@sighgasm
Just watched a few videos (embedded one, vs techno genesis, & vs ivanstrivan), but I’ve noticed a few things. Looks like you have developed the bad habit (I have it a little too) where you start a FA as soon as you see a jump in. Good players will either DP that or just start doing empty jumps into throws (or command throws…ewww). Work on using her anti-airs, cr. mk, st. mk, st. mp, and her fukiage, which is actually good in this game as an anti-air rather than just as a combo extender.
Also, try not using so many raw hayates. Any decent player knows how to punish them on block and eating a full combo after using cr. lk into lp hayate (-8 on block!) post hayate hit is never fun (although you should go for it if you are 100% sure they’ll hold back). You’re certainly familiar with some setups, I enjoyed that meaty st. mp into u1. Also, I gotta say, lawl at simultaneous wall dive ultras in the vega vid
You probably rely on oroshi and meaties in general a little too much, as I can’t remember seeing any safe jumps, but hey, it worked out for you against those players.
Other than that, I can’t really say much about your footsies or mix-up game since you’ve won all the matches I watched fairly convincingly. Mak’s mix-ups work really well on players who aren’t aware of her options and there wasn’t much ground game in either match, which surprised me a bit in the cody and claw vids. Online claw is sooo different from a good, ground based claw.
very well said. and you absolutely right one of my weakest points is focusing way to much.
I do know and use a lot of safe jump setups and use them frequently.
absolutely right on the raw hayate as well although these videos are a misrepresentation of the frequency I use that though. use against unfamilar opponents is warranted.
perfect feedback. Thanks!
also u2 beats all of claws walldives clean! as well as gens foot foot dives!
Maybe you put too much 3s in SSF4 Makoto Playing 3s helps me a lot understanding koto but,you know,in the CPS3 engine our girl was a way better than her 4 counterpart. In 3s is simple doing meter with some whiffed normals,in ssf4 is different,Makoto need meter for doing the deadliest combos so save some meter and don’t waste it doing those EX Hayate instead using our footsies tools,just an advice. Meaties: be careful with,the reversal window is too wide here,get a shoryu is simple. Your opponent will begin to do so if you don’t bait some wake up pressure. I’m an aggressive Makoto too,since I’ve seen Mimora in action
A lot of your bad habits came out in your match vs amine. The commentators mentioned them a bit too.
You rely on yamase (fwd HP) a bit too heavily, especially after air to air resets and in footsies. Yamase can be interrupted with a FA or DPed out of in a lot of cases. Also full screen ex hayate, it seems you aren’t used to playing people who know they can punish it. Amine just went for the easy DP, but it still hurts like hell!
Amine also caught onto your tendency to end block strings in oroshi and he started mashing DP. This cost you so much pressure and you just started stopping your strings since you were scared of DP. Remember that block strings are designed to give the illusion of gaps to make your opponent push stuff. Find a way to regain momentum and try to consciously add gaps where you want them. If you have to stop, don’t just throw something out without thinking to regain pressure. In fact, a lot of the places you stopped, Amine just sat there, cause he realized you were baiting DPs. That’s where you weave in the chokes! KARAKUSA THAT BASTARD!
You also kept punishing whiffed DPs with just sweep, there were several times where you could have done just cr. mp into the corner combo. At the end of the final round in the first game after the reset you could have ended the game with it actually, you just swept two consecutive whiffed DPs though. I’m sure a lotta that was just tourney nerves, but you have got to optimize those punishes. Go into training mode and drill it into yourself how you should punish DPs. 100 reps!
Put a bit more time into practicing those IATs as well. I saw you miss several in attempts to beat Ryu’s cr. mp/mk or fireballs. They were typically well spaced, so good job on that. Maybe put the dummy on record and throw out a ton of low forwards (some buffered into hadou some not), then try to memorize how it feels to IAT it. If you mistime or mess up the spacing Ryu will go right under.
Try using different axe kicks when going on fireballs too. LK tsurugi will bait a lot of DPs if you use it at the right spacing.
And try using fukiage a bit more, there were a few jump ins where I thought you’d up punch for sure, but you let him get in. Even if you trade with j. HP, you can still get the corner carry combo at least into ex hayate. Then you can go to work
Good match. Typically when I’m watching one of my own matches the first thing I do is analyze every time I take damage and why I take damage.
Round 1
0:09 - Tsurugi punished by sweep. This was just an issue of spacing. Spaced better it would’ve been successful. You also might want to use HK Tsurugi for characters like Deejay and Hakan who can get really close to the ground.
0:12 - Karakusa punished. Mis-input, probably a tsurugi attempt.
0:16 - Deejay does a jump attack that you block and then successfully throws you. Your misinput at 0:12 basically put you in this situation and you also could have throw tech’d so (all things considered) you missed two times to prevent the throw.
0:18 - Successful Crossup leading into an untechable knockdown - This was kind of ambiguous. I find that deejays in this situation typically will crossup, but as I don’t know how many matches you played he could have done this as a fake cross-up a couple of times previously.
0:20 - Fake jumping attacking into mid. I guess you weren’t blocking because there isn’t a counter-hit. Not sure.
–At this point you started mounting your own offense and won–
Round 2
0:51 - Misinput Fukiage
0:54 - Risky Dash-in Karakusa punished. You hadn’t established any kind of fear into the opponent to really go for something this risky. You were both in the neutral game and he was just waiting for you to do something for 2 seconds which is why you got hit.
0:59 - Double Dash Forward punished by sweep. This is the same logic as 0:54. You haven’t earned the right do something this risky.
1:02 - The sweep lead into a cross-up which you blocked but you stop blocking during his block string (again I don’t see a counter-hit)
1:10 - You jumped into his projectile.
1:14 - You kind of get random here spamming roundhouse twice until it hits(+2) but it pushed him far enough away for your c.mp to whiff resulting in an untechable knockdown for him.
Analysis:
In the beginning of a round I would just be ready for a jump-in and do nothing until you’ve establish you aren’t going to do anything. There isn’t too much he can do that you can’t either back dash after blocking or just outright antiair. You need to be a little more ready to tech throws (although you did have some nice techs). When he puts you into block-stun don’t start mashing jab or whatever you’re doing. There is a couple of times you were blocking and just started getting hit. Watch your misinputs–you ate a lot of damage because of these. Don’t get too risky with your movement. With any player you need to give him a reason to not do something. Eventually he isn’t going to know what to do and at that point you can do whatever you want. If you try to hit a normal and it doesn’t hit, don’t just press it again. It worked in round 2 but s.HK is -2 on block (which means your pressure is over) and has 12 frames of recovery (which means if you whiff, any good player is going to punish you hard). What I mean by punishing you hard could mean only sweeping you. Look at how the rounds went. Any time you got swept you were dealt a huge amount of damage because he capitalized on the untechable knockdown. Hope this helps.
Subscribe to this idea: Do whatever you want until the opponent gives you a reason not to.
Honestly U2 has a lot of other uses like punishing focus, backdashes and whiffed reversals.If your tricky enough with your dashing and spacing you can bait them to fireball you at the wrong time. One bad mistake turns into 500 damage plus getting them into the corner. Ultra 1 is more suited for matchups that you land karakusa a lot and non fireball characters. A good idea is to look up the startup on all the fireball characters and adjust your matchups depending on how much recovery they have.
I typically don’t use ultra 2 unless its against vega, adon, etc. It sometimes knocks the opponent out of itself leading into a free combo for your opponent. Also, its on reaction which means it can be baited pretty easily. However, what you said is right too. I personally dont have a problem with fireballs unless its guile. Most of them you can focus dash cr. jab st. jab st. mp mp hayate unless they have really low recovery. Its right outside of low forward range
Actually its funny you say that because if they get by the first hit of it and the combo whiffs and they are knocked out of the combo you can jump or dash cancel the whiff of the last hit animation.
Thanks for the input plague. Me and amin play a lot so stuff like the yamase after an air reset and oroshi enders are because of that. He tends to follow the oroshi down with his eyes, and his stick lol, so I catch him a lot with them. He had nav coaching him but ultimately I’m the one who didn’t make the adjustment soo ya. Its a bad habit thats for sure. Same with the yamase. Amin NEVER (usually lol) dps after the resets. He doesn’t think oh I got stuffed lets try for a dp. It’s either a jump back or a bckdash to get away. He just really went crazy after the first two losses and with that and the frustration of my execution errors it got the better of me. I’ll keep the karakusa when he doesn’t do anything in mind. I definitely don’t choke a bitch enough lol. I cant explain the lack of dp punishes though lol. Even I was like wtf after watching the replays. Probably to hungover to really care lol. The fukiage complaint is a big one lol. I tryto wwork on it but in the heat of the moment I just can’t bring it out lol. I dont know how I’m going to work on that.
Thanks for the compliment too.