I plink on a pad and land the sweep 90% of the time. I use the default controller setup and I hit hk with my index and lk with my thumb. Just hit both of them at the same time.
I LOL’d so hard at the “Price is Right” theme!
Thanks for taking the time to do this! And to answer your question in the vid, no I didn’t “drop” the combo, I purposely interupted it to let him know I was expecting him to mash 360° during my hit strings. The “poke” thing was just me working a rythm while at the same time gauging my distance from him (it worked great when I did those two DF grabs out of the blue! :razz: ).
And about the focus attacks, I realize they’re bad against Gief, though at the time I wasn’t thinking about risk/reward, I was more thinking about gauding him into trying to hit me out of my focus attacks which is why I was doing them just out of range (see? Those pokes weren’t just for show). I wanted to see if he was going to try to Lariat or green hand those focus attacks. He did neither and just stood his ground. And that’s when I started to try the DF approach which, as you saw, he had a lot of trouble dealing with. Had he traded a Lariat with me just once, I wouldn’t have continued doing it, rest assured.
As for the “no combo” thing, I realize now I could’ve just done cr. LP x 2, st. LP, cr. HK for decent damage and a knockdown. It’s something I used to practice a lot but I rarely use it when I should. Especially against characters like Gief who have big hit-boxes. I’m gonna have to hit up the practice mode and do a few reps so I get that combo engrained into my mind for the next time.
Thanks again for the pbp! We’ll have to play a set sometime so I can make a lie out of your “He has yet to beat me” comment… :razz:
The thing is though. If you have a hit there is no need to punish mashing because you have guaranteed damage. The only way he can grab you is if you botch the combo. If you had done something like c.LP x3 into BnB that would have done way more damage than what you were doing. The two jabs and jump method wasn’t doing you any good.
All in all, you were giving up free damage for no reason. That loses you games.
True…
sigh
I’ll have to work on that some more, but had I tried the cr. LP x 3 into BnB you would’ve seen some REAL dropped combos… I can’t get it to come out reliably for me online. Funny thing is, I can get cr. LP x 2, cr. MP into BnB with more consistancy than the 3 LP bnb… But against Gief that’s like a suicide note as soon as you miss the MP link - it’s SPD time!
Like you said, against a really good Gief, I would’ve bought the farm a lot sooner without landing any damage from combos. But how do you train a GOOD Gief to block or hesitate going in on you when all he does is walk forward, jump over all your projectiles and green hand/SPD everything when he’s in range?
Got any recent matches against a “decent” to “good” Gief somewhere on your Xbox HDD you can share? I’d like to see your strats at work.
If he jumps projectiles, he’s only going to get in if it’s a guess because you have time to AA him back out if he’s reacting; that means you got a Gief that is willing to use a hail mary jump-in at least some of the time. He can’t keep walking forward if you push him back with fireballs because his walk speed is slow going forward so successive fireballs push back the ground he makes.
Ensuring you’re in a position to punish him jumping them is about trying to read when he will feel like jumping.
EX Hand changes things when he’s in the right range, so the jump back, the backwards walk speed and the air fireballs come into play to help you stay at the right spacing.
You can’t really train good players, you instead have to record what they’re doing and adjust to keep it under your control.
i’d practice the cr.lp, cs. hp.
it’s actually been easier for me to hit most of the time instead of doing cr.lp, cr.mp.
and if they’re crouching, i’ll go into flip shenanigans.
It all depends on how far your opponent is. You might wanna use cr.lp, cr.lp, cr.lk when you´re not too close to use cr.lp, cs.hp, which is way better than cr.lp, cr.mp imo.
Hey guys, quick question. Can ex green hand be punished same as reg greenhand? What tends to happen with me is that I’ll srk reg greenhand just fine on block, but ex seems to go straight into 360 grab. Am I just not hitting the punish srk fast enough on ex greenhand on block?
EX Green Hand is the same disadvantage on block as normal Green Hand and has a longer blockstun for mashing SRK in, so it’s easier to punish. There is record & playback in training mode for these things.
Good point…Thanks.
[media=youtube]rP20ycvq2W0&hd=1"]CLxJames (AK) vs Fatal Clips (KE) [SRKlive Stream[/media]
[media=youtube]OA2knG3DAj8&hd=1"]CLxJames (AK) vs Fatal Clips (FE) [SRKlive Stream[/media]
Loyal, if you are looking for episode three material feel free. If not, then just critique here
To point out anything in particular, across the two matches you need to use variety in your tick game to mix them up. In the Fei match, the one part you caught his tech on was a cr.LK, cr.LK which is a 4 frame gap, so he is buffering. Some delay traps (eg with cr.MP or even far HP) there should stop them getting safely out of your tick situations.
I think you know where the obvious mistakes are. You made some bad descisions on how and when to take your damage.
The Ken player won IMO through being the stronger player in tick situations. He had the Kara throw aswell to help him confuse you. A stronger tick game from you would help you keep up and contest the fight in other areas. The other mistake is going for a Super gimmick when that meter could have helped you close out the round guaranteed.
The rest is general levelling up work for that match, I think.
I don’t have a lot of experience for giving tips on handling the Fei match or his pokes or Rekkas, maybe LoyalSol will have some suggestions for those things.
Tatsu to sweep works on Fei and the link isn’t as tight on him as it is for some other characters. From the knockdown, his DP can be safe jumped so it’s worth using that as your option.
I saw what appeared to be some auto-pilot reliance on walk-up sweep (maybe out of nerves or uncertainty?) in round 1 which would need to be corrected. Make sure you’re aware of your use of sweep in footsies. It’s a bit like throwing a fireball in that they can jump in on it and punish you big for depending on it’s range and safety.
I may be pointing out something you’re in control of, but take another look at some of your walk-up sweep attempts to be sure.
At 1:17 you let the round back out of the bag, where just about anything else would have been enough.
At 2:25 in round 2 you drop a jab, jab confirmed to hit in order to throw. Cr.MP link to EX fireball for knockdown is available here or there is cr.MP to fireball FADC where you can and should take the damage for these; even so, you had a Super bar in that situation so you could still have ticked into the Super over a basic throw.
2:53 again there’s a roundhouse off cross tatsu. 1 hit of roundhouse is like 60 damage and you had 3 bars for options; while his life was low. You could have done more even with the plain sweep. Even if choosing a damage option didn’t quite kill him, you have the option of an un-DPable flip dive kick {or air fireball} into SRK for chipping him out if he’s left low enough or can at least use a strong mixup position if even that wasn’t enough damage. It’s another chance to seal the round.
3:43 you have the stun for the free combo. You go for the HP reset which normall is sometimes the right idea for stuns; (though sweep is the best reset for Fei and co) however it was only one hit going into the stun so you’re next SRK definately would have finished him. Again you had meter for EX SRK finisher, or you could have gone heavy stun follow up with jump-in, HP, fireball, FADC stuff.
Keep in mind that after you dropped that chance, he went on to take about 70% of your life before you put him down.
Well I am going to wait a little before doing another episode, but I can add a few comments about the Fei match up.
Here are a few tips against Fei.
#1 Rekkas pressure is unsafe if not done at tip range. At best the move is -3 on block which is SRK punishable. So if you see any Rekkas that were poorly spaced you need to punish them. Most Fei’s will do two Rekkas which at best is -6 on block. Visually what an unsafe Rekka looks like is if it looks like Fei is giving Akuma a hug. If it is a tipper then be patient and block because Fei is pushed back far enough that he has to do some other move to keep the pressure on. Watch for patterns and fight your way out.
#2 Treat his “WOOHOO!” as a jump in. That is if he tries it SRK the hell out of it. If he tries to do it to punish a fireball mash SRK. If he miss timed it even the slightest you win and if he times it perfectly well nothing you can about that besides not get yourself in that situation. I like to use the MP SRK to punish because it seems to do the most. Fei’s also like to use this as an escape move, but if you start punishing it they can’t do anything about it. If you go for a cross up buffer the demon into your cross up. If you hear “WOOHOO!” finish the Demon input and you get a free demon.
#3 I have found empty jump set ups work wonders against Feis. If they “WOOHOO!” it usually whiffs and you can sweep punish on the back side and if they Flame kick it whiffs or is blocked most of the time.
I’ll look at the video when I get back from a party.
[media=youtube]KDOl_tKf2do&hd=1"]CLxJames (AK) vs Fatal Clips (AB) [SRKlive Stream[/media]
In my defense, Im not very familiar with any good Feis or Abels
I really do appreciate that guys and I will try and up my game some more. I think the problem is he was just a much better player that I was. I felt lik I was playing JR or Loyal or Shin. He had very solid fundamentals and his ticks and OS’s were extremely on point. He ran through the lobby like it was nothing and used a new character every time. He has like 5xxx PP and never used his main (all the characters he used had 0 BP)
The Ken match really got to me. He kept frame trapping my crouch techs and made me scared to tech and once that happened he destroyed me with kara throws. Also I was quite mad about the 1st round finish because had I waited a split second more my Super gimmick would have nailed him. But I see your point in how going for the sweep and then safe jump would have been better in that scenario
And yes in the Fei match, off the stun I thought a HP SRK or EX SRK may not have killed him considering scaling, which is why I went for (and botched) a HP reset. I need to go back into the lab and practice my pokes and counter pokes. I was considering going into training mode and taking notable pokes that give Akuma problems (ala Fei’s cr.mp, Rose cr.mp, etc) and recording how to counter poke or possibly punish them. A WIP to be sure and idk if it would even be helpful but Im willing to put the time into it if people think it is worthwhile
On another note, I would like to think I am getting better and somewhat more known. JR out of no where sent me a game invite the other day and we did about 15 matches. I got a few rounds in and won one match but other than that it was a slaughter xD
ClxJames, I’ve been following you as well as loyal for quite some time now. You guys are a great inspiration and I enjoy watching your matches. I feel like I’ve hit like a wall and I continue to sink back into old bad habits. Having you guys as a reference helps though. If you (or loyal) ever feel like doing any charity work I would love to get a couple of rounds in with you.
honestly, that abel didn’t look really good. I mean, he was solid but you could tell it wasn’t his main character.
As for the tips:
Vs. ABEL
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Use U1
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Whenever you hit him with fs.hk, unless a combo is gonna kill him, go for s.lp > sweep.
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Don’t do that stupid JR shit like crossup tatsu > c.mp flip > bullshit. As you saw, solid players won’t fall for it. And a knocked down abel is a dead abel, sweep that motherfucker.
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he was using ex roll on wakeup pretty often, you didn’t df throw him enough or you timed it wrong.
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I’m not a fan of empty flip > super, there are far better ways to land it, but i must admit I still do it once in a while, although tick c.mp > super, c.lp > super or f.mp kara super are my “go to” options.
Vs KEN
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Don’t spam crouch tech…this goes against EVERY character.
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Don’t spam crouch tech…this goes against EVERY character. Just to be sure.
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Don’t spam crouch tech, especially against ken, because even if he doesn’t frame trap you and/or bait you with srk FADC, you won’t tech his kara throw anyways. He’ll just do a few lights to get distance, your mashed c.lk from the os tech will come out and whiff, and his kara throw will grab you during recovery.
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SWEEP AFTER CROSSUP TATSU!!! OPEN YOUTUBE, UNSUBSCRIBE FROM JR CHANNEL AND NEVER WATCH ONE OF HIS VIDEOS AGAIN. If you went for ex srk after that crossup tatsu you’d have won the round. By doing that stupid reset you wasted your super and lost. Again, you’re not gonna catch a good player with those gimmicks.
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You’d have won without all those crouch techs, that ken was really “basic”.
Sorry if I somehow sounded rude. =)
First off, any resets I’ve ever done come off my own ideas (except resets off a lk.tatsu, those are pretty common place). I do them because they are fun and when they do work, it pays off
Secondly, if you would actually watch the video, had I delayed the supre input by a few more frames it WOULD have worked, as he didnt hold jump until well after the Super flash
Everything else I agree with and will try and incorporate into my game
Akuma’s super is 1+0 frames…you can’t jump after the flash if it’s done correctly.
Resets are fun and pay off (supposedly…) but they are meant for bad situations…example, they have a BIG life lead and you try everything to do more damage and possibly stun them. If they are one sweep/DP away from death, doing a reset (a reset with super when it isn’t even the last round…) is simply not a smart idea.
I do have to agree. Why gamble when you can just take the guaranteed damage and finish the round.
And am i wrong in thinking that in every reset situation, you (the resetter) are actually at a disadvantage if the opponent knows what he is doing? Is 100% wrong or is it just a high percentage, or not at all?