That’s what I thought. I’m early on the jabs, late on the anti-airs. Thanks.
Ummmmm those one are bothersome, but yeah, since you’re crouching is easier to do cr hp, other than that I haven’t see the video again
cr.mk works quite well as an anti air (4fr) vs. the greenling …
Not sure what happened to the other video thread but I know I need more critiquing anyway. Started my Gouken Times up again and continuing on the PC and maybe 360 if I get bored of the competition on PC.
Watch, Sub, and Enjoy if you want. Or not. But do it. Of course you don’t have to. Yep.
https://www.youtube.com/watch?v=3L205PLpUs0
Looking for advice, especially against Seth! Please keep in mind that I’m very new to the character, haven’t even played 3 hours worth of matches in total, lol. I still make some muscle memory errors here and there, just a product of not being fully comfortable with the character yet. Everything I’ve done in the matches are a result of mimicking what I’ve seen others do online.
P.S. Sub me if you like my page! I appreciate the support. More to come soon.
EDIT: That Jinrai Seth player was kicking my ass all night. Need help.
be ready with the palm followup to an air fireball.
use the flip throw to reaction-punish a fireball. flip kick will be too late
use crouch-neutral-mp as a fake fireball to punish jumpins
you can’t kongo the seth stomp
ex fireball isn’t too useful against viper because of her high jump height, save your meter
don’t use cr.lp so much, use cl.mp for the hit confirm whenever you don’t absolutely need a 3framer
don’t backthrow to ultra if you don’t have to, it reduces the amount of damage
I’ll add:
Good sneak attacks with sweep. Just don’t get predictable, don’t always end things with sweep, etc bc it is focus bait.
I saw you crjab x 3 and then try to throw without any forward movement. Why?
Seth wants you to back away from him. He wants you close to the corner. At some point, he’s going to approach. I highly suggest you work on your fireball zoning and your related anti air game. They work together. If you get real nasty with fireballs, then as artificeren said, you can really mess with Seth using the fake fireball trick.
At about 5:30 my U1 off of back throw whiffs against Viper. Why? I thought it worked on everyone???
It does. You were late.
You need to work on your anti airs a lot bro, like a lot of your opponents jump on you for free. If you throw an angled fireball always buffer palm, because if the fireball hits you can follow up that juggle with the palm. Those are my two cents for now buddy!!!
Yeah, I really need to use palm after an mp/fp hado. Shitty reactions and not getting used to it yet is my problem. Thanks though.
First match:
[details=Spoiler]You’ll get the timing on the dive kicks better if you mess around in training mode a little more. When you scored knockdowns after a sweep, generally you’re going to want to divekick at the very first moment after you recovered from the sweep. If you do a forward throw and you want to do the dash > demon flip setup, you need to do the dash immediately after recovering from the throw, and flipping with mk/hk immediately after you completed the dash. I noticed your timing was a little late, which is why Elena kept getting those DPs for free.
I would’ve kept throwing fireballs until that Elena thought of doing the slide. The slide will reach you from about less than 2/3s of the screen (I could be wrong), but hell, if she ain’t sliding, keep throwing em. If she’s jumping them. All the better, because her high jump arc will probably give you plenty of time to anti-air.
Also, no one’s ever gonna tell you this, but if someone foolishly does a raw super/ultras like she did, just throw out your ultra immediately after the “freeze/slow-mo” cinematic. Timing can be learned through repetition in training, so don’t feel you need to mash inputs a whole lot. It’s not as safe as blocking the whole thing like most people do, but just note that sometimes people will try stuff like that to chip you out. Learning the timing here will be your saviour.[/details]
Second match:
[details=Spoiler]When Makoto gets in and back off, I see you whiffing two consecutive jabs all the time. Are you doing something here?
Also, a neat tip that will give Makotos a bad time is when you stay out of their range to dash > grab/cmd grab. They LOVE doing that, so if you eek walking in and out of that range and test their patience, you can set them up for big punishes… my friend started casualy using Makoto one time, when I stood out of range, I would buffer cr.lk xx lp palm, or cr lk xx EX Tatsu. That would get him every time he lost patience and dashed in. If you keep whiffing the cr.lk enough, they might be more inclined to start preemptively jumping in to punish that recovery on cr.lk. You could occasionally sub cr.lk with cr.lp if you’re in closer proximity.[/details]
Got no feedback for the Seth and Viper matches. Sorry.
Thanks for everything, man! The jabbing is what I usually do when I’m blocking since its a 3F normal. Its pretty much my anti-focus attack. Focus attacks are a BIG problem for me, I have issues zoning around them and reacting to them in certain situations. I’m honestly convinced I’d be a stronger player if the stupid shit didn’t exist.
I’m gonna take your info and advice and apply it the next time I play.
for focus attacks -
on jump ins you can use dj mp , the double hit has alot of applications and combos very reliably once grounded into more mp stuff.
on dash ins or similar ranges you have a few choices if you need a canned response: crlp>lktatsu, good ol twitch reaction crlp>crlp, or cl hk…if you know they are gonna release it and not just fish try to remember crlp>mid or lo kongo giving you what about 4 frames of reaction to any focus attack
goukens bitch is hard knockdowns…and that hoe likes it dirty…
So when it comes time to lay that slut on her back with a nice lil sweep you need to think about a vortex orgy all across her hitbox
a good intro to hard knockdowns is set training dummy to jump, then go for sweep then whatever setups or variations option selects whatever you can think of to give you an extra something they didnt think you had versus their characters wakeups, anything goes and the more you know the better…from option selects empty jumps to kongo, overhead mp, dash in hk, alot of stuff works more than once a match other stuff is once a match maybe less. start with dj mk sweep or sweep to demon flips…if you can combo from dj mk> sweep with the dummy on jump then youre on the right track and go from there.
Removed. My mistake.
A couple “L’s” vs Seth, what could I have done differently?>
http://youtu.be/MfQBHCMiwbg
http://youtu.be/CzwGN-ykidg
http://youtu.be/gfd2kBwBwvg
See anything I could do better vs Juri>??
In both matches, different meter management would have served you a little better. Instead of EX hado during the neutral game, maybe bait or set up for EX Tatsu.
Seth-
FNEX RobG is a really good player, but he goes on auto-pilot a lot with the button presses. You lost one of the matches b/c you dropped a combo vs him.
It seems he was waiting for you to EX Flip on wake up, so maybe back dashing on wake up to see if he would try to OS you or something.
Whenever you did get a chance to pressure him on his wake, something good almost always happened, I think EVERY Seth Player feels iffy once they are put in a defensive position and can get nervous b/c one mistake is all it takes to turn the tide vs. Seth.
Seths lack of foot speed really takes away from his footsie game so he has to hop forward and rely on frame advantage from landed attacks to allow him to move forward. From full screen you almost always want to throw angled fireballs to discourage him from wall jumping and then you can G-Flip his sonic boom when he’s predictable.
Juri-
Juri is very good vs. Gouken imo. Her speed and ability to throw/store fireballs can be tough to counter at times. She has horrible wake up without EX and when she does have EX you can bet they will random EX Pinwheel you (it sucks b/c it is crazy active even if the initial frame whiff on her wake up, you still manage to get hit and bounced across the screen if you are not safe jumping her jump in.
Aside from saving more meter to EX Tatsu or EX Kongo her for pressing buttons… baiting her EX Pinwheel reversal is very key in this match. Those that try to rush you down, will mash that every chance they get almost… . sorta like Guy Players that get EX meter and they always Ex Tatsu b/c it’s a get out of jail free card in most cases.
Very much what my friend here said buddy and more AA with ex tatsu
Vs. Seth:
Too much button pressing and wakeup reversals. I see you do this a lot in your older videos too, except this time, this Seth isn’t letting you get away with it. I would also go for EX Tatsu reversals instead of EX flip now that we have USF4’s buff. Buffer, but don’t immediately do it. If their actions prior to you getting up- not only look but make you feel he’s going to try something, hit the kick buttons. This requires you to put more focus on reading into your opponent’s patterns and behaviours, which is what you should already be doing. Maybe it’s just because I’m being a spectator, but when I put myself in your position during your videos, and those times he jumped back and dashed back made me respond with doing nothing, but you did anyway. He got you on the flip two times.
I liked that you didn’t do your jump back > gflip shenanigans though, because that probably wouldn’t have worked on that guy.
Oh also, if you are getting Juris to rely heavily on EX pinwheels, of course you could punish it on block, but you could optionally just mash a parry if they’re keeping you in blockstun with the tip of their feet. I don’t know if you noticed, but sometimes if you block some, the legs can hit you when they come swinging back around on the 2nd or 3rd rep. If that can happen, that means you could also parry it since a non-reversal doesn’t break armor.