One thing I noticed right off the bat was, when you stunned you went straight into 5.hp. You can neutral jump j.hp->5.hp and get some more damage, probably would have killed there before you had a chance to miss the link. Also, even with a slow react you probably could have done TC->vskill to punish that baited DP(obviously IDEALLY you’d want CC 5.hk, but always being on point with those can be hard).
Her’s about 40 minutes of 3000ish lp casuals, I too would love some advice. I’m a street fighter noob, so any SF fundamentals or general knoweldge I could be in the dark about.
Yeah I really am not sure why I didn’t punish the dp. I keep doing that though, so I should just set the training dummy to practice it.
I don’t know how I dropped the super cancel, but I do that frequently, too. I’ve only got about 8 hours played with some of that being afk time, so I know I need to get that stuff down.
Thanks for pointing that stuff out, reaffirms that I need to just sit in training mode awhile longer.
Digging around JP SFV YouTube channels made me come across this channel that uploads showcases of players. cool to analyze the styles of certain players. gonna list all the Necalli ones:
Hello guys, I’ve made another video about Necalli.
This time I’m covering the meaties you can setup after a jmp air to air, followed by a slk reset.
Pure 50/50 mixup with command throw against characters that lack an invincible reversal.
This is amazing. Been trying to practice this, with mixed results, but when it works, it really works. Can go right into EX command throw into another reset after. It’s dirty lol.
I’d really like to see what players here think I could improve on. I’ll be the first to admit is that I jump way too much, but I feel like I’ve hit a wall in progression overall. So here’s a video from this morning (as current as can be).
Perhaps you should take a step back and reevaluate some of your decisionmaking and some of the risk/reward. Like some of your Disc’s Guidances and your DPs. Why you did them when you did them, if they were worth doing, and if they would work against better players. Your spacing is good, so if I were you, I’d default back to footsies more often. You also should work on your consistency in finishing your combos. For example, the moment I see that I landed a counter hit cr.MP, I already know I’m going to do another cr.MP and then cancel into LP Disc’s Guidance. Also, you can optimize damage better on certain anti-airs. If the opponent is jumping from outside of footsie range, you can HP DP instead of stand jab. Make it hurt, create a deterrent, and make the opponent feel like he has no options.
I can say a few of those random Disc’s Guidances were hard reads (not all though), anticipating Kikokens (any time a Chun walks back, I’m expecting one). Those and the DPs often get me destroyed against higher level players (I admit I fall for the shimmy a lot).
I’m actually having lots of problems comboing into Disc’s Guidance outside of VT, never been good with charge moves or characters in that respect, so I’ve been settling for EX Stomps to end combos (which actually can work since I can keep the pressure up, and if I miss the link, a jab after will usually stop anything they try). That said, I’m trying to keep in mind to charge that during strings, but it’s still something I have to actively concentrate on doing to pull off correctly.
Any tips for be able to work on max DP range so I know to identify it better? I’m always scared I’ll whiff and get crush-countered.
Thanks for all the input. I appreciate any help I can get to level up.
I thought you played really well. Good spacing and you mixed up your blockstrings often. Only thing that stands out to me most is that you should prioritize the Target Combo more for the V Meter gain and the stronger oki afterwards.
You could also check out Brian_F’s YouTube channel and look at his corner LP Command Grab setups.
I think you should try to implement more ch setups into your game and more meaty attacks (dash into st.lk), this helped me a lot to get in additional damage. Often when i rewatch my match i see myself doing shit like cr.lp x cr.lp, which sucks because you dont get max. damage on ch.
A lot of times when you interrupt with cr.lp you should go for a confirmable ch setup. On block its a frame trap, on ch you get a medium attack into a combo of your choice. At least for me this helped a lot to step up my game.
Also what @AudricVsFood said, Brian Fs Youtube account is amazing to learn setups, frame traps etc.
Also pretty sure you can punish spiral arrow with cr.hp or at least do a standing mk before to get more damage.
Just checked, you can punish Cammys Spiral Arrow basically from every range with:
cr.hp x mk stomp x cr.mp xx lp dash
Thats 254 compared to 141 with cr.mp into dash. But you have to be a bit prepared. Adding mk also helps already since you get 180 DMG and can charge your VT when you use the Target Combo. I think concentrating on proper punishment and more meaty setups will help a lot.