I get most of my match up experience from online, but have meet ups at my place to sharpen the edges. I don’t play ranked, and haven’t since original AE (tail end of Super). I find it a pointless stress filled scenario. Getting scrubbed out and losing 100PP to a random is dumb to me. I made it up to about 3500PP and it was just a pointless grind after that. I gave my points away on practising Sagat.
With online now, all I do is 2 things. Small 3 man rooms with LONG sets with good quality players, or 1 on 1 games for specific match up experience. 1 or 2 random Ranked games against a match up you struggle with is the worst thing you can do IMO, it’ll just fry your brain. What I used to do is take the guy’s tag down, send a friendly message for a long set then work out my weaknesses. Believe me when you’ve been beat 10 games in a row from a beast Sagat (or whoever), YOU WILL start to recognise what your doing wrong and fix it yourself. Different things will click at certain points.
If I was you I’d just find a Balrog and tell him straight up you struggle a little with the match. I find 75% of players are actually decent with 25% being total tards that will never get better. Rarely you’ll meet a high quality player who’s a troll.
I’ll put some Guile advice on later for you Z bones.
I’ve got some matches against a top Akuma in my area, I might stick them up as well when I’m back home.
Your goal is to get guile to the corner and in the process negate his pressure, here are a few things to keep in mind:
block sonic-booms and threaten guile with focussing but be careful on the timing. Test him with level 1 and level 2 focus.
keep a 4 cube distance (training mode stage): check this vid on air’s tutorial and you’ll get the idea.
[media=youtube]tcMVI-7cn04[/media]
(scroll to time 46m25s)
jump mp usually beat a lot of guiles AA options but don’t telegraph it; bait a boom or normal.
Letting guile out of the corner can cost you the match. On the other hand if the Guile is aggressive put him to place cause your bruce f’in lee:nunchuck:
Really sorry newbie here
What is fei’s hit confirm bnb if they are crouching? Because close standing jab whiffs, and far hits, but then cr.jab is out of range
I think we should get started on making a new matchup thread. This forum compared to others is blank on certain stuff and worse, is spread across the forum. smh
Do you guys have any go-to frametraps? I’ve mostly been using cr.lk, cl.hp xx lk cw. I would use medium kick chicken wing since it does combo on counter hit but on block it seems to be iffy about randomly crossing up crouch blockers. I don’t really like cl.mp cause to me a frametrap has to have the threat of a tick throw and the pushback seems too much for a tick throw.
That fame trap is pretty risky depending on the matchup. lk.CW can be thrown/3 frame DP’d/SPD’d on block. My go to frame traps are
cr.lk x2 > cr.mp (great b/c on CH you can follow up with lp rekkas)
cr.lk > st.cl.mp (super easy to hit confirm into cr.lp>rekkas, or sweep)
cr.lk > st.cl.hp > lp. rekka (should only be used on certain matchups as the rekka can not be hit confirmed and will leave you at a disadvantage or flame kick if I have the meter to fadc)
safe jump hp > cr.lk. > st.lp > cr.mp (CH rekkas)
safe jump hp > cr.lk x2 > sweep
cr.lk > cr.lp > overhead > DP (hahhaha soooo unsafe with no metter but you’d be suprised how much this hits
cr.lk > small step forward > cl.st.mp
Sendmaster did a huge list of frame traps and the amount of frames inbetween and everything, give that a look.
Best part about all of these setups is that with the cr.lk on a safe jump, cr.lk x2 and sometimes x3 (matchup specific) will leave you close enough for an EX-Tenshin once they know that they can’t hit buttons.
hello guys, i have a noob question… iv’e read a lot of frame links but unfortunately couldn’t understand them… i’ve read a combo that says " cr. LP chain into st. lp link ( 4 frame link) into cr. lp cancel into rekkas". What does the 4 frame link mean? is it a timing? does the higher the number the better or the lower?? and also wha’ts the best combination for rekkas?? 3 High rekka or mixes of Low,Med and High rekkas? Cuz i am having a hard time doing 3 continuous rekkas… LOL! noob here sorry
A way to think about the chain and link questions is this.
A chain is a series of attacks that can cancel into one another eg. Mashing on jab produces a series of hits that is independent of any timing and can’t be canceled.
A link is different because you are actually linking the hits together in a fluid/well timed motion. This is done by letting the animation of the previous attack end and then continuing to attack. eg. two crouch mp’s. If you don’t link them then it won’t combo leaving a gap in between which can be mash DP’d/interupted/blocked.
So that being said we can now look at the issues you’re having with the terminology of what you previously posted. The 4 frame link is the space between the st.lp and the cr.lp. There are four frames to link the cr.lp from the st.lp. A way you can be sure you’re doing this right is if you don’t link the st.lp into the cr.lp and try to cancel the cr.lp into rekkas… the rekkas won’t come out meaning the series of st and cr lp’s were chained not linked. Another way to think about this is… cr.lp>st.lp> very slight pause> cr.lp>>rekkas.
The more frames you have to link an attack, generally the better. The lower the number the more difficult the link. an example of this the HK CW > cl.HP link. That is a one frame link, meaning you have one frame (in a game that runs at 60 frames/second) to properly input the HP (at first it sounds hard, but there are ways to manipulate the inputs to make things easier which is another topic).
Now onto the rekka questions. Generally starting out you’ll have a much easier time doing lp rekkas because the time to input the second rekka is slightly larger and it is also safer on block when compared to MP/HP rekkas. All dependent on spacing I will try the properly spaced rekka first and then follow with a lp rekka then finish with HP. Online has made me this way because of dropped inputs and/or latency problems and again a blocked lp rekka is better than a blocked hp rekka due to the recovery. Try and play with it and see what works best for you.
Np man, glad I could help. And yes it is, I just posted a little tutorial I did about a year ago in the video thread. Give it a look, but remember try to get a hold on the chain/link stuff then step up to the input manipulation stuff.
Okay, I’m asking because if I did an overhead on Gief and it hits, then I’m +1. But then he can spd me after, so I’m wondering if backdash is just my best option.
BDs are invincible on start up so done correctly you won’t get SPD’d - +1 isn’t enough to save you from being SPD’d out of anything you throw since its 2f startup, the fastest normal is 3f and ties go to throws. Technically you best option if you somehow know he’s gonna SPD is jump straight up for a punish combo, but the ‘safest’ option is BD or flame kick FADC.
I read somewhere that jumps are four frame startup. Wouldn’t that mean he can still grab me before I jump? Also, flame kick is five frames. So, wouldn’t that be even worse?
Jumps do have 4 pre-jump frames, but they are throw invulnerable. You can hold up if you think / know they are going to SPD and punish on your way down. But if he did something different, like Lariat, you’d get hit.
Flame Kick is 5 frames start up, but those 5 frames are completely invulnerable to attacks of any kind, throws included.
I’m looking at the frame data on Eventhubs, and it says that first five frames are invincible, but then it says only at sixth frame is it unthrowable. Is it just wrong?