London Thread 2012

Yo I still need to give you those DC games.

Uploading 14 videos right now from this week and the batch I missed 2 weeks ago. This will take several days to finish.

It (AE) has begun (friggin finally)…

Martin vs Ryan
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Martin vs Ben
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PS. thx Ryan for the GDLK vids

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Phase I advice:

Joe
-when Ryu jumps, c. fierce. If he jumps from the tip of his j. rh, then adjust your positioning to be within c. fierce/SRK range.
-don’t jump in on Ryu unless you got a demon flip/Hurricane setup that will make his SRK’s whiff.
-if you’re gonna jump back/up fireball, at least do it with jab Fireball, which is angled down, so Ryu can’t just walk up and sweep you so easily. But my advice is to minimize the air fireballs and play him on the ground.
-learn some hardknock down demon flip/crossup setups off his sweep or b&b’s. For example, after his fierce SRK FADC fierce Red fireball, you can do a rh Demonflip divekick and it will beat his jab SRK and make his strong/fierce SRK’s whiff.
-you look lost at footsies range… Remember that Akuma has an amazing sweep and a great c. forward. You need to grow some balls and stand toe to toe with Martin cause right now you are playing scared and you are giving him control of the match (and he’s driving you in the corner in the process like Ryan mentioned)
-if you challenge him at footsie range, you will force him to jump which can lead to a punish for some damage and maybe even a mixup opportunity for some more damage, which leads to another mixup because you’re using Akuma…also, if you challenge him at footsie range, then you take his mind off anti-airs, which minimizes your chance of getting AA’ed when you finally think you have a good read and wanna jump in
-like Ryan said, be more patient and just block fireballs if you have to. Patience is really big in this game and pretty much any SF ever made. Don’t think of blocking and taking chip damage as losing in this matchup (although in certain matchups, chip is crucial to the overall match dynamic), instead, take comfort in the fact that you’re not getting mixed up in some 50/50 BS and that the game during this point in time is predictable (facing Ryu is more comforting than facing say Abel or Seth because Ryu’s playstyle is predictable and has been around since the 90’s)… Also, remember that while you may be taking chip, one correct jumpin or sweep knockdown on your part leads to a LOT more damage than the chip you took. Think long term and FEEL UR OPPONENT OUT! SF is a lot like the UFC. When two good opponents are fighting each other, the first round or two or hell even the majority of the fight is very slow because they both respect each other and they don’t wanna rush in and risk getting KO’ed. Again, I know you’re a smart guy, and this is obvious advice, but SF != Marvel. Slow it down and take your time and don’t jump.

I took some quick notes on Joe vs Martin as well (these are for Joe):
game 1
-be more active with pokes (s.lk or cr.mk to keep him honest, he is walking/jumping forward with no fear of getting hit because you aren’t trying to hit him)
-wakeup/reversal dp should be medium or EX (most invincibility)
-if you want to hit him out of focus use tatsu, it won’t get punished if he lets it go and it will catch his backdash if he doesnt.

game 2
-work on vortex timing/spacing (palm is only used to whiff since it isn’t overhead anymore)
-know your anti-airs (s.lk, c.hp, srk, kara demon)
-more patience dealing with fireballs; just because he is throwing fireballs doesn’t mean you have to find a way over them right away. throw some back or block while you come up with a plan or get a better read on his patterns. He’s not going to X-factor and kill you because you got complacent and failed to block a jump-in.

game 3
-too much teleport but he wasn’t really punishing

game 4
-always OS some kind of cancel after c.MK (use fireball normally). You eat focus attacks less this way.
-work with pokes more to get your spacing (more cr.mk); you seem to be jumping or demon flipping in with no regard to how you are spaced from him, but you won’t play footsies on the ground

game 5
-combo execution was the main issue (other than stuff already mentioned)

game 6

game 7
-better with the pokes; still not perfect but a lot better since game 1

game 8
-after tatsu in a combo just mash the dp - you’ll get it every time.

game 9
-more pokes again, he walked you to the corner for free in round 1
-told you; too much teleport

game 10
-anti-airs :confused:
-need some kind of OS after demon palm whiff in your vortex. You should never be getting thrown out of a palm whiff.

Dat quality!

And Mihai, im pretty sure you gave me the games already. I got 3s, Alpha 3, and CvS2.

Nice stuff Ryan. Btw, what was the score between Joe and Martin? Are there any other matchups I’m missing on the chart?

Jeff, you also have MVC2 and ST?

These matches are sloppy guys…let’s kick it into second gear. Joe, i have some safe jumps and other various setups to show you. You can teleport a lot but mix it up, sometimes wait for his safe jump and mash it like the uppercut when he starts his block string. Don’t mash uppercut after lk tatsu, you have better setups most of the time. You should use higher damage combos when you have meter. Also, if you want to hit him out of a focus don’t do tatsu. Remember you are using u1 and every normal akuma has is bufferable into it. You can fish for his fa’s by doing c.jab+rh, c.jab, back, short, fierce quickly. This will be an easier conversation in person lol.

Martin, you suck bud.

Ryan/Ben let’s move it out here guys Martin is making you look bad.

I’ll show up on Thursday, to challenge everyone to one of these ft10’s or whatever they are.

Yo guys guess where I was on Sunday. Friggin Tokyo at Game Spot Versus and Game Safari. Also got my battle points card for M. Bison/Vega Japan. Dudes the comp here is disgusting. They were filming their weekly ran bats this week for KOF98. Saw some good looking chick beasting in 98.

Actually EX dp is the most damaging option after lk.tatsu in a combo now (lp.dp FADC red fireball got nerfed and does the same damage as EX dp for more meter now after combo scaling), but on characters he can sweep after tatsu I agree do that instead. I completely forgot about buffering demon off a normal to punish focus while writing those notes and that’s absolutely right, but you don’t always have ultra either. Come to think of it though I don’t know if Akuma’s hk.tatsu is even fast enough to catch a backdash; might need to just pull them in with EX tatsu. Either way my point was that you shouldn’t be throwing out a raw sweep against a focus (even though I have a terrible habit of doing this myself).

Whatever I don’t even play this game #scumbagfgplayer

I’ve already said it to him, but I find Martin plays really random. Maybe he doesn’t, but I absolutely cannot comprehend most of his decisions and I’m usually pretty good at analyzing a player’s decisions, but even re-watching the matches I’m left asking “…what?” a lot. He will probably continue to make me look bad for the foreseeable future, especially with my focus on Marvel.

No excuses and all that, but my execution was also horribly off that day (it certainly wasn’t the only issue or even the main issue, but it still matters).


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Now about commenting on the vids, I’m gonna be real here…

Theory fighter is great and all, but SF and fighting games in general are not rocket science, and so we should make things real simple and realistic.

Joe:
-you don’t tick throw enuf
-you jump too much
-you don’t know how to fireball zone (red fireball any1?)
-you don’t anti-air well
-your execution is weak
-your footsies are crap (you don’t use sweep or c. forward xx fireball enuf)

Look at this list. This list contains the reasons why pretty much everyone loses. Ppl don’t lose cause they don’t know some bullshit option select or cause they don’t know some YouTube setup or cause they didn’t maximize damage on their combo.

Ppl lose cause they can’t read their opponent, cause their opponent can read them, and cause they lack fundamentals (the above list). You have little experience and your fundamentals are whack. Of course you’re gonna lose. But you prolly already know this cause you don’t play the game much. However, I have faith that you can improve greatly if you care enough about the game but honestly, I don’t expect Marvel players to care about SF just like I don’t expect Corry to play Marvel anytime this decade.

Next time you play Martin, throw more fireballs, sweep more, c. forward xx fireball to push him out, c. fierce more when he jumps in, tick throw more, don’t jump, and nail your b&b. These simple things will make u 10x better than you are now.

I do get better every time I play games, but I figure I’ll spend time on SCV or SFxT if I do learn a second game though. Might still be a able to beat Martin though! I’ll definitely tick throw and anti-air his ass though.

That set was me mostly testing demon flip palm whiffs to bait his reversal DP. Worked a few times, once really well off a forward throw.
I find throwing out sweep gets focused a lot, I guess that happens when I do it too much (ultra or DP valid options?)
I’m guessing c.forward xx fireball hits, and not a whiffed c.forward? I tried the FADC afterwards a couple times, just gotta get timing tighter.
What’s the deal with c.mp as a footsie tool? I use it my strings a little, get a counter-hit into sweep sometimes.
My only legit mixups are off tatsu->sweep combo, nothing off raw-sweep or counterhit. Everything else is just a mirage.

Only answered the stuff I know.

Don’t do this…

His sweep is good at punishing whiffs and it’s good for just poking with it since it’s hard for Ryu to punish at max range unless he’s got super. If Martin likes to focus a lot, then let him. React and punish or just do nothing and learn his patterns.

You need to make him respect your space by c. forward xx Hadoken all day. This is the #1 thing you’re not doing that’s killing you. You are weak at this range and so you try to jump around. Just stand your ground, and push him out. Stop doing far rh, it accomplishes nothing, especially since it’s been nerfed and has more recovery on block.

It’s not a footsie tool, footsies generally happens at max poke range. It’s the range where you’re both walking back and forth, trying to get one another to whiff something to punish and hopefully get a knockdown. I don’t really use c. strong much, but you are right, it is used to get counter hits. Counter hit c. strong combos into far s. rh, and then u know the drill. c. jab/c. short xx short Hurricane into whatever. C. strong can also be used to tick throw. After a c. strong, you can do c. forward xx EX Fireball let’s say and it has a chance to get a counter hit because c. strong has frame advantage. How you use it is up to you. Personally, I don’t really use it much if at all, but that’s just my style, you develop your own.

What mixups you use or even if you choose to mixup is up to you. If you have the game, set the dummy to record and practice doing demon flips or crossups or what not after a knockdown and try to counter it. Test stuff out.

Finally, the best advice I can give you is to watch Corry play Martin with his Akuma, and then emulate what you think is good. It’s the best way to learn…cause the fundamentals I speak of are hard to grasp just through text. You need to see someone who can play footsies and zone actually do them.

Ryan, akuma is not always looking for the highest damage(he’s better mostly as a setup character). Even against characters you can’t sweep it’s almost always better to go for a setup afterwards. You can easily do a s.fierce/c.mp/c.jab after tatsu into demon flip/tatsu/dart kick and mix up multiple options. Even jab srk puts you in a better position for another setup. I only use ex srk to hopefully kill my opponent or put them very close to death. Otherwise it’s straight up a waste of valuable meter that could be used elsewhere.

Mihai’s advice is always the best, always fundamentals which will make you better at everything.

All of the videos are up now. A couple AE sets didn’t get posted (I think both were Martin’s sets) because there was no break in the video between the two sets and I didn’t feel like manually splitting it.

Well last night I found out something unusual (and retro so it will get Chris’ attention):

Smoke 'N Bones (restaurant at the Radisson Hotel on Wellingtion and Southdale) has a Vampire Saviour 3 machine. HAPP sticks/buttons from what I could see and the CRT seemed a bit faded…but still. Not a place that I would have expected to see it.

I gotta drive sister into London for Dance and gotta kill bout 4 hours since I dont wanna drive back and forth to other side of London twice.

I’ve talked to Joe and Alvin (one saying no one saying maybe) and if anyone wants to play stuff let me no. Basically from 530-930