Everyone gets nervous, I want to join a tournament oneday to see how good I really am. I know I’m good but I wanna test how good, and everyone gets nervous fighting Daigo.
Liquid why do you empty ducking to close distance so much?
cuz i am an idiot and like to give my opponents free damage.
Thats what I said dude. EX MGB directly into Ultra 2 gets the most hits. MK Ducking straight doesn’t hit. And LK Ducking straight causes the Ultra to hit for hardly any damage.
Vs Bison I always do EX MGB > Ultra 2 straight
was there a reason why you picked u2 over u1 vs bison? solid play regardless!
u2 for anti air reasons
oh sorry misunderstood what u typed, yea ill store it into my memory bank =p
If you want push backs you can do 1 meter EX MGB combo into ducking straight into LP MGB. Spending 3 bars of meter is a waste…
/
If I am playing on a TV which is laggy, as all of the Sony’s being used at SVB were, I will always do EX MGB > Ultra 2 for guaranteed damage rather than risk dropping the Ducking Straight and getting none. landing MK Ducking Straight after EX MGB is fucking hard!
Over the last 2 weeks I have changed my plinking from 2 buttons to using all 3 buttons on recommendation from Zak Bennett who is one of the best players in the UK. this transition has really fucked with my inputs. I’ll often get cr.LP cr.LP st.LK by 3 button plinking the st.RH way too early. Same with the f+MK > st.HK link
In terms of my general gameplay, I know my AA is terrible. I get stuck in the mode of just blocking rather than correctly anti-airing and that invites pressure onto me.
It is generally a nerves thing. That’s why I also end up punishing with 2 x jab > st.HK. Lack of certainty that I will actually hit my punish correctly.
I am absolutely worried about attempting difficult combos on some of the set ups we have to use over here.
I’ve only been playing for a year and to be honest, some of the things I should be doing which I know I should be doing are not hard wired into my reflexes. Anti airing, baiting shit for punishes etc.
As I said previously, I’d slap my grandmother to have Liquid’s execution skills!
I tested EX MGB > U2… and it doesn’t do more damage then what I attempted … EX MGB, DUCK UPPER FADC, DUCK STR8, ULTRA 2. It would of killed him.
I should hope it doesn’t do more damage, you’re burning meter like a raging pyromaniac to land that combo!
If you had landed the Ultra 2 he’d have been in the corner with no life left and you have 2 meter to work with too. Of course if you had landed your full combo and killed him off that would have been sick!
Random EX MGB is a terrible habit to have in my opinion. I would only do full-screen EX MGB to punish something far away or catch a focus or a fireball in startup. EX MGB loses to anything they throw out there, including fireballs and mash jab.
Consistency in combos is all about practice, confidence, and having a very distinct motion for the combo. For example, I hold back when I do the s.hk and try to exaggerate the EX MGB. That helps ensure I get it.
I can definitely relate to plinking getting in the way of combo execution at the beginning. Honestly I don’t plink cr.lp, s.hk because the plink timing feels really weird to me.
I don’t think hit-confirming into a punish is always a bad thing depending on the situation. For example when you punish Guy’s slide or Rose’s drill sometimes you’re not always sure if it’s safe or not.
If Seth misses his combos and you block his legs attack, you get free really easy s.hk xx EX MGB. Or just raw ultra.
On wakeup vs Seth block low. Just chill. Seth can punish people a lot harder for trying to get out of his mixups than punish people for blocking. He has to do an overhead stomp which does only 50 damage and can’t be combo’d off of or he has to do a command throw that does 150 damage, 170 if you EX. For comparison you can get hit by 4 SPDs and then even it up with one neutral jump -> j.hp -> s.hk xx EX MGB. Edit: Actually watching the final rounds you adapted to this pretty well.
Be careful about safe-jumping Seth. He can EX SPD most safe jumps for free.
3:39 wtf man? Throw? If you’re concerned about scaling just do a meter-free combo. You get meter for the combo and still would have done 35% of the full damage of the combo. That’s like around 100 damage difference between a raw throw and the meterless combo.
Also on a less practical scale the combo help keeps up the momentum on your end.
Was it random? I thought EX MGB can punish Bison whiffing Devil Reverse for meter.
You’re doing MK duck upper right?
What version of duck are you doing for the straight?
It wasnt random ex mgb, you can punish bisons devil reverse with ex mgb before he lands.
I did both light kick duck
Does ex MGB > MK Ducking Upper FADC > Ducking Straight work on everyone? the duck straight keeps whiffing on Ken regardless of whether I use LK or MK Duck
OH WAIT! Do you have to FADC on the first hit of the Ducking Uppercut, not the second?
Edit: AHHHH YES! That works.
Liquid, go into training mode and do:
st.HK xx EX MGB > Ultra 2
Then do
st.HK xx EX MGB > Ducking Upper > FADC > Ducking Straight > Ultra 2
Tell me what damage you get for both, cos i get more damage from the first one. 426 for your 3 meter combo. 428 for my 1 meter combo
Yeah sorry I wasn’t talking about you. I know that works. Punishes Honda headbutts too.
It usually works on everyone, but for somereason harder on certain people.
EX MGB Punishes blocked headbutts?