Let me start by saying this is by no means my best game, and is actually pretty close to one of my worst. I certainly did not deserve to win this based on my performance alone - if my opponent was a better player i would have been face rolled. That being said, you dont need to comment on the dropped combo’s, failing to cancel into neckbreaker after TC4 multiple times, and 2x random ultras (one was on reaction to what i thought was going to be a flame fireball and ended up being his teleport - gosh that start up is deceiving!!! ).
The reason i am uploading this is because in the first round, i had no idea what to do against this guy. He was just jumping and spamming fireballs, which combined with my noobiness did a good job of zoning me. My 2nd round wasnt much better. By the 3rd round i had a better go of it, but was still dropping important combo’s
I put my errors down to being the first game of the day. I think in future i will spend 10-15mins in training mode before going online just to get a feel for the game.
So yes, basically any comments on strategy, different options i could have done, etc etc would be appreciated. I know this will be hard as i screwed up 90% of it lol but yeah, any feedback is always appreciated.
Your vortex timing needs work, you landed a kunai on wake-up that you didn’t combo into. You play as if you’re frightened of Akuma, you spent the majority of the screen at max distance, a range in which you are never a threat with anything. Don’t give up that free space to him, be willing to fight him and start your offensive pressure on your OWN terms. You did a focus to beat his red fireball. Instead simply jump over it to gain some ground against him, or slide through it, or be fancy and do an overhead, but don’t just block or focus it. His air fireballs can easily be beaten, especially his fierce one, by dashing or sliding past it. It’s difficult to get used to the concept of Akuma’s zoning game, since his unique air fireball comes at you in angles that you normally don’t have to deal with, but they’re easy to get past once you treat them as simply fireballs. On wake-up, Akumas tend to go for the teleport, be prepared for this and get ready to neckbreaker, or dash, or command dash to get in their face. Akuma’s red fireball is a terrible zoning tool, and if you’re going to punish it with EX neckbreaker, do it on reaction to the actual fireball that comes out, and not in reaction to his charging red aura stance thingy. It has a long starting animation and a good deal of recovery, at mid-range, its easy to punish.
You need to stop constantly jumping in throwing kunai’s, that is not a good way to get in, in general. Good opponents would focus it, or shoryuken it if they see you do that all the time. I would only use these in case where someone can’t deal with it, but it’s not necessary.
Thank you, this is good feedback. Half the time i threw kunai because i needed that slightly longer time in the air to get over a fireball, and other times it was an attempt to get closer and maybe cause him to block, take some damage or just second guess himself. Like i said, my opponent wasn’t good so it worked to some extent but it isnt something i want to rely on. What other method could i have used to get in? I considered focus dashing forwards but didnt want to attempt it too close. EX neckbreaker is normally my go to ability against spammers like that, but what is generally the next best option when you dont have meter or dont want to use it?
TC4 pushes them away, limits the kind of mix-ups you can. Whereas with cr.jab, you can go for another combo that ends in a knockdown, go for the tick throw, frame traps, stutter your jabs to catch their crouch-techs, apply tsumuji kick pressure, go for a dash up, command dash, etc.
I don’t agree with it, but some people do it. I just look for whether or not the kunai hits, and that determines what I start my combo with afterwards. I favor st.strong, st.strong, st.forward xx neckbreaker. I just love doing that combo.
I’m talking about the Unblockable too. Try it, as Ryu mash cr.Strong on wake-up (what would normally happen if they mistime their DP), and try to TC4. It won’t work.
I was doing the cr.lp because BnB combo because i still screw the timing of it up. I can sit in training mode and do it endlessly with minimal mistakes, but using it in a match i still drop it which is frustrating, so normally when there’s the opportunity to do it i will keep doing it until i have that consistant in online games.
This st.strong, st.strong, st.forward xx neckbreaker might need to be something i look into, is there a video somewhere so i can seee what it looks like ?
It’s her best punish combo, but depending on the spacing, you might only be able to do a st.strong, st.forward, or just a regular st.forward or cr.mp into neckbreaker. The mp and mk need to be linked, but it’s a fairly easy combo, be sure to plink if you can to make it more consistent in a match.
I’m sure Izuna did it somewhere in his 40 minute guide.