about the rekkas. i noticed most of them are fierce for his first one. as nosone noted earlier, fierce rekka causes way more hitstun, and thus is way easier for confirming.
i had a theory about this too. and watching the vids kinda confirmed what i thought. if you use fierce for your “random” rekkas, you arent going to be punnished too often for a single swipe, as long as you dont abuse it. it happens too fast for most players to react to, given that your spacing is good enough for you not to be jabbed while you recover.
secondly, the LP rekka is easier to confirm after a normal, even tho with practice you can confirm in “random” situations as well. for whatever reason, even if it dosent combo like from a jab or counterhit cr.mp, its easier to react to after you stick out a normal first
I should probably learn that. I never got around to working it into my game.
Like I said, a lot of the combo issues were because of lag. I normally know what to do. I also hadn’t played for almost a month when we went at it so I was a bit rusty, but yeah. Crouching light combos into rekka are really hit or miss, honestly. If they hit they hit, if they don’t they don’t. I usually don’t worry about it too much.
For j.HK into cr.MP x2, going for fierce into rekkas right away is really risky, I definitely can’t hit confirm a j.HK online, so if I go straight for cl.HP rekkas and it’s blocked, that’s my ass. cr.MP gives you enough time to hit confirm and if it’s blocked, you have frames to go for whatever. Overall, it’s just more versatile. But in that situation I definitely should have went for the cr.lp rekkas followup. Like I said to nyo, I never do that though, I need to work it in.
Well assuming all of the dropped combos were lag related, and if we say the first 3 sets were you shaking off rust, there’s not much else to mention. You played it well and were careful enough to even bait some TUs. One thing I saw, but it could’ve been a fluke, was your attempt at a cl.MP xx HK CW combo on Sagat when he was recovering from Tiger Upper. You have to use Tenshin to reset his hitbox in order for that to work.
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Yikes to Raylong vs. Mike Ross :sad: No one plays quite like Mike; tough to practice against that.
i won’t reveal the score , but one thing all of you already know is that if nothing else his execution is always robotic no matter what .
edit: on an unrelated note…do you guys think that capcom may even consider cancelling the buffs they intended to give Fei long if Mago wins Godsgarden ? i mean it’s not an entirely far fetched assumption .
I don’t think so, Mago’s on another planet when it comes to execution. He only used Ultra once in what 17 matches? (and how sweet it was), that alone show’s you the skills the man has, I don’t think there’s anyone else in the cast that could get away with that.
st-mp into CW is beastly though. The buffs I’d imagine are so that tournaments will have a bit of spice to them, instead of it being whittled down to a handful of the same olds. Remember, we’ve not seen what other characters will be getting what yet either.
Snootch (just cutting off O’s here), you rely way too heavily on the CW 50-50 for damage. The Ryu fight shouldn’t be as chaotic and unplanned as your fight with him made it seem. You should have aimed less to do damage via interception and more to trap Ryu at the corner with Rekkas. That win would’ve been sealed if you just slowed your pace down when you got him there and just zoned him with Rekkas; Ryu really has no way out other than an escape Tatsu.
Just a note on your own defense as well; you rarely FADC out of pressure. You kinda just throw the Flame Kick out there. It worked for these fights, BUT that’s overall not a sign of high level play if A) you do it a lot, and B) your opponents aren’t punishing you for it (since you did do them from mid-screen, they should’ve been easy to counter-hit). I guess you could argue that since they didn’t punish you for it, it was alright to keep doing it, but really you can’t safely guess that all the time. If you defensively FADC’d some Flame Kicks, you might be able to haphazardly combo into a CW juggle or an Ultra juggle as well.
I felt that both matches were just a test of luck. If your opponent wasn’t blocking, you would win the 50-50. If your opponent wasn’t tight with his jump-in block strings, you would get a free DP. Relying on it only makes it tougher and forces losses against people half the time (like that Ryu), which shouldn’t be losses at all.
I know exactly what you mean. I mostly put them out there for the highlights on the Info. The way you are telling me to play makes it sound like I should play to win, which is fine. I play for the fun. If I wanted to win, I’d have a stronger ground game and I’d back dash FAC more to bait him. I understand what you mean with the Fire kicks, but I feel the risk is worth it. Thanks for the advice though, bro.
Yea, Inthul fancies it as a mid-range zoning tool for the Fei-Long fight in specific. I’ve used it with some success as well. It’s whiff punishable, but difficult as the recovery is only 15 frames (4-frames longer than Ken’s step-kick); you need to have that Rekka prepared. As a meaty, it’ll stop wake-up CW cold and keeps you at a comfortable range, away from most follow-ups (on top of being not punishable by Fei on block).
The second kick makes it deceptive; you have to wait that one out if you want to whiff punish, but if you wait too long, you lose your chance. I believe the recovery begins while Fei’s leg is still sticking out. That makes it tough to tell when to start doing the Rekkas.
st.HK or f.HK? st.HK is a beastly anti-air for catching jumps early–can’t go wrong with that. And whats wrong with backdash?
Forward + HK in the Fei matchup can get you blown up by focus attacks. Even in the best case-scenario you’ll trade with the opponent’s FA and still be crumpled.
The best-case scenario would be a focus-break with counter-hit; the speed of the strikes is like committing to a 2-hit LP Rekka, with no pause. But I agree, it’s not a godly move at all. Spacing must be right to get both hits to connect for Focus breaking. It’s still a decent move as a meaty and for zoning in general though. Just don’t spam it or use it rhythmically when facing a focus-happy Fei.
Whoops. I mean fw.hk. just been playing around with it to see how well it can beat backdashes. basically just playing around with that you can do with it.
Well in thinking about it… f+HK can do a few things for you:
It’s two hits obviously so it can potentially beat focus attacks if you throw it early. Obviously if they have level 2, you’re fucked, but you can just reaction HK CW a level 2 focus so I imagine it’s more of a way to preemptively stop focus without committing to chicken.
On wake up, if you do it meaty I imagine vs CW the first hit misses but the second hits, same vs backdash, so it may be a way of covering 2 bases there, forcing opponent fei to block or flame kick.
So I guess, I can see some validity there, I just wish the two hits had equal range. I might work it in, in the future.