Found some Broly on one of my subscriber’s feeds.
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Found some Broly on one of my subscriber’s feeds.
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A couple of vids:
First one games from a set Vs Sim, not really looking for tips but any are welcome (like punishing his spammed teleports with ultra… Duh). Don’t know if people will find these games useful or helpful but sticking them up anyway just in case someone does…
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Second one, some games vs a Rufus, in light of my other posts regarding this MU any useful feedback or tips on improvements I can make, spacing issues gameplan improvements etc… stick a comment for me, if not coolio
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where’s that PM I was promised???
That’s what I want to know too, before all else.
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Godlike Spacing but not only that I love how he’s not giving up ground or walking backwards at all. Y24 sure is nice lol
I question the use of U2 though. and has Y24 lost his ability to anti-air?
It seems he picked U2 for the easier damage and the fact that his gameplan was clearly to stay as close to ken (but outside sweep range) as possible, spending all his time at that close range means Ken can’t really fireball so Y24 didn’t need to U1 (although I guess there are a few thing he could have punished).
As for AA’s well yeah but I find Ken way harder to AA than Ryu, although clearly Y24 is far better than me and so should have dealt much better with that aspect of his game
Y24 is always a pleasure to watch (though I like Vivtian more). He gets FAs out a lot faster than I can, like that first round back to back FAs really quick.
In a vast majority of my matches when I attempt such spacing (especially against a shoto) I usually get panic Srk’d by my opponent.
people really don’t like it when you stand so close to them, haha!
So I resort to zone, rush - presssure, bait and punish rinse repeat, or get punished for pressuring, haha!
seeing these vids make me want to come back to SSF4 though.
So why aren’t you? The SFxT Chun section hasn’t been very active either, despite the consensus her being a better and complete character there than in SF4.
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(lol round 1)
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Casuals with a friend, def gonna work on blockstrings, offensive pressure, and execution as per the suggestion of many people. :oops:
Although I can certainly be accused of comparing 4Chun vs xChun but it really is like comparing AChun to MvChun (like how I did that? haha)
They kinda “look” the same, but its a completely different game. With 4Chun you have hit confirms to EX LLegs while xChun hit confirms into Ex Kikoukens.
The things that 4Chun does really well in SF4 are the same things that allow xChun to do really well in XTekken.
However the player still has to know how she works. You can’t just blast in and think she’s SOOOO GOOOD – you’ll get your arse kicked really fast.
I’ve personally logged a stupid amount of hours in the game already and have used Chun from day one; a lot of people say "oh I use her like SF4 Chun too much"
That is actually a very good thing, they just need to see the tools that got taken away and replaced with a few new tools that SF4 Chun doesn’t have.
I’ve got so many things I could post in the xChun thread, but like you said its deader than shit!
I will however continue to say anyone that thinks xChun is heads over heels better than 4Chun is completely nuts and hasn’t stuck with 4Chun long enough to develop her. My personal 4Chun will beat the hell out of xChun – period.
Your argument is really with the folks at the SFxT General thread.
What I really mean is, why aren’t you playing more SF4 then, if you like that ver more than SFxT?
Was he OS the cs.rh in the first round? or was it on reaction? and would it work if Cammy had dp’ed?
Its a safe jump (more precisely, its a hard blockable) so the jump lk would have either stuffed the dp or he’d of blocked it (if he was holding back), I use this set up on Cammy every time now cos half a step forward the dash jump lk is pretty much unblockable and it does beat dp when done right.
Here in this match I abuse it to death (this was before I thought about following it up with cl.rh xx Ex Legs/HSU lol, its a great set up against cammy, if you get it slightly wrong its still a safe jump just not a hard blockable so its worth going for off every forward throw
http://www.youtube.com/watch?list=PLB2828C97BF34E840&feature=player_detailpage&v=HWnoO0oMT58#t=133s
old casuals with friend
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Lengthier set with another Cammy soon, might need critique on that one, though my mistakes become more obvious the more I rewind. :shake:
Step/dash --> j. lk is an important safejump against Honda too
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Chun at the start 0:00 (vs Dhalsim) and at 15:30 (vs Abel)
All that dashing against the Dhalsim. Was that needed, or is it ok to walk?
Vs the Abel, nice c. hp to legs (on both block and hit), and I guess I’ll use some of the blockstrings, but the lack of kikokens, long range pokes to keep him out, and staying too close to him is suspect.
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Chun mirrors at 20:10
Sim:
I FA - dash forward fireballs and limbs as well as fish for Cr. Hk knock downs on his limbs and dash in - So yeah I’m dashing quit a bit in this match, but using FAs as sort of shield; jumping isn’t too bad of an idea so long as you make it safe… Basically my mind set is get on top of him and keep him trapped so you don’t have to chase him all over the place.
Good parts of this - you build your Ultra really fast, you can hide your charge really easy with St. Mp and Cr. Hk on limb checks during FAs in certain situations. Sim is actually the ONLY character I’ve landed FADC Ultra 1 on.
Take a look at GunslingerMeeks and Wii’s sets versus Sims I pretty much took on the mindset they share.
Vivtian has some sets as well, which I’ll highly recommend watching any of his fights.
In a nutshell I feel you have to really dictate the pace as a Sim player will have no worries keeping you full screen.
With that said you can make it a full screen fight, Kayane actually does this really really well. But I find the pace extremely annoying and unfilfilling. Best to beat his ass in the ground than nickel and dime only to get beat by something dumb.
Generally he threw a Kikoken first and then dashed behind it. It’s actually not a bad idea, as with the Kikoken on the screen Sim can’t throw out limbs and now has to deal with it in some way. It helps her close the distance and if he goes for the nullification option (Yoga Fire), if close enough Chun can s.fp or sweep him in recovery. This works against Sim because generally Sim wants to keep you away and with a float jump worse than Chun’s his options are somewhat few. Doing this against a shoto though is a good way to die quickly.
I think I’ve talked about this before, but Abel is one of those matches where I feel Chun has to be offensive. Kill or be killed. Yeah she can keep him out, but once he gets in now she’s on the defensive and things can get bad pretty fast. Meanwhile Abel’s defense isn’t that good, especially against Chun’s offense, so she should be pressing him and making him make mistakes.
Kikoken is actually kind of iffy in this match. Mid-range Abel has ways around it, and even if he doesn’t score a hit off recovery he’s now in on his terms. Long range he can U1 through it. Mid-range Chun’s pokes all become fairly risky as aside from the basic FA dash through it, Abel can do EX COD for moderate damage and a knockdown, or if he has enough meter, major damage and a knockdown.