so I came across Kineda, got blown up trying to crouch tech, seems I’m free against cross up Tatsus
[media=youtube]fh402j8uVcA[/media]
the other one is sol calbadboy, this Akuma mostly zones…
[media=youtube]V57cN0nT0T8[/media]
http://www.youtube.com/watch?v=39HI_E1IU5A<div><br></div><div>I actually had a ton more replays saved to capture and put up, but I’m using the free version of FRAPS so I can only capture in 30s segments. Some shit cuts off early and just in general turned out to be a much bigger pain in the ass than I intended, so this is it for now.</div><div><br></div><div>Looking for MU pointers and overall gameplay approach tips. Stuff like you’re doing [x] move not enough / too much / in the wrong place / at the wrong time.</div><div><br></div><div>EXAMPLE: I realized that throwing Fierce zankus was allowing balrog to rush under them so I’ll be more careful about that from now on.</div><div><br></div><div>I’m aware of all the execution errors so there’s no need to bring up every dropped combo and missed counter hit sweep.</div><div><br></div><div><br></div><div><br></div><div>The dude aznxk3vi17 definitely had my number. I only took a game off his Rufus which clearly wasn’t one of his mains. I’m ass in the Cammy and Honda MU’s</div>
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<div class=“QuoteAuthor”><a href="/profile/77200/KT%20Smith">KT Smith</a> said:</div>
<div class=“QuoteText”><br><div><br></div><div>I actually had a ton more replays saved to capture and put up, but I’m using the free version of FRAPS so I can only capture in 30s segments. Some shit cuts off early and just in general turned out to be a much bigger pain in the ass than I intended, so this is it for now.</div><div><br></div><div>Looking for MU pointers and overall gameplay approach tips. Stuff like you’re doing [x] move not enough / too much / in the wrong place / at the wrong time.</div><div><br></div><div>EXAMPLE: I realized that throwing Fierce zankus was allowing balrog to rush under them so I’ll be more careful about that from now on.</div><div><br></div><div>I’m aware of all the execution errors so there’s no need to bring up every dropped combo and missed counter hit sweep.</div><div><br></div><div><br></div><div><br></div><div>The dude aznxk3vi17 definitely had my number. I only took a game off his Rufus which clearly wasn’t one of his mains. I’m ass in the Cammy and Honda MU’s</div></div>
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Just watched the first match. Well if you want the honest truth. You got a crap ton of work to do. <br><br>Your spacing in general is terrible. You keep releasing the fireball at the top of your jump arc which is why Rog can just go straight under it. When you release the fireball is important to know for each match up because the height can make all the difference between getting punished and successfully zoning. Against Rog releasing it closer to the ground prevents non-EX rushes from being able to tag you consistently. In addition you can fake the fireball and bait out the dash punch to punish.<br><br>In addition you weren’t punishing the rush punches on block. There were more than a couple you could punish. <br><br><br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/77200/KT%20Smith">KT Smith</a> said:</div>
<div class=“QuoteText”>http://www.youtube.com/watch?v=39HI_E1IU5A<div><br></div><div>I actually had a ton more replays saved to capture and put up, but I’m using the free version of FRAPS so I can only capture in 30s segments. Some shit cuts off early and just in general turned out to be a much bigger pain in the ass than I intended, so this is it for now.</div><div><br></div><div>Looking for MU pointers and overall gameplay approach tips. Stuff like you’re doing [x] move not enough / too much / in the wrong place / at the wrong time.</div><div><br><br>im not the best at critiquing others gameplay , however i noticed you need more patience , you get antsy and rush to try and get away from your opponents pressure too quick. block more … ima send you a friend request so we can play on pc… and that custom costume is nice…<br></div><div>EXAMPLE: I realized that throwing Fierce zankus was allowing balrog to rush under them so I’ll be more careful about that from now on.</div><div><br></div><div>I’m aware of all the execution errors so there’s no need to bring up every dropped combo and missed counter hit sweep.</div><div><br></div><div><br></div><div><br></div><div>The dude aznxk3vi17 definitely had my number. I only took a game off his Rufus which clearly wasn’t one of his mains. I’m ass in the Cammy and Honda MU’s</div></div>
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wtf i posted a reply but it didnt show…lol … let me try this again… <br><br>im not good with critiquing others gameplay but from watching this i noticed you need patience. you get really antsy at times and are in a rush to get out of your opponents pressure, this causes you to make careless mistakes such as really bad jump back air fireballs that can be punished easily… just relax and not be in a rush . i sent you a friend request so we can play on pc…<br>
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<div class=“QuoteAuthor”><a href="/profile/12848/LoyalSol">LoyalSol</a> said:</div><div class=“QuoteText”>
Just watched the first match. Well if you want the honest truth. You got a crap ton of work to do. <br><br>Your spacing in general is terrible. You keep releasing the fireball at the top of your jump arc which is why Rog can just go straight under it. When you release the fireball is important to know for each match up because the height can make all the difference between getting punished and successfully zoning. Against Rog releasing it closer to the ground prevents non-EX rushes from being able to tag you consistently. In addition you can fake the fireball and bait out the dash punch to punish.<br><br>In addition you weren’t punishing the rush punches on block. There were more than a couple you could punish. <br><br><br></div>
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c’mon man, did you read my post? <div><br></div><div>the main point you raise, while valid, is one I explicity stated I already realized I was doing way wrong after watching the video back myself.</div><div><br></div><div>regarding the blocked rush punches, I’m not familiar enough with the MU yet to tell clearly when they’re punishable so I just cut my losses.</div><div><br></div><div>EDIT: I do appreciate feedback from someone with as much experience as you so, if you could go ahead and watch the others that’d be greaaaaaat</div><div><br></div><div>@AG yea, I can see that. It’s probably a result of me picking up this game after playing MK9 seriously since launch. In that game blocking attacks is just as bad, if not worse than getting hit by them so I’m still scrambling to get away from pressure.</div><div><br></div><div>This is actually my first SF game I’ve ever learned (yea yea, lets all point and laugh and the scrub who didn’t play SF2 as a kid)</div><div><br></div><div>We can play on PC, just be warned that my connection varies from good to complete shit from day to day, and I won’t play online if I’m lagging that day</div>
I read it, but the thing is it isn’t just the fact you were doing some of those things, it the fact you were doing at such a spacing that made it easy for Rog to get through.
For instance throwing HP Air fireballs is not a bad thing against Rog. It’s a very good thing, but you have to know exactly where you can throw them and in this case you have to release low in order to prevent Rog from dashing through. If Rog is having to jump them it is much more manageable.
All of Rog’s dash punches are punishable nearly all the time (Overhead or Low sweep) or if done deep (Straight, Armor Breaker, etc.) The Rog player has to space them were they basically tip to make them safe. If done deep there is no dash punch which is safe.
GoshtiN
2027
I need some anti-bison tech.
so far my only way to attack… is to defend and counter attack, which is infuriating, because if I mess it up… well he gets to attack twice basically…
anything good off forward throws? demon flip set ups? standard BnB’s that bisons do that I can break? how to cross the screen?
anything.
GoshtiN
2028
jesus. it’s been a week and nobody has an suggestions? when did this place get so quiet
New forum software ruined these forums, it’s so disgusting people don’t even feel like browsing it anymore.
I’m not a very good player and I too have trouble vs Bison and I used to hate playing against him very much, but it gets much better once you understand how to deal with him. Bison is my alt since Vanilla so that helps to understand his weaknesses too lol.
Here’s my take on the match anyway:
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Use more regular ground fireballs, specially outside of st.mk range, if Bison doesn’t have charge, fireballs give him a lot of trouble with his floaty ass jumps.
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Anit Air, NEVER let Bison jump at you for free, he’s one of the easiest characters to AA with SRK due to being so slow and floaty in the air. Of course use the situational AAs like far fierce and specially cr.hp if Bison tries to cross you up from a close range.
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If Bison tries to hit you with Devil’s reverse, don’t focus, punish with cr.mk, it’ll lower your hurtbox enough to avoid his attack and punish his recovery with a full combo.
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Don’t always try to jump and hit Bison in the air when he’s pulling off his Devil’s Reverse and Head Stomp crap, chase his devil’s reverse down and he’ll be quickly put in the corner where you want him to be. You can even try to catch him landing in front of you with Akuma’s great walkspeed.
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Bison in general isn’t a character you want to fish for focus attacks often against, specially in the poke range, he’s got his EX PC breaker and of course LK SK hits twice, with Akuma’s health it’ll do you more harm than good.
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I’ll assume @ 1:22 you thought you had meter to FADC instead of going for the regular BnB lol
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@ 1:41, should have safejumped with an OS instead of going for a regular cross up and gave him a free escape. Bison players, including myself, will throw out a reversal 90% of the time instead of blocking lol
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When Bison doesn’t have charge, you can try jumping at him with a command dive kick, his anti air normals are pretty garbage.
Hope that helps, and of course if I gave out any bad advice please someone correct me.
GoshtiN
2030
that’s actually pretty helpful.
I tend to spam air fireballs in an attempt to stop him from full screen head stomping me. but keeping medium distance with ground fireballs sounds better. I’m very slow at srks though, so that could be my biggest problem. always ends up coming out as a failed normal, getting me maimed by a massive combo.
1.22 yes I thought I was gonna build my 2nd bar off the fireballs 
1.41, not sure what safe jump woulda worked there.
this bison I play bitches about his anti airs being shite. I never do abuse the cmd dive kick properly.
it sounds like it’s still a defensive strategy, but if you can get at him from above. do it?
and yes. the new lay out is dirty to the eye
Yea, I getcha. I have a really hard time in general against the characters with much longer normals than me; just need more experience in those MUs. Haven’t managed to hammer home that trying to play footsies against them is a heavily losing battle.
Been on SFxT since the 2013 patch and it’s especially apparent in that game; basically the entire tekken cast has massive range on Akuma and can hitconfirm into combos that do, like, 60% on him. I don’t know if they made Akuma’s character model smaller or what but it feels like he has no range on anything. I’m gravitating back towards SFIV since Akuma is such a huge liability on a team in SFxT with his crazy nerfs and odd buffs.
Doesn’t seem like it will matter much since he will likely get the SFxT treatment in this game 
Here’s a pair of fights I submit for merciless critique:
After video 1 :
Why the hell you never just walk ? jump jump jump teleport jump push a button here - I am close ? : yes, throw / no, jump back fireball.
You need to stop this frenetic style. Are you zoning ? playing the mid range game footsies ? rushing down ?
You miss a lot of confirm, use sweep or TP at the wrong time and eat stupid punishes, you don’t turn hard KD into an advantage.
Also waiting isn’t “not doing something” it gives the other guy the time to mess up something. Use it more.
In fact you seem to completely ignore the situation and either attack or run away randomly. You never have the situation under control even when you’re attacking and the other guy is in blockstun. That’s usually happy hour.
There’s a range where your opponent can’t do shit without taking a huge risk, this is where you should sit not in the air, not 50km away not whiffing something for the sake of it. If you want to whiff something whiff a lp or a cr.mk at worse.
It’s not easy to learn, the reaction time to react against good players that rush you down or play very randomly will take some times to handle.
Take the losse against reckless shit you can’t to punish online, in the same time you build a solid understanding that will be useful later, with a better reaction time, better setups timing etc.
At least that’s my style, maybe I’m wrong. A shitload of High ranked people play like they never saw a frame data and enjoy their random style.
At the end of the day I call someone good when he can perform a good combo in a match. Meaning : hitconfirm mindset learnt and used well, matchup knowledge, and patience.
You’ll get forward, look more matchup video and try to mimic the good Akuma playstyle, the ones that hold the ground.
I guess you don’t remember your match the second it ends. That mean you use too much conscious resources when you should handle the round with unconscious resources and muscles memory, while conscious resource are focused on opponent’s patterns, opening detections, etc. This is a step everyone go through during his player evolution. The sooner the better.
So sorry if you were looking for matchups info. I think you’re not there yet to be able to use such material very well. Train your patience, your positioning, train you’re safe jumps and 1 or 2 OS. The basic of being a threat to respect.
SKG
2034
Uploaded some new videos please check my channel link below
Lets keep this thread alive.
Guile is a matchup I run into a lot offline. I do good in this game but by no means great.
Any advice or comments appreciated. Like if I’m missing anything exploitable in the matchup ect.
Edit (lol at the video description)
Solid play !
I was about to say use focus released a bit more when Guile is willing to back fist you out of it after a sonic boom, because its often assumed 100% in Guile’s favor when in fact you can caught em by not backdashing and just release a lvl 2 on them but you just did on the final match. Maybe a bit more when the situation comes.
You lost a lot of life by forcing your way in even when leading. This could be on purpose to keep Guile wondering. Why not managing the lead at times ? It really depends on how strong you feel your opponent though. At some point it’s all in the reads and opponents patterns. Not much for the matchup.
Komatik
2037
snoweagle’s Akuma reminds me of Toxy, except he teleports more 
I’d really recommend a regimen where jumping forward is strictly forbidden. It’ll force you to learn ground fundamentals and space control, something every shoto needs to have, even mixup-heavy ones like Ken and Akuma.
@Doyler match
Dat timer scam fail :'D
Good play from both IMHO, good job at not getting caught in the fireball trade - eat free backfist nonsense.
Thanks guys!
I got pretty impatient alright, even on my lead. I’m usually fine to sit on a life lead and zone. I was just feeling my RTSD play I guess.
Ok since this is the Critique thread I am going to be honest, you were both playing the match up wrong.
First of all you kept staying in the range that Guile wins at. If you are around your sweep range against Guile then that is a horrible mistake because it is really the only way you lose this match up. At this range Guile can sonic boom pretty much for free because unless you get a really good read you won’t be able to reaction punish it. Also at this range if your fireballs colide Guile gets a free backfist and he can easily jump your red fireballs on reaction. Guile has buttons that will beat most of your buttons as well from this spot. There are times you need to enter this range in the match up, but you should only do it occasionally to keep Guile in check, but when you do you need to get out of the range again if you don’t get a hit.
The guile player did a poor job of punishing your attempts to get around the boom even though he was in a winning spot. Against a better Guile I would be predicting you would lose nearly every time.
In general you want to either be in Guile’s face or 3/4s of the screen. At full screen you win the fireball war and you can basically frustrate Guile into trying something. If you stand a little closer than full screen you can basically punish all jumps on reaction. If you maintain this range you win because Guile can’t do anything. He has to try to get closer in where his projectiles become supreme. Also you might catch him with a sweep as he is trying to do something which sets up another favorable scenario for you.
Overall Guile has to maintain an “In your face” style of space control to win this match up. The guile player actually had the position, but just failed to do anything with it. He also didn’t know how to defend against the mix ups.