I recently rigged up a tripod for my S3 and have started recording my match archive. I’m gonna link my channel and I’d appreciate it if you guys gave me feedback on my matches. Losing like I did at Final Round angered me immensely and now I’m on a mission. The Soviet Union will rise again.
I dont know if I ever posted this. But I was watching some vids the other day, trying to get back into the mood. me vs. Infiltration winners quarters at DHS2012 : http://www.youtube.com/watch?v=T8Gv8_hVMwI#T=11m55s game 2(14:58), game 1(11:55) was a blowup
To clarify its the same input with normal spd, usually 1st and 2nd pre jump frames is canceled but the key is to cancel the 4th-6th prejump frame. So just delay the punch a bit, u will eventually get the timing
It’s an interesting take on the range of the SPD. Can you explain to me the mechanism, of why its the 4th to 6th pre-jump frames. As my current theory was to do with speed of rotation and holding forward to walk and give you the most range.
We could certainly devise a test for it. Thanks for sharing
I have been playing Geif for a while now. Trying to better my game a bit. Here are some matches i’ve saved if you guys could critique me a bit? Maybe get some online training with other geif players? Im pretty new to the forum. Thanks in advance guys.
My comments aren’t that useful as my match-up knowledge is lacking. Plus I’m not that good.
VS Seth:
Match-up Knowledge:
Should use cross up knees o/s HPGH or MPGH to track the teleport, instead of knees into AS
When seth did EX tandem engine to suck you in, Was the EX SPD an error, and you were going for AS?
Technique Error:
Lariat was not used effectively as Anti-air, instead you lucked out when Seth was grounded with the option to block. You also have problems timing anti-air lariat, going too early and more importantly not crouching. I wouldn’t recommend lariat to counter dive kicks, as many things can go wrong. I think anti-air jab is better and safer, not entirely sure though.
knees into throw, that whiffs as you did it too early. This could have been nerves though
Tactical Error:
Occasionally mix-up your defense and offense with back dash to bait out Seth’s SPD or if he’s on auto pilot with a hit confirm
Guaranteed punishment of the Super is not a mistake. However, gambling of the super I view as a mistake - especially in coming out of a blocked cr.mk where your at -5. You would certainly lose out if Seth went with any other option. Back dash, teleport, neutral jump, back jump, shoryuken, EX Shoryuken, SPD, EX SPD. At -5, Instant Ultra 2 is not possible, and you would lose to shoryuken and EX Shoryuken.
What you did well:
Anticipation of seth jumping out of the corner and nailing U2.
VS Evil Ryu:
Tactical Error:
You could have crouch anti-air lariat Ryu’s neutral jump
Being hit or blocking too many fireballs at a range where you could have neutral jumped or FA back dash or KKK lariat. It all adds up.
Technique Error:
Missed the combo into EXGH. You landed two cr.lp, and failed to link the far lk.
Failed to kara EXGH a few Ryu fireballs, when he was at kara range.
In round 2, failed to link the EXGH, after cr.lp x 3, far lk. Although that could have been an intentional bait, as E Ryu was 2 bar FADC U1 happy. Still it is better to land the EXCH and then prep for the FADC Ultra. Good thing he was out of range, and couldn’t FADC to reduce his risk.
EX RBG instead of Ultra 2. Execution timing issue. You thought he was going to neutral jump as demonstrated in Round 1. There are multiple problems with this. Ultra 2 only works if he neutral jumps or back jumps - both of which you can confirm without guessing. Basically spin the level and hold upforward, and wait for the jump. All other options from Evil Ryu beat out Ultra 2, shoryuken, EX shoryuken, Teleport, block. And possibly back dash. Can’t imagine Ultra 2 grabbing it here.
Edit: Come to think of it Ultra 2 could be used to beat out Shoryuken and EX Shoryuken, but you have to jump back and it has to be instant and a complete guess. Very tight execution. Perfect U2, down to the frame.
I appreciate the help, a lot of improvement to be made. My execution was just off in all 3 of these it seems. As much as I use/love U2, I find myself pulling away from it because of these errors. I might guess wrong and throw away a whole round or guess right and miss the execution on their jump back for a EXRBG. I just love a good read on the opponent when I can get them. I have to be more patient and work on better use of EXGH for fireballs, footsies too.
I thought about what you said, and its very positive that during the 5th and 6th frames, you get extended range, as per your conclusion. However, when you compare that with the great range of walking forward into LP SPD - A command whose up motions are entirely buffered during the frames of another move. Example, far st.mp, U, B, D, F + LP. I’m not entirely convinced. In that forward motion, Zangief never enters any pre-jump frames.
You’ll have to study and compare both scenarios, to explain the mechanic - unless they are both different mechanics! Think about it bro, and get back to me. If we’ve all been doing it the wrong way ever since, now is the time to change.