From the video you just seemed to be doing random moves, sorry.
Don’t bother practicing that combo as much it isn’t practical at all in a real match
Cancelling a normal into a fireball/any special move is something you’ll get used to, you seem fairly new to the game.
Just press down forward + P as soon as you’ve pressed the normal.
@A-LX… Be more aware of gief jumping from far away and have that lp dp ready. Its so important to always hit those because you can follow up with mp or hp dp which covers a lot of ground and will give you your space back and keep you from getting cornered. Its really hard for gief to stop this. If he has U2 be expecting him to try and bait your dp, switch your AA game up.
Cool thanks, will definitely keep that in mind. If I remember correctly I was using mp dp, which sometimes barely hit him in the air, while lp would’ve hit him clean.
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The Ibuki match was laggy but I tried what can I do better [media=youtube]h9inSw2ciCY[/media] [media=youtube]luBnwj8fSPg[/media]
Against Gouken, I never try a setup other than meaty lvl 3 in the corner. You have no reason to give up corner for a mixup that you have to gamble on, which is normally why the setups are great, you aren’t really risking anything aside from letting them out of the corner (which sucks, but apart from that, no gambles). If you do meaty lvl 3 fireball and walk backwards you can easily react to a counter with cr.mk xx shuouken or if he doesn’t you can walk in to throw, or walk in a little then lk tatsu. Pretty much, once I’ve put Gouken in the corner, it should be my game. If he tries to ex demon flip out, I just walk forward and cl.fp him and then you can keep him in the corner or walk under or fake walk under. Another thing is that ex otoshi and ex tatsu are much less powerful vs Gouken with his upwards fireballs beating them outright. Just try and play a little more footsies with Gouken because he has literally 0 aside from an insanely safe sweep. I’ve played Shiine several times myself and his zoning is on point which makes it hard, if you ever get in though, he should die.
Imo gouken has decent footsies, especially if you take into account his fireballs. Sweep and cr. strong are godlike and st hk an hp can be good whiff punishers.
Most goukens just play him wrong. He’s a zoning character, not a mixup character. Cancelling shit to demon flip and doing silly resets doesn’t work against anyone worth their salt.
You’re right though. Once you get him knocked down in the corner there shouldn’t be much he can do.
Interesting note: ex counter (maybe non ex too, not sure) is unblockable. So any post meaty lvl 3 approach can be risky.
Yeah his footsies are decent. His sweep is great @ -3 on block.
Pretty much any demon flip can be cr.fp and if he starts doing demon flip focus (which he will if he’s trying to play that overly aggressive Gouken), then you just cancel your cr.fp into lk tatsu and your set. Gouken pretty much has to keep Sakura out at a higher level play.
Another note: Tatsu “pressure” is effective vs Gouken, which is why this matchup is so good for Sakura when she’s in. I’ve stopped trying to apply this pseudo-‘pressure’ game and just play a better solid footsies/frame trap game without relying on tatsus and tatsu traps, but some select characters just have it rough after blocking a light tatsu. You’re close and they have to start gambling to try and get out.
Honestly, I really like the Gouken matchup. I have to work pretty hard to get through the fireball brigade, but once I do that, I should be able to take it.
I like playing gouken against Sak haha. Apparently my gouken is better than my sak (ask Callisto lol)
Haha well hopefully not since you’re posting in Sakura (and maining).
…and maybe you should use Gouken vs Sakura since you know Sakura quite well.
I think I largely underestimated it and thought I could RTSD, boy was I wrong lol
It goes a long way, I ate a ton of EX counters pressing s.lk after blocked l.tatsus because he knew damn well I was going to do it lol
Yeah you just need to mixup lk tatsu throw, lk tatsu (most normals), and lk tatsu lk tatsu/ex tatsu.
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Hey guys whats up just wanna gets more input on my Sakura
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Hmmm, I think I’ll try a new method of critiquing!
:tdown: STOP MASHING REGULAR DP OUTSIDE COMBOS SHE IS NOT KEN. BLOCK. PRACTICE COMBOS. PLAY BETTER OPPONENTS.
:tup: NICE DOING OTOSHI AFTER EX TATSU NOW. AT LEAST TRYING COMBOS NOW AND GOT A FEW TOO. DAT PERFECT.
lol thanks dude, i guess old habit die hard : p
youtube.com/watch?v=3ad0lssafTE
youtube.com/watch?v=GKbtnO1CVD8
My latest matchups againts Cammy. I still need to learn a lot but this is the fruit of my training after this while. Hope you guys can give some more tips and pointers. Thanks a lot guys.
In the first match:
You’re jumping an awful lot in the first round. I don’t believe Cammy’s ground game is greatly superior to Sakura’s that should warrant you to take risks by jumping in. Don’t forget she has a DP. I did like that you chose to use ex tatsu for chip at the end of the second round apposed to shou. If that Cammy did a wake-up ultra, you would’ve dodged it probably, but if that Cammy was attentive, he would’ve DPed your ass for that haha. What I noticed by the second round is that guy hasn’t done any reversal DPs while you threw some pokes out. At that point, I wouldn’t be afraid of continually moving in. In the 3rd, you’re panicking near the end. what were you trying to get there? an auto-correct ex DP?
In the 2nd match:
Unsure what you were hoping for with a random at the beginning of round 2. I don’t get why you got so many button inputs when you play. I’m talking specifically about one moment in the first match and another in this match where you backdashed a whiffed cannon spike, did cr.hp, QCF + KK… Then there’s all this button mashing on wake up I don’t understand, and a lucked out wake up ultra.
Overall tip: Practice up your execution, pay closer attention to what you think your opponent will do than letting braindead mashing have its way. Actively watching your opponent will help you get a better feel of what he/she exhibits in their playstyle and from there you make formulated decisions.
Haha. Thanks. I panicked too easily and Yeah, I still got a lot to tone down my mashing. Old habit die hard I supposed.
Bout the wake up Ultra, I just gamble after I remembered what Fergus said something about U2 on Akuma’s demon flip, so I figured it’ll do the same for Cammy. Not a good thing to do but at least it won me the game.
Some stuff I noticed
I’ll do this in order of the videos you posted on youtube so first one is
VS devilletoS cammy1
0:36 at the start of the round, is there any reason you start of with focus, Im guessing you anticipated a divekick or something?
0:41 after the jump in I would probably go for a different combo, I think your best option would be one of her hit confirm combos like cr.lk cr.lp cr. mk xx sho, or any variation of that. Another option would be to go for a lk tatsu, which is safe on block after the lk tatsu but Im pretty sure the cancel into lk is not a true block string. I usually only go for this when I know the guy isn’t mashing or when I either am fast enough to hitconfirm the jump in, or just predict that he’s not going to block
0:47 an easy safe jump against cammy that stuffs her dp is after throw do st.lp then jump in mk, it will cross up, then after that you can mix it up in the front if you know for sure he’s not going to do dp on wake up
1:20 random hp shouoken doesn’t seem to be the best option at the start of a round, especially when you won’t even cancel it when it gets blocked
1:28 not sure what you’re trying to do her but that wasnt the best time to do ex tatsu
VS devilletoS cammy2
0:37 after hooligan slide you can punish with anything basically, I think throw is the worst option here
1:11 I would cancel the dp on block there, you got kind of lucky that he didnt react on time
1:18 no need to spend that meter on ex shouoken, unless you know for sure it’s going to hit, but seeing as he went for a dive kick chances are it was going to whiff, so I’d probably just block and safe my meter, on in this case you could actaully lp shouoken to escape because the divekick was so poorly spaced
1:21 not sure what you were trying to do with that sweep, also the jumpin afterwards was kind of random, since he basically did nothing, so that means he’s possibly ready to antiair you
1:38 not really a fan of that random EX tatsu there
2:16 that cr.mk setup after the fireball is kind of a gamble, and waste of meter if you ask me. ANd at this point in the round there’s no need to ever go for that because you have a small life lead. A better low mix up would be to go for cr.lk and try to hitconfirm from there, it’s much safer and will give you enough time to make the right decision
3:18 You did the ex shouken again, this time it came out the other way, I’d just block to be honest, you got very lucky that he didn’t use a better punish
I would say, learn some hitconfirm combos, and some safer setups, also work on your groundgame a bit more, I noticed most of the time you either go for sweep or her overhead, which is really easy to see