Beginner match analysis / gameplay critique thread

Two matches from today. Any insight or tips are welcome. My Id is KimimaroX

I main Cody and Gen. Dudley is an alt that I really enjoy playing.

(video is still uploading at time of post. Give it some time please)
http://www.youtube.com/watch?v=ZPMTNZ6qEl8&feature=youtu.be

Whenā€™s Mahvel?

First, re: am I a lost cause? No, unless you feel like you are.

Wolverine/Nova/Doom missiles isnā€™t gonna do you any favors if youā€™re trying to get a hit. Nova needs a beam and Wolverine needs a beam. You need to be careful calling missiles if youā€™re not running a flood team, and Wolverine has barely any way to protect them. You got hit by team supers and random supers a lot when calling it.

Nova/Wolverine have no synergy together, pick one.

Do some matchmaking like Iā€™ve been telling you instead of playing random people online. Youā€™re going up against terrible players and learning to beat them isnā€™t going to do you any favors. I dunno how this didnā€™t dawn on you when you went up against a Storm just doing Lightning Attack and Firebrand doing various Demon Swoops over and over again.

Other than that, learn more about the game and your characters in general. People would be jumping in on you with Nova and youā€™d up back instead of just pressing s.L. That Ammy was doing nothing but Reflector chain comboing you right in your face when you could have x-factor guard cancel thrown her into death. Standing there doing random s.L, launcher and swiss cheese with Wolverine I assume is just a byproduct of mashing, but cut it out. Donā€™t just sit there taking Hawkeye arrows when you can Speed Tackle through all of them. Learn to move with Doom. Donā€™t be afraid to fly and camp with finger lasers.

[quote=ā€œprettycrazy, post:161, topic:150977ā€]

Two matches from today. Any insight or tips are welcome. My Id is KimimaroX

I main Cody and Gen. Dudley is an alt that I really enjoy playing./quote]

You have a pretty solid Gen. One thing though, Crane stance normals are slow. cr.LK in Crane is slow and really punishable, s.MP and s.HP are good mixups but you have to convince your opponent to block, as youā€™re vulnerable until your active frames kick in. Mantis s.MK and Crane cr.MP are good pokes that kinda keep your opponent from walking into your face.

Hey, yā€™all. I finally got a capture device, and one of the main reasons I bought it was so I could post a video of my horribleness in this here thread and hopefully get some advice. Iā€™m the Evil Ryu player.

http://youtu.be/zaGFF8dp8No

Iā€™m really bad at reviewing my matches and coming away with some tangible conclusions about what I can work on. The only thing Iā€™m really seeing (and I already knew this) are that I need to work on the inputs for Ultra. I didnā€™t used to have this much of a problem with it, but I canā€™t seem to land it when it counts. Youā€™ll see a lot of Shoryuken FADC Teleport instead of Ultra.

Anyway, whatever advice yā€™all might have to offer would be really appreciated, especially things I can do in training mode to shore up weaknesses in my game.

Hey Guys. Im actually really new to the street fighter series and i want to know what Iā€™m doing right and what Iā€™m doing wrong. Please someone analyze this. youtube.com/watch?v=eTswS-h-Mnk

Idk how to embedded but link is http://www.youtube.com/watch?v=eTswS-h-Mnk

The Sakura right? Well for starters, I would jump less and learn to block better. The Ibuki got in quite a few attacks/pokes in and you could have won in a more convincing fashion.

As early as now, learn to avoid churning out an Ultra randomly, especially at far away. It rarely works and the wiser players will punish you hard for it. Sakura has easy combos into either of her Ultras. Speaking of whichā€¦

I would also learn to use Sakuraā€™s moves other than :hk:/sweep and hadoken. The first half of the trials in Trial Mode is a good place to start, the first few are things that youā€™ll be using a lot in regular play. Thereā€™s no rush, as you can learn these things bit by bit.

Might as well share these here, though I donā€™t quite use Sakura anymore. YT is your friend, ā€œSF4 [character name] tutorialā€ or something similar nets results.

If you wanna delve further into the character, I can vouch for the SF4 Sakura section, feel free to ask questions and get help from there too. http://forums.shoryuken.com/categories/sakura

[list][]You need to dash cancel your focus attacks to make them safe. You also get a full combo if they hit this way, and offensive pressure if they block a level 2 (you have frame advantage)[]Watch out for random neckbreaker from Ibuki. Itā€™s a low and itā€™s a free combo on block. Just be aware of it and donā€™t let her do it.[]Learn the otoshi setups after EX tatsu. Two hits of otoshi, delay the third one so it whiffs and you get a hard knockdown. I believe you then immediately backdash and throw a charged hadouken. Completely safe against most every character, you can do an overhead or low after it.[]You need to have her combos down. cr.lp cr.l cr.mk xx hp DP is a great hit-confirm.[/list]

You might laugh at meā€¦ But i havenā€™t really learned how to dash cancel yetā€¦ or cancel a tatsuā€¦

Iā€™m not gonna laugh at you for not knowing things.

Dash cancelling is just practice. Tatsu cannot be cancelled, you have to wait for it to recover.

Watch this video series, you seem to be lacking fundamental street fighter knowledge.

http://youtu.be/d0cFs5mHQC4

And check out the links in my signature for other great SF info.

Iā€™ve just started playing about a month ago.

Didnt fully watch the entire video but watched some matches. So hereā€™s some quick tips

1 Antiair! You have a shoryuken and cr.hp is pretty good too, use both tools.
2. It seems you donā€™t really know from what range you can punish moves, at first I thought you just didnā€™t any good punish combos, but then later you pulled of that somewhat advanced combo against the other evil ryu, so Iā€™m guesssing you tried you doing his axekick combo against the sagat. Which didnt come out because you were standing too far. If you just walked up and then did st.hp into axekick cr. mp tatsu dp or whatever you wouldā€™ve gotten a full punish every time.
3. Learn how to hitconfirm you seem to know how to do that advanced axekick combo, yet you keep dropping the simple jab jab, cr.mp tatsu combos for no reason.
4. Also I donā€™t think Iā€™ve seen you ever stick out a normal other than jab, evil ryu has some pretty good normals from certain ranges learn how to use them.
5. Donā€™t use so much ex fireball for no reason, itā€™s probably better to safe it for fadc.
6. Also if you canā€™t do the fadc into ultra yet, practice it more in training mode, and in the mean time just punish with hp xx lk tatsu, shroryuken, so you wonā€™t be wasting any meter.

Some quick tips.

  1. Donā€™t always use sweep, learn how to use cr.mk kick and stand hk and some of her other normals. Especially crouching mk is really good because it can lead into some quick easy damage and a knock down.
  2. Learn some simple hit confirm combos, like cr. lk> cr. lp> cr. mk xx shouoken, any combination of lp lp, cr.mk xx shouoken, or when upclose use cr.hp instead cr. mk for more damage.
  3. I saw someone linked you a video with some combos, its possible to learn some of them, but to be honest, you can just learn her normal bnb combo first, which is st. hp xx lk tatsu, cr. hp xx ex tatsu into otoshi/dash/sweep/ ultra/ whatever. If that oneā€™s still too hard use st. lk or cr. lk instead for an easier link. Or you can just punish with hp into ex tatsu.
  4. If you get a knock down, captilize on it by trying to safe jump your opponent with one of her 50/50 setups, a really easy one is one after hp shouoken, you step forward a tiny bit then either jump forward with hp or mk.
  5. Donā€™t mash! I noticed a lot of the time you were just mashing sweep when blocking or for no reason, or any other button. Pressing it once or twice is usually enough for the move to come out.

Also if you have questions just ask them in the sakura forums, thereā€™s a video thread there as well, so you might be able to get some more advice if you post your video in there.

Hi SRK forum and SF community. Iā€™m very new to SF as well as fighting games, I have been playing for about a month now, 2 weeks with stick as well as with Ken. I was playing on PS3, I just switch to XBL 2 days ago. I have compiled several games that I played yesterday, against some even level players and one higher level player. I played about 50 ranked game yesterday, and the ONLY win was the game vs Ibuki. The last two game was endless game. However, Iā€™m not afraid of losing though, just sometime, it is still very frustrated to get kick butt all day long.

My Conclusion of reviewing my own replay from yesterday, while I was editing the video.

  1. I mashed too much HP and HK, even though I thought I donā€™t mash key when I play, but I still mash.
  2. Sometime I think of an objective like grab or sweep, I tend to over do it. Not reacting that situation isnā€™t suited or no longer ideal.
  3. Get panic, forget everything practiced.

So here is the Video, get ready for some kick butt action.

Okay, so despite the point I have mention. Iā€™m pretty sure thereā€™s a plenty plenty of room for me to improve.
I know Iā€™m really bad, any criti and common are always welcome.
Thanks to anyone who watch the video and this post! (because itā€™s kinda long video)

Alright I just finished watching your Video.
Now on the first look it really seems like you still donā€™t really know what the actual fuck is going on but hey you just started and I think even Daigo or Infiltration started like this !
To be honest most of the stuff youā€™ve done in the replays is just wrong and you maybe start again from 0. Forget what youā€™ve learned besides frame data and combos and focus on all the fundamental stuff.

What you did wrong:

  • no antiairs
  • dropped combos / bad damageoutput
  • letting your opponent do whatever he wants
  • NOT BLOCKING ON WAKEUP (seriously practise blocking)
  • actual spacing was almost non existant
  • no real oki
  • pressing alot of wrong buttons (meaty sweep ?)
  • not reading your opponent at all
  • not being aware of framedata (you pressed buttons when you shouldnā€™t and you let your opponents get away with bullshit)
  • obvious jumpinghabbits + too much jumping
  • blocking too much fireballs. its ok to block a few ones here and there but you blocked too much against that gouken for example.
  • not being able to judge the situations (against guile. he tried to lame it out but you had the lifelead so there is no need to attack. lame it out.) (meaty sweep against gouken) (not blocking akumas DPā€™s) etc.

You should try to levelup your defense and get used to a structured offense. For defense check out MingoDynastys Guide. I just copy pasted the defense part out of it so be sure to follow it. I did it too and it actually works :stuck_out_tongue:

Mingos Regimen: Defense

Spoiler

6. Defense
I suggest learning a good defense before learning a good offense (ignoring the saying: the best defense is a good offense).

Having good blocking skills involves things like teching throws (crouch tech), not panicking, and making smart use of your own defensive tools whether it be cr.LP, FA, backdash, whatever. And lastly, of course, it involves reading your opponent and recognizing blockstrings and patterns.

Thankfully, defense is a universal skill not limited to just Ibuki. Taking a break for Ibuki for awhile, I suggest you hit up multiplayer with a high hp character (since Ibuki has low health and youā€™ll be purposely be taking a beating), preferably one with just as much a poor reversal game as Ibuki. I usually pick Dudley.

If you can, I suggest you grab a training partner offline and do this in training mode. This way, both of you get to practice: you practice blocking and your opponent practices offense. If this is not possible, then youā€™ll have to do this online. If you donā€™t have a training partner (I highly recommend you get some) then youā€™ll just have to hit up the trusty ranked/endless modes and block those flowchart Kens to death.

If they stop attacking you for some reason, maybe because theyā€™re a charge character or something, then I like to taunt with Dudleyā€™s rose to get them mad, or spam f+HP or jump around and play like an idiot (but still hitting them because Iā€™m abusing the lag), etc. Once they rage, then you can go back to practicing blocking.

source: Devote Yourself to Your Training! Ibuki Training Regimen

Offense:
Your offense is pretty weak (yet) because it feels like you donā€™t really know what to do on specific knockdowns. After forward throw you kinda tried to do the safejump but against gouken you did a meaty sweep and he just mashed ultra. Just donā€™t ever do a meaty sweep. Generally you should always go for safejumps or at least jumpins which either snuff reversals or make them whiff (crossup j.LK after HP SRK for example). After a knockdown you have quite alot of options. You can crossup j.LK, Safejumps, meatys, block, throw, meaty DP FADC (only if you have 2 bars) and all that stuff. You also dropped alot of combos.
Also combos wonā€™t work without a structured offense and vice versa. I just posted this earlier in a thread how I practise my offense, combos and setups.

tariikz: How I practise Combos and Oki

[details=Spoiler]
I think people approach this subject with a wrong mentality. I remember that I barely dropped combos in the lab but I could never land them in a match (Ibuki TC4 xx EX Tsumuji, Raida) simply because I never really practised the situations. I knew I could do it yet I couldnā€™t find the opportunity to do it ingame. Later I actually found out how to practise combos in the lab and how to land them in a match.
I will just use Cammy for this example since I am learning it right now like this.

I kinda categorize the combos like this:

BnB Punisher (which should work on all characters)
cr.HP, s.MP/cr.MK > HK Spiral arrow. Does good damage and easy to pull off especially after whiffed moves

Hitconfirms:
I try to learn combos which do ok damage and are easy to pull off in neutral game situations. Mostly stuff which can be linked after jabs or shorts
cr.LK, cr.LP / s.LP, s.HP xx HK Arrow
cr.LK cr.LK s.LP, cr.MK xx HK Arrow

More damaging hitconfirms which should be used after setups
These are the combos which I usually practise with a setup so I can actually pull them off if my setup hits. Whenever I landed something with Cammy when I started I was kinda suprised and didnā€™t know which combo to do which led me to drop my combos and sacrifice alot of damage. These are usually combos like:
cr.LP, cr.HP / s.HP, cr.MK xx HK Arrow or cr.lp, s.MP, cr.MP/MK xx HK Arrow

Once I start winning matches with the combos I mentioned I start on maximizing my damageoutput. Character specific combos, setups, or even whole sequences with 50/50 mixups which could kill my opponent if he guessed wrong for lets say 2 times.

While youā€™re doing this you can also try to learn how to pressure your opponent and adapt to different situations.
Setup just got blocked --> throw
Setup just got blocked --> cr.LP, throw
Setup just got blocked --> TKCS EX Divekick
Setup just got blocked --> cr.LP TKCS EX Divekick
Setup just got blocked --> cr.LP, walk like 10 frames -> s.HP (if it hits: continue with cr.MK xx HK Arrow)
Setup just got blocked --> cr.LP wait a few frames -> cr.HP (if it hits: continue with cr.MK xx HK Arrow)
Setup just got blocked --> cr.LK, cr.LK, cr.LK wait a few frames then either s.HK or if he tries to focus depending on the range you can also do cr.MK xx HK Arrow

If my opponent canā€™t tech I will throw him over and over again. Once he starts being afraid of teching I will start frametrapping him with my normals or instant divekicks. The most important part though is not to autopilot. Alot of people (including myself sometimes) just start autopiloting instead of reacting to the opponents reaction which is actually bad since good players will blow you up for this.

I also posted this in another thread on how you can practise Ibuki combos of a simple Neckbreaker safejump.

Letā€™s say you got a neckbreaker knockdown. You can of course go crazy with all dem kunais but I only use them once in a while to mix it all up. The options you have of a neckbreaker knockdown are immense and I think that most of them are alot better than the kunai.

Neckbreaker knockdown > b.MP > j.HP
If your opponent mashes a reversal youā€™re blocking. You punish again and get the next knockdown (BnB Punisher TC4 xx Neckbreaker)

Neckbreaker knockdown > b.MP > j.HP
If they block you can tickthrow him which would leads to forward throw > b.MP > instant kunai into TC4 xx Neckbreaker. For now letā€™s just imagine that worked.

Neckbreaker knockdown > b.MP > emptyjump into cr.LK, TC4 > Neckbreaker
This one works alot especially against people who donā€™t see this often enough.

Neckbreaker knockdown > b.MP > delay > superjump.LK > TC4 > Neckbreaker
This one crosses up and lets you combo into TC4 xx Neckbreaker which setā€™s up everything again.

Neckbreaker knockdown > b.MP > empty jump into throw
Although this one doesnā€™t look too useful on the first look it actually works alot since most people only start teching once they see the blue blocking animation. (After throw: b.MP jump instant kunai)

Neckbreaker knockdown > b.MP > j.HP > overhead > cr.lp, s.MK xx Neckbreaker
People usually start crouchblocking after the first jumpin so you will catch some people offguard. Her overhead is slow and better players will react so donā€™t overuse it. (Overhead, cr.LP, cr.LP, s.MK xx Neckbreaker Easy hitconfirm)

Neckbreaker knockdown > b.MP > j.HP or emptyjump > f.HK
Goes over lows, catches people crouchteching and also gets you some frameadvantage because itā€™s a counterhit (If they tech). It also stuffs bisons EX Psycho crusher but letā€™s not get into too much specific details.

These are only the options she getā€™s off a neckbreaker safejump. She has most of these and alot of other options available from different knockdowns and she also has the Kunai vortex which makes everything even scarier.
You should also choose your actions depending on what you think your opponent is gonna do. If I annoyed my opponent for long enough and think he will mash out the reversal the next time I jump towards him on a knockdown I rather choose the Safejump instead of a kunai. Also I would only go for the emptyjump cr.LK if I had taught my opponent that this is actually a safejump and he should actually block it. Actually there is alot more to Ibukis oki game but I hope I kinda helped you out a bit though. If you really want to learn Ibuki check out Mingos training regimen and also the other threads in the Ibuki Subforums. Most of her mixups safejumps and kunai setups are listed there.

Mingos Regimen: Devote Yourself to Your Training! Ibuki Training Regimen
Starts actually around the 13th Post.[/details]

This is simply how I practise combos and setups with Cammy and Ibuki and an example of the options Ibuki has after a simple neckbreaker knockdown. I think most of this applies to ken too (Safe/empty jump into throw/cr.lk/dp/overhead etc.)

It is kinda hard for me to explain how to step up your neutral game but meh I just gonna keep this one basic. If you want to read a really indepth footsie guide just read Majā€™s footsie handbook.
http://sonichurricane.com/?page_id=1702

Basically you shouldnā€™t jump too much, you should observe at which range your opponent likes to press which button or at which range he likes to jump. Once you figured that out just force these situations and bait your opponent into jumping or pressing buttons and punish them properly. Also you should always prevent your opponent from getting in which means being on point with antiairs. Whenever he jumps just antiair him with MP DP or cr.HP although I am not too sure how good kens cr.HP is. Ken has good footsies and you should make a proper use of cr.mk f.MK s.MP and his cr.LPā€™s. Keep in mind though that cr.MK xx Hadoken isnā€™t a true blockstring (can be beaten by mashed ultras) if itā€™s not on point blank and that f.MK is -2 on block. The only button which you should press after should be cr.LP but even then characters with a 3 or 4 frame jab will be able to hit you out of it (+ they get a counter hit and an easy hitconfirm which can put you into a situation which could be a worst case scenario (Cammy: cr.LP (CH), cr.MK xx Spiral Arrow)) so use it sparingly. But against scrubs you can just mash dat shit they wonā€™t be able to do anything lol.

Also we could play if youā€™re from central europe (I am from germany btw). I donā€™t have an xbox but I can try getting a PS3 version of it or I can simply borrow you my my 2nd GFWL account. I play SF4 mainly on PC.

Wow, Thanks for your reply Shiroyasha! I know Iā€™m really bad at this game. I even thought I was too bad to post video at beginner sectionā€¦ but thatā€™s the only way I can get feedback from good player now. So even though itā€™s so embarrassing and shame for me to post my crappy play on here, I have to do this, because I want to become better at this game!

I totally understand what you said to my weakness. Thereā€™s a few things/situation that I really donā€™t know how to deal with.

  1. Play with some ā€œSame skill levelā€ player, they always like to throw fireball, when their HP is low. Well, Iā€™m having a hard time to get close at that situation. If I jump twice, I would just get anti-air. If I jump once, and focus block dashā€¦ Iā€™m just not experience to do thatā€¦ Itā€™s because I cannot anticipate when the next fireball is going to come. Especially against characters like Sagart and Guile, those have a both fast and slow fireball.
  2. The Akuma case, those player who always mash uppercut when they wake up. Okay, I know, just block if they mash it, and punish them. However, itā€™s still hard to prevent it during the combo (alright, I dont have any combo nowā€¦ so dont have to worry about that.)
  3. When me and the opponent both jump in the air. I always loses, and get counter hit. I donā€™t know what move is better for air fight. I tried in training mode, I found out that HK and HP seem have most priority over other normal. But it turned into different story in a real match.
  4. My only combo (j.MK -> cr.LP -> cr.LK -> s.LP -> cr.MK xx special) The standing light punch have very high chance to whiff, but something it still hit. Should I stop doing s.LP? And if I knockdown my opponent, and I try to do a crossover with my j.MK. Is it possible to meaty it, so my opponent have no way to block my combo? Or the only way is just to hit confirm it?

It will be nice that someone good is able and willing to spent time to play with me! I will a appreciated! And Donā€™t worry, I returned my PS3 stick anyway, so I cannot play on PS3 anymore, but I can get a PC version, that would be much easier for me!

Thank you!

haha its not embarrassing at all. everyone started kinda like that. I just recently played pretty bad in an online tournament (like extremely bad) and that guy really uploaded it :stuck_out_tongue: Thats embarassing haha.

1.) If you anticipate the fireball (which should be easy if their pattern is obvious) you can simply jump over it and land a j.HK into a damaging combo. Just focus dash through them block a few, then maybe jump until theyā€™re cornered. Once they are cornered they usually want to jump over you again and repeat it. Thats where you stand at a range where you can antiair them everytime they try to get out. Also once you get closed get that knockdown. Also if you jump twice you will be already really close. If you want to get in just f.MK and youā€™re in a sweet spot. f.MK is still -2 but hey youā€™re in.

2.) Block on wakeup and if you know they mash during your combos simply stop and block. If they really mash you got a free damage reset. Also learn your links so you donā€™t get mashed out of your combos.

3.) Depends on timing and position. But Kens air tatsu beats everything lol. Apart from the air tatsu I would use j.HP as my go to air to air normal. I use it with Cammy too.

4.) the s.LP will always whiff on crouchers (I donā€™t know about sagat and other big characters though). Try cr.LP cr.LP xx HP SRK. Kens BnB. His BnB punisher would be s.HK xx HP SRK or s.HK EX Tatsu. They both do more damage than Targetcombo xx HP SRK or xx Ex tatsu. I donā€™t know much about Ken setups but if you want to get more into Ken check out the SRK Ken Subforums.

Well as I said I could borrow you my 2nd account for PC if you want until you get an own PC version. Also the PC version is sometimes really cheap on steam sale for like 7-10ā‚¬ and you can add me at steam if you use it.

Steam: http://steamcommunity.com/id/tariikz/

I literally just started trying to seriously play street fighter, I know sf3 is the hardest to pick up and I know Hugo isnā€™t the character to use if youā€™re a learning beginner. But hereā€™s me playing Hugo:
http://www.youtube.com/watch?v=Ud3JFGislGU

edit:
this one is hilarious, I suck and get trolled pretty bad:
http://www.youtube.com/watch?v=EaS88XlujqI

edit 2:
getting a little better maybe, first fight against oro so I was confused as hell:
http://www.youtube.com/watch?v=7fNM0mzTjMw

last edit:
Some improvement maybe? Its really hard for me to actually pull off any grabs. I hit consistently with the ā€œbuttā€ however Idk how to follow that up?
http://www.youtube.com/watch?v=_4C9q2dD_so

Feel free to throw any level of advice at me, Iā€™ve been reading and studying the game a lot lately, my interest was born from the love of fighting games art styles. All feedback is appreciated!

[media=youtube]kw39aUOj5f8[/media]

Iā€™m Sakura. Sorry for the quality.

gundabuthca - hereā€™s one tip - when you get a knockdown, learn to keep the pressure on with simple mixups. To start, once you sweep, you can walk up and go for either low short (to maintain pressure), overhead (to catch them blocking low), throw (to catch them doing nothing), or block (to bait out reversal).

Also, you donā€™t need to walk back. You canā€™t do damage or maintain pressure if you walk back. A couple times you did c.mk, c.mk, and then walk back. If anything, you can walk forward and continue with c.lkā€™s. Or walk forward and then crouch block.