That 1st match Honda was really on his A-game.
But most of your damage just came from unsafe jump-ins and of course sliding. Make those jump-ins safe on honda’s wakeup and you woulda done a world of good for yourself because it probably woulda baited out Honda’s EX headbutt, and Honda isn’t scary at all without EX.
Moar Cross-up Tick’s instead of full blockstrings.
You won the matches against Ryu with good corner pressure, he had his option selects down so if he goes for a meaty j. hp, it’s best just to block and backdash out of the resulting blockstring.
Cr. lk combos didn’t connect but those aren’t exactly easy under tournament pressure. Overall just a lack of zoning into the corner on the losses.
-stop doing unsafe scissors
-learn to block hizanshu [axe kick or whatever] high on reaction
-use jumpin mk -> throw a LOT less
-link your lk xx scissors, you missed it umpteen times
-jump in hp -> st.hp xx scissors is a bad combo, especially against chun, her hitbox causes st.hp to whiff a surprising amount of the time, i’d suggest using j.hp->cr.mp xx scissors if you hit shallow, else do j.hp->st.lp->st.lk->cr.mk xx scissors if you hit deep
-use focus to attack, not just absorb hits, you were focusing some of her pokes but then backdashing instead of getting a potential crumple, which you can follow up with a cr.mp xx hk.scissors (st.hp whiffs on chun in crumple unless you hit it REAL early)
-it is possibe to safejump mk on chun on wakeup when she has meter, it’s just really REALLY strict timing
-stop jumping forward so much, chun has numerous ways she can destroy you for doing it
-stop just chucking-out ex-sk, it’d say it’s about equivalent to doing random srks on a shoto, since it’s pretty much pure luck that you’re hitting this chun with it, also because of the large hitbox and slow movement of kioken it’s really a no-no. if you’ve got meter to cancel it, then fine, but otherwise a good chun will punish with a good combo on block
tips
-small note is that you can use st.mk on chun a lot since it’s a pretty godly normal good for punishing her whiffed pokes etc
-if chun is on the ground with meter it’s relatively easy to set up a neutral jump.hk safejump which is ez for linking into a combo
I got not capture cards or any camcorder but I just snuck some 48hr XBL gold trials on my account and got few games in. I have a G1 recorded match against some boxer on the leaderboards under SUPARSTARX, critique my Bison!
After a close quarters LK SK there’s just about no reason to St. HK afterwards, most balrogs will meet you head on with a jab since he cannot cross-up. St. Hk is normally used against characters that want to jump back/forward to zone or apply pressure, Balrog’s pressure comes from in front of you at close range. Cr. lk trade is my method of choice as the worst that’ll happen is a jab trade and usually you can follow with another LK SK.
Some unsafe HK SK pressure that ate you some unnecessary damage too, full screen from balrog isn’t nessicarily where you want to be to apply good pressure, and from my experience, whoever is more aggressive wins this match.
Cross-up’s are wierd on balrog, follow up a cross up with cr. lp, st. lk, st. hk / mk or tick off st. lk. His hitbox doesn’t allow for easy BnB’s off crossups.
Other than that good SK zoning, needs moar mk, and needs moar cr. lk off blocked SK’s.
(on a side note)
I have a good Abel match on the XBL live replay channel if anyone wants to add me to check it out and critique I don’t mind.
I used to think crossups on rog were weird too, then I realized that if you delay the jumping mk by just a fraction so it hits him lower to the ground it doesn’t hit weird anymore at all. Basically wait until you’re inside his back (and quite close to the ground) before hitting mk and you’ll find bnbs hit quite easily for the 6 [7 if you’re good] hit combo:tup:
You did pretty well dude, the Chun matchup is tough. You didn’t give her too many free pokes. But damn man, s.RH those jumpins! Don’t try to wakeup- headstomp Chun … too many things can go wrong with that. Also, (IMO) it’s not really worth it to FADC SK’s when they’re already in the corner … especially on hit. Use it to continue a push into the corner if they’re not quite there yet.
Stooooop jumping so much. Losing air-to-air vs. Rufus (not hard to do) sets you up for a lot of painful damage … namely Snake Strike (EX SS eats babies) or Ultra. And once he’s got meter, you pretty much have to assume he’s going to hit you with an EX Messiah Kick the first chance he gets … you really have to minimize his opportunities to hit you with it. If he starts pinning you down with dive kick pressure, patiently find an opportunity to backdash or EX SK.
what i’d like to add in terms of rufus is that if he doesnt have meter and you feel thats he’s going for wakeup neutral jump ss (which IMO lots of them do) you can tag him with meaty st.Roundhouse. That way you condition him to not jump out of your wakeup pressure and you can scissor rape him all day - as long as he doesnt have ex of course