This thread went to utter shit in the last 20 posts or so.
rofl, you are bringing it back with that post though!
gj!
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vryu
No, not particularly.
My gamertag is public, go ahead and send me the invite whenever you’re online.
Ok, lets do this.
Can’t we just all get along?
and for some on topicness, some me being fail videos, but I hope to get on with improving that:
Me vs Hnefi: I have great times practicing against his Gen sadly the video is an older one and not of our far more interesting recent bouts
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Dutch2vs2 Tourney, got eliminated in the poules here with my teammate who plays Seth. While I did enjoy myself, particularly in the machomanmo clip my still getting used to using a stick was overtly apparent with failed ultras. Fortunately my opponents were kind enough to keep letting me backthrow them till I got it(well they were hardly that forthcoming and they no doubt were grinding their teeth everytime it got them)
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Be gentle^^
Naw really lay into me, I appreciate any and all criticisms
punish those jumpins with counter man, that gen didn’t respect your gouken at all, counter those jump ins a couple of times so he can start throwing out empties, its good to see that you started using cr. ferce to aa though. You tagged your opponents a couple of times with air fireballs try and follow up with a dashpalm. I can’t help but notice, that you didn’t use dashpalm till your fight with ryu, it isn’t safe on block, he can dp you every time. It’d be best to use dp when you have 2 meters stocked so you can cancel and dash back and punish. I suggest you learn some of goukens blockstrings, because it seems you only use 2 jabs and throw out another random normal. you jump back a lot I notice, try getting the habbit of neutral jumping HP, it’s a good ass air to air normal. I don’t think I saw you hard punch into any dash palms, gotta incorporate that bread n butter in there. I don’t think you should use ex demonflip so haphazardly, when you’re in the middle of a fireball war, buffer that shit when you know the other guy is inputing qcf so you can demonflip grab them, then you’ve got a knock down, you can bait a move go for a crossup(tick throw depending on the matchup) or somethin.
I recorded a video in the past couple days. It is a replay on PSN - I don’t have the patience to setup the camera etc for a live match. As such, it is not the greatest match in the world (kind of one-sided).
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I remember you using normals to end a palm against me. To keep the stun ticking over?
lol Did you really knew you could grab Sim when he was doing his Ultra? Or you just hoped for it to work?
That looked so awesome, I would never thought that could work, but is good to know now.
A player’s stun only goes down when they’re at a neutral state or attacking. Doing a sweep, palm, or tatsu is probably a better way to end an EX Palm combo.
:amazed:I knew u could do a standing grab through his ultra but df grab I liked that one ballsy for trying it and getting it to work.
Well, have a think about it. You Palm them, they’re miles away, they’re not under pressure and as long as they avoid hits they’re fine. You do the normal, they reset in front of you, and you can keep close up pressure.
Against Dhalsim, it’s the right thing to do.
That’s why I included the option to sweep in my previous post. If you do a different normal you push them to mid screen at least. If you do a heavy attack to reset them you’re both basically at neutral. You actually have a worse oki game than if you palm because after a palm you can at least demon flip on their wakeup.
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[]You jump back too much. If you get cornered by a good opponent that can be GG right there. If you want to create space say when they’re knocked down then jump back tatsu is good for that. But if they’re not knocked down they can just folllow you back and then you’re at square one again only closer to the corner.
[]Your tick throws are really predictable. Try to use some cr.lp’s and s.lk’s to mix up tech timing.
[]You rely too much on parry for AA. Only use parry for AA when you know they’re gonna do something or you can’t AA them otherwise.
[]You jump in too much and you try to do jump in short -> backthrow every time. Do things like cr.lp -> throw, s.mp/s.hp -> cr.mk frame trap, cr.hp/s.hp xx demon flip, etcetera. If you’re going to risk a jump-in then you have to have a mixup in mind that will reward the risk. A good opponent will tech the backthrow, especially so if you try to do it all the time.
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- Yes, I knew that demon flip throw beats out his ultra. There are other scenarios where it works - like gief wakeup lariat. Timing is tight - but it looks so unsafe that it baits a lot of wakeup ultras.
- Sometimes I use hard knock down sweep after ex-palm but I noticed that this Dhalsim sometimes teleports under pressure in which case the df sweep gets him for the hard knock down and almost a sure dizzy. The dash fierce reset is murder in the corner when followed by ambiguous df kick. I have been using ex-palm dash close hk in corner dash under as well.
- tatsu after ex-palm is sucky in terms of mind games - by far the worst option unless it will kill them or they are a character who you just dont pressure (e.g. gief).
The hard knock down after ex-palm is a good option, esp against chars like abel and balrog, but I have found the meaty demon flip kick to be unreliable against SRK wakeup. It beats some characters fp SRK and some other characters lp SRK (ryu lp SRK gets crushed), etc.
Dunno, don’t remember the circumstances. I usually mixup what I do at the end of an ex-palm depending on what kind of player I am playing against. Depending on spacing and which normal you use it is possible to setup a lot of different cross up demon flips (which are really confusing) if the guy is surprised by the reset. In any case, IMO it is important to keep in mind that Gouken does not have too many ‘safe’ or ‘best’ options so I tend to keep mixing things up until I get a feel for what the other guy is trying to do.
You kinda-sorta caught on to this, but mp fireballs shut Gen’s shit down HARD. He effectively has nothing but the j.mk crossup and the s.mk->hhs, but thanks to mp skadous he has a ridiculously hard time getting in because he can’t do anything in the air even with walldive, and s.mk puts him in range to get balled in the head. For that reason, there’s no reason to let him off the hook with DFs. Let him run into fireballs all day long, and you don’t even need to mix lp and mp up that much since he’s naturally going to want to jump.
The only decisions you need to make in this match are when to tech or counter if, for some reason, he made it past an MP fireball. Oh, and don’t dick around too much when he has super. He just takes so much damage trying to get in that you have a lot of slack in this matchup. It’s basically like the Rufus matchup, except unlike Rufus he doesn’t have any life, can’t do much to you anyway, and what he CAN do does shit damage.
First one against Blanka… man, it’s Blanka. Unplug his controller during the match and tell him to deal with that. Otherwise, jumping at pretty much any time he has a downcharge is a good way to eat upball, and jumping in in general is owned by elec.
Ryu:
Raw senku = no
Raw senku = NO
Raw senku on wakeup = HOLY NO
It’s OK for a gambit every now and again as an opener, but doing it twice like that is begging for an SRK. Also, once you have ultra, stop absorbing FBs. Ryu has too many ways to do damage as it is, so once you have ultra from it focusing avoidable FBs is just giving him a second chance to make that gray damage stick. Otherwise, i honestly have no idea what you were trying to do that match.
Yeah the Raw Senkus were a culmination of frustration(something I need to stop suffering from, cool heads win easier). Though I am better at it now, the Ryu matchup tends to be one of the tougher ones for me. That is whenever I find one that knows the character somewhat, so many online don’t know what they are doing with him and you just don’t learn anything against them-.-
Mind fucking is a slow process that happens during the coruse of a match. Knowing what ryu can and can not do and pressuring at the right time is what will make your gouken better.
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Many of you already know this but I think it’s worth posting:
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The demon flips (resets or not) in the left corner wont cross up (though it looks like they will) but in the right corner on the other hand, they always will.