Frank, I had a blast playing against you last night and I’m excited to see how much stronger you’re going to be in VF5 as time goes by.
I hope you don’t mind me pointing out what I remember from our matches. I am no expert, but I can at least point out what seemed somewhat exploitable against you, when I played you.
GENERAL
I think your game is quite solid. You seem very adjustable, at least when you’re really focused (after the first cig break, you were much more solid than before it).
You are able to maximize damage quite well. I keep feeling like you could do even more damage with your Eileen though–that there are stronger combos open to you. But truth be told, you maximize damage better than almost everyone I’ve played in the Northwest outside of Yosuke. But we could all do WAY BETTER on this.
I probably won’t have any idea of your execution skills until Friday. You play really really clean (which is good), but until I play you in person, I won’t know how accurate your execution is. If it’s really good, there are probably a few things you can do in some situations that would help pad your defense and get you back on offense fast. Adding Evade-Throw-Escape-Guard to your game would make you more solid, if you never botch up the execution and if you only use it as a defensive OPTION (not something you do all the time). More on ETEG later.
ON EVADING (punish the evaders)
You don’t punish your opponent (or at least me) enough for evading. This means you are doing lots of linear attacks (which isn’t bad in itself), and it also implies that you might not be throwing enough. For your style of play, half-circular attacks would suit you well–but Eileen’s repertoire isn’t rich in half-circular attacks. If you don’t punish your opponent for evading, you open the door to your own missed opportunities and you make ETEG a very, very strong option for them (which skews the guessing game in their favor). Here are some ways to deal with people who evade:
-Throw. Throwing beats evading.
-Full-Circular Attacks like sweep will flat out beat evading. Most of these are low reward though, but you always have Eileen’s spinning punch which can lead to a guessing game (funny thing is, you didn’t have to guess against me, I always fell for the second punch though I knew I could just duck and 0-frame throw you).
-Half-Circular Attacks are a great option depending on your character. Eileen has a few–and they are moves you already use. You just need to use them in this context–because I was evading you like crazy last night. On the VFDC command list, click on the Esc column to sort the movelist that way and look at which moves are half-circular. Pick the fast ones in most cases. Always ask yourself which direction your opponent tends to evade. Good opponents will make the decision between your character’s backside or frontside. MOST PLAYERS mistakingly have a favorite down/up direction. If they have a down/up tendency, you have an advantage in your favor if they like to evade.
NITAKU (throw vs. mid 50/50) SITUATIONS
I was impressed by how well you do adjust to your opponent. At first, you were always being taken down by poke (hit) --> throw, but after the first sig break, you adjusted this for the most part–BUT BETTER YET, you would adjust if I would switch it up to poke (hit) --> mid. It wasn’t always there, but it was something you finally fixed in your game after that cig break.
You understand VF’s flow very well and you properly adhere to that flow. The most difficult times you had against me is if I could put you in a nitaku situation and really do the 50/50 (mid or throw) bit on you. Your tendency was to do standing block though, so back to the above statement, most of the time I threw you.
There are different approaches you can take to the nitaku situation. In many of the cases last night, it wasn’t true nitaku–meaning, blocking low was an option to beat throw for you. However, if much of the time a poke gets a yellow flash on you, it will be true nitaku and you are going to have to go for extra measures against throws (because you won’t be able to crouch them).
Some anti-throw options from nitaku (things to do if opponent pokes you with a yellow flash and is going to throw you):
-Throw-Escape will beat throw (learn the character’s strong throw options, against Lion you want to escape with b+P+G or f+P+G. Against my Lion, f+P+G will do the trick for a long time because of my bad habits).
-Attack to Beat or Clash the throw. It’s a bad habit to attack whenever someone successfully pokes you, because their attack will beat yours. It’s a good habit to attack whenever someone pokes you and you know they are capable and likely will throw you. In VF5, you’ll have to learn what attacks don’t clash. I think Eileen’s hopping kick combo launcher doesn’t clash because she’s up in the air fast enough (before a 12-frame throw would connect with her)–so that is probably a good option. Low attacks work, but probably aren’t worth the gamble of eating a counter-hit launcher. Any attack that leaves you back turned won’t clash either (and in the case of launchers, might reduce your opponent’s potential combo).
JUST REMEMBER THIS ABOUT ATTACKING TO BEAT THROW: factor in the risk vs. reward ratio. If you guess wrong, your opponent might launch you with a mid-launcher. This isn’t reason to not attack to beat a throw–just make sure that if you win the situation, the reward justifies the risk (meaning, do something that will do good damage to your opponent). Otherwise, if the situation truly is 50/50 successful guesses between you and your opponent, your opponent wins.
Yosuke will probably laugh because I can preach this, but I don’t practice this that much lol (but my Lion uses b,b+K combos for this particular reason).
-ETEG (Evade-Throw-Escape-Guard). Tap down or up to evade --> input a throw escape quickly --> let go of Punch right away while holding Guard. This is the passive/defensive anti-nitaku option. If done correctly, you evade attacks if you evaded in the correct direction, you will beat throws that are escapable by the throw escape input you entered, and you will do the weak sidestep and then block if nothing happens. The weaknesses to this are slightly delayed attacks (which your failed sidestep will eat) and attacks that hit you out of your evade (sweeps, half-circular attacks if you evaded in the wrong direction). I recommend only doing one throw escape, despite being able to do multiple throw escapes in VF. The reason for only doing one throw escape is you will know if you failed the throw escape component and also, it is better to work on one’s ability to guess and anticipate than to be stuck doing the same throw escapes over and over without any way to verify that you successfully did the throw escapes.
PRESSURE
Aside from standing high and blocking a lot when in a jam, you seem to handle pressure decently well. I put you on ringout pressure a lot and I thought you mostly played alright in those situations–with one exception. The note I had on anti-evading… that would come in handy a lot when you are fighting someone near the edge of the ring, especially if they are the ones stuck with the pressure.
Another thing I liked about your game was that I didn’t feel like you whored out the same rising option off the ground. Guess it’s your Tekken experience, but you didn’t have the bad habits of always tech rolling or always getting up in a certain way. If you had a tendency, it was to the safer option of getting up manually without a rising attack, which is a very good thing for the most part. Mix it up appropriately and you’ll stand up well on your feet to take on the challenges.
In the end…
I had a great time fighting your Eileen and I can see why Yosuke wanted to see us play. I hope this post helps you out (and I hope it doesn’t offend you that I write up about your game on a forum like this). I look forward to seeing you get stronger and stronger. I was actually impressed with your game last night.
-Chanchai