.hp can stop his jump-ins already so ex dash punches arent really needed. So in blanka’s case I would meter dump with SADC to throw/c.lp (more c.lp nowadays to practice the charge buffering after a SADC) or hit confirm a super from a bnb to dash straight.
Shotos would demand much more ex-punches because c.hp cannot always provide the angle to counter shoto jumps, exRU/exOH are both indispensable part of my offense etc. In this scenario I wouldn't use SADC throws ever unless that knockdown is essential for a turn around. (safe jump setups)
I agree with toooomeke (your name is too long) that the blanka matchup was WAY too reckless on your half. Dont even try to stuff rolls with jabs when you can PUNISH rolls with lp dash straights (reversal super/ultra). Crouching is very safe because blanka doesnt really have an overhead that he can use to threaten you. Mashing LP can break his LP rolling attack throw (c.lp has priority) you just took alot of needless damage from rolls alone lol Again with the positioning. You pace back and forth too much, and that kinda screws your back charge and theres no point. Also, the only use for SA against a blanka is to AA his jump-ins. Work on this matchup alot more, because blanka cannot win that matchup if you play in a foolproof manner.
In short, you give both trite and the blanka way too much space for them to think. I find my forward pacing jab strings very reliable to score a knockdown and provide a front for my mixup games. Theres just too much useless movements that you gotta break the habit of.
However, thats just how I play. According to the 2 top boxer’s styles i was inspired from, they claim that the pinnacle of boxer gameplay is to abuse jabs. It builds meter on block, and they connect to a knockdown on hit (far jab), and stuffs everything because of speed. Its insane. Hit confirming a knockdown from c.hk, dash sweep, HB, dash straights etc. Throws should be used sparingly, and at times where its appropriate (punishing a jumpin that went over you or an obviously whiff a few spaces away)
Work on the positioning and forward moving momentum. The jab hit confirms should follow through 95% of the time (are throws really that worth it?, I mean I was talking to a few friends about japan vs HK gameplay, and even us Hongers throw too much when japanese players usually hit confirm from one hit)
C.MK is a better footsie than sweep. A vanilla sweep (by vanilla i mean random or plain) can be SA’d and punished.
EX Overhead punches and EX DLS will destroy all variations of dash punches, on top of the fact that EX overhead absorbs can be linked to c.lk on balrog (proven)
Theres just way too many jumpins. Jumping in recklessly makes you vulnerable to rog’s array of AA options. its just not a good form of offense unless its after a knockdown. Its not like you can catch rog in a recovery since all rog’s recoveries cause him to move from point A to B right?
Sorry for this wall of text but i just wish to further the rog community by sprinkling some asian elements in here
Vega: has NO invincibility attack. If you keep jumping in at him, he cannot retaliate. Just score a knockdown and you can just keep doing high low overhead mixups til he die (vega needs a down charge to live, so overheads are just a godsent)
His only form of AA is scarlet terror, and it sucks!
Guile: you cannot ex dash punch to punish sonic booms unless its psychic. you should do it if hes not crouching. Personally i can read whether someone has a down charge or not. However, experienced guiles will never do flash kicks unless they needed the invincibility. his c.hp is pretty beast on top of sonic boom pressures. His 2 hit rh is easily punishable with EXOH on the 2nd hit linked with c.mp xx HB. You cannot jump-in on half decent guiles so its another jab hit confirm pressuring until he does something stupid. Watch his meter and stay very close to him. they like to bait ex punches then punish with ex booms themselves.
Go over the fundamentals of executions first. after you get your executions down, then read up on ex kara and mind games thread. and during this period, know your enemies. execution is very very important in rog’s play.
Minor thing, when you punished those cannon drills with c.jp c.jp c.jk - hb - ultra. I think c.mp - hb - ultra does a touch more damage cause of the scaling.
actually i think it’s a lot more damage.
yeah, I don’t know the exact numbers so I didn’t wanna overstate it