Ah man, I’ve been meaning to join here for years! No time like the present I guess, lol! More so because I’m gonna start digging my heals into competitive play again that I’ve the means mostly. Excited to get into it, so I’ll start with this video of the last SF5 beta for analysis. I plan on maining Karen and Nash but learning everyone as best I can. I’m not necessarily a newbie when it comes to the basics as I’ve been paying decent attention to the FGC since High School lol, but I’m always looking to improve. This is me mostly learning the differences Karin has since the 3rd beta and I start fooling with R. Mika in the last match in the vid. Any thoughts or suggestions are always welcome, and will be appropriately thanked!
oh my! i made a tread for a critique but missed this one! heres the original post
‘’ Hello everyone!
First off,id like to say that i really like watching/reading guide about the game and go into training to polish my skills.
Lately i have been practicing alot of hit-confirm as i found out that i was doing alot of really not safe combo when people was blocking.
I seems that i lose alot of game beacuse i have problem positioning/get in range to do moves to start my combo’s and i honestly dont know how to practice that.
If it could help i have a video of a game i just played this morning againts a ryu (nice game btw ^^)
So, I saw you block a total of 9 times that game to a Ryu who seemed to be throwing out sweep whenever he got the chance.
Worse, 5 of those blocks were sweeps, to which you responded with standing mk. I don’t play Karin, but I’m pretty sure that she can punish Ryu’s sweep on block from that distance with AT LEAST a sweep of your own.
Combos in this game are much easier to land when you get one for free off a blocked Shoryuken. There’s a lot of unsafe moves in this game. The trick is convincing the opponent to use them, and then predicting exactly when they will.
You beat that guy so hard he looked AFK at the end.
When you block a Shoryuken in SFV, go for the crush counter instead of the target combo. Higher potential damage output. You could have shredded away his life with a combo into an EX move.
[quote=“JayEss_Ogara, post:501, topic:150977”]
Ah man, I’ve been meaning to join here for years! No time like the present I guess, lol! More so because I’m gonna start digging my heals into competitive play again that I’ve the means mostly. Excited to get into it, so I’ll start with this video of the last SF5 beta for analysis. I plan on maining Karen and Nash but learning everyone as best I can. I’m not necessarily a newbie when it comes to the basics as I’ve been paying decent attention to the FGC since High School lol, but I’m always looking to improve. This is me mostly learning the differences Karin has since the 3rd beta and I start fooling with R. Mika in the last match in the vid. Any thoughts or suggestions are always welcome, and will be appropriately thanked!
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I’m not watchin 30 mins. From that first game though, I don’t think I need to. You seem to have a good grasp over the basics. After that it’s just work work work ya know?
You walk back a lot. Don’t give your opponent so much space to work with. Once you are in the corner, the game gets a lot harder for you.
You use HK and HP a lot. The new priority system may help you with using such attacks, but they are still slow and not save in case the opponent blocks your hit.
For example. You can punish a blocked HP/HK (they are both not safe) with a reversal uppercut. Critical Art from Ryu might also work, I’m not sure.
Both MP and MK are safe if blocked, to give you an example.
It doesn’t seem like you want to fight upclose. As a beginner, that’s pretty normal. Instead of using your HP and HK constantly, try out your MK and other attacks that have more range and are faster.
You’re very inactive when you’re far away from your opponent. You saw how that CPU Ryu threw fireballs at you, right? He wants a reaction from you, and you should want the same.
If you don’t want to approach, then make them approach you. (don’t -spam- fireballs though, getting predictable will lead to a jump-in and/or worse).
Hope that helps.
In case you want me to try to help you, we can hop in a lobby and practice a bit. I don’t mind. Just hit me up on Steam at FAI_CW if you want
Some of the big things I need to work on is not pushing out the DP too early, however I’m having trouble seeing if I get the hit first (like on cr.HP) before doing the DP motion since I’m so focused on entering the input in time.
-You seem to get hit by jumping attacks quite often. Remember that blocking back will also block jump attacks.
-You don’t block enough. Especially against that Birdie, you often got caught by his chain. You can block it.
Maybe you just didn’t play a Birdie before and wasn’t aware, I dunno.
-Especially against that Dhalsim, you have to try to get in. Ryu can’t compete with Dhalsim’s range. Try to get your offense going and poke more. It didn’t look like that Dhalsim was looking for crush counters.
“Hit confirming” from 1 single attack is very difficult. I personally don’t think that cHP is slow enough to the point where you can hitconfirm. At least I can’t do it properly.
sMP -> cMP -> DP is more realistic, although I much prefer to hitconfirm with tatsu/fireball instead.
If the matchup is anything like it was in SF4, then Ryu has a REALLY tough time.
I believe that matchup was rated around 7-3 in Dhalsim’s favour in USF4.
Playing smart is your only choice.
Also I forgot to mention. If he keeps on pressing buttons, try using an uppercut. He’ll learn his lesson from that (don’t get predictable though, I know it’s tempting to uppercut a lot).
Furthermore, your Tatsumaki can pass through projectiles like his fireball. Maybe give that a try.
Hi there, I hope nobody minds posting these, I know I’m quite bad now, but hey, we need to start somewhere and I haven’t played competitively since Tekken 3…
You didn’t play badly in that first match, in my opinion. You seem to understand how to punish a predictable fireball by jumping onto his face
Don’t walk back as much though. Giving your opponent so much space is not in your favor. It makes it easier for them to corner you.
2 things I noticed in the first video:
-You seem to charge your Kikoken by only holding back. You can charge it by holding down-back aswell. That way you don’t move away from your opponent.
-Try focusing a bit more on defense, particularly blocking jump moves correctly. You can’t hold down-back to block jump attacks.
The second match you played well.
After eating the uppercut a few times, you figured out that blocking is the way to go against that player.
Another 2 things I noticed:
-Again, you didn’t block jumping attacks correctly.
-You don’t quick tech when you get knocked down. By pressing down (or 2 punch buttons) right before you hit the ground, you get up quickly.
This gives your opponent less time to set up his next move.
You can do the same with pressing back (or 2 kick buttons). This will result in you doing a roll backwards when you hit the ground, it gives you a little space back.
One last thing to add is, you should use back HP as a crush counter punish, instead of just sweeping your opponent after a blocked uppercut, for example.
Back HP crush counter gives you options for combos. This gives you more space on the map and more damage.
That move is good in general. It’s not that slow, so you can fish for a crush counter even outside of a blocked uppercut AND it’s safe in case your opponent blocks the attack.
Many thanks for the analysis. Yeah, I didn’t really remember about the quick tech. As for blocking jumps, if I block high I always eat the sweep that follows, so it’s kinda more trying to avoid that, but I need to work on it as I eat way too much damage in a stupid way. Also, can’t really pull the CA consistently, and get hit when it fails, need to work on it. I need to practice some combos too, as I don’t use the punish opportnities well enough, usually a sweep or something simple like that.
I can’t wait for Juri to join the SFV roster tho, have tons of fun with her in Ultra lately
Crititcal Arts are harder in SF5 than other games. You are required to do 2 complete quarter circles. (technically only down and forward are required, but a circle motion is just easier)
You can’t just skip the down input on the 2nd quarter circle like you could in SF4.
A lot of people have trouble adjusting to this, myself included.
Getting used to blocking high/low comes with time, you’ll get the hang of it.
If you want, we can hop in a lobby at some point and practice a bit.
You can add me on Steam at FAI_CW in case you’re interested.
I should be available Saturday evening and pretty much all of Sunday, aswell as the first half of next week.
Thank you! I actually did implement some of these suggestions.
Instead of walking back I’d stand my ground, let the CPU come to me.
At long range ID Chuck fireballs at different speeds, with occasional ex Fireball.
It helped to either push the CPU back, force him to jump over them , or the surprise ex Fireball would knock him out.
I spaced my self better and used my normals to keep him out if he tried to get to close.
Another thing that worked was, I would attack low with cMK until CPU blocked low more often, then I’d use Ryu’s overhead to mix up the CPU.
On hard knockdown, I sometimes throw, and sometimes neutral jump MK or neutral jump into cHK for knockdown.
It confused the CPU for a while but then he would just wake up DP and I had to just let him get up lol.