Pre-AE Sakura Video Critique/Exhibit

I swear I learn something new in every Sabre vid I watch.

Loved the ending, great prediction on the air fireball to punish with Ultra :slight_smile:

Land a jump in deep enough and the EX Shunpuu will hit, straight off the ground it won’t combo more often than not :frowning:

The s.LP won’t combo if they’re crouching though.

Is the c.mk xx Shouken combo a confirm? Cause he does it even by itslef, and I don’t get how he could be sure he won’t get blocked on the kick

thats is indeed a hit confirmable combo.

I just don’t get one thing: difference btween Confirmable and not confirmable is the stun frames after the move lands? So, a s.lp xx shouoken is not confirmable and the x.mp xx shouoken is?

I’m trying to figure out all the basis but there are too many terms and this is not my language :stuck_out_tongue:

P.S. is there a way to slow the game down to practice? I play on PC and there is an option to make the FPS fixed or automatic, but no way to give it a value…:sweat:

Confirmable means to determine whether or not the previous move hits in order to decide to go ahead or not with the next following move.

Meaning that I watch for c.Forward to hit while buffering the SRK motion and if the c.Forward hits, then I’ll press Fierce. If c.Forward does not hit then I will not press Fierce to launch the Shoryu~

The lazy way to go about doing this is to do:
:d::mk:~:r::d::df::hp: where you would execute the Shoryu motion and the :hp: before the :d::mk: finishes it’s animation. You should whiff these types of pokes right outside their hitbox, so if they stick something out SHORYUU!~ If they don’t stick anything out, then it’s just a whiffed :d::mk:

Hey guys I finally made G2-C.
I’m not so bad with the stick now but I’m still messing up easy things and doing dumb mistakes. I’m thinking of switching to Cammy but I’ll probably just mess up her stuff too.
Try to enjoy these 3 vids I have here. I still never record the most epic stuff and I don’t know why I never have my camera on in the few times I reach and win a final.
NEW [media=youtube]NuUvLdKGqdo[/media]
NEW [media=youtube]2L1n-I031xg[/media]
NEW [media=youtube]63QkmUikx9w[/media]

You don’t need to “switch” to Cammy, you know I play 3 characters you can just play Cammy along with Sakura :slight_smile:

Don’t bother with link combos after FA, you’ve already put the hit count to 2 you don’t want to water it down even more. Something I don’t get why people like doing link combos on dizzied opponents x_x?

I’m guessing the dash didn’t come out at the end (rather than you forgetting to do it), if that’s the case do a Heavy Shou and you’ll still hit them (and do more damage than a throw, which whiffed anyways :P).

Horrible Akuma :stuck_out_tongue: I was waiting for the trip every time he was in close, you should be too and ready for a reversal Light Shou, which will catch him every time providing it’s close enough.

Using the dash under mix-up well, first time I’d skip the link combo and do c.HP xx (EX) Shunpuu just to see if they’re aware of it or not (kinda risky). If they are then time to use link combos otherwise you can just abuse the shit out of it until they catch on (which they might never do :P). Link combos need a bit of work too. Are you using the PPP and KKK buttons? I started off with a 6 button Hori stick so it’s natural for me to hit 3 buttons for this stuff but might be an idea to try doing it rather than stretching out with your pinky :stuck_out_tongue:

Pressure, Meter, Damage, Practice and of course: Flashiness. <3

Pressure? I think by this point they’re already saying “Oh shit, now comes the pain :(” If you botch up that link you’ve just given them a “get out of jail free” card :frowning:

Meter? I’ve played around with it and I think meter like everything else scales, I also haven’t noticed any difference in say s.HP xx Heavy Shou and s.LP x3 > c.MK xx Heavy Shou.

Damage? Really no, I’m 110% sure it does less since above mentioned 2-hit combo does more than the link combo so especially after dizzy and/or FA it’ll just be worse off :stuck_out_tongue: Only the Light Shunpuu links will net you a bit more damage and I don’t really class them as regular links :stuck_out_tongue: After dizzy I might be inclined to say they do less damage and of course there’s no extra stun there.

Practice? Fair enough I guess but there’s better places to do practice rather than a Gx final or whatever :stuck_out_tongue:

Flashiness? Yeah, this is the only thing I could think of :stuck_out_tongue: Looks cool, more hits, etc. etc. and could possibly demoralise your opponent some more :slight_smile:

Hi there, I uploaded some vids I took today with Fraps. There ain’t much beauty to see though :stuck_out_tongue:

Let me know, share you wisdom with me!

Link to the Playlist

Learn combos :stuck_out_tongue: Learn what can be punished with what.

Ignore the complex link combos for now, you should be working on the easy 1-2-3 combos as I like to call them (jump in-normal-special):

j.HK > c.HP xx HK or EX Shunpuu
j.HK > c.MK xx Hadouken
j.HK > c.MK xx Heavy Shou (if you know the j.HK will hit and don’t have meter or too far for c.HP)

Should be looking to punish stuff with c.MK xx Shou or if you have more time s.HP xx Heavy Shou (no meter)/c.HP xx EX Shunpuu.

Instead of c.HK (sweep) try doing c.MK xx Hadouken.

Also throw less random specials out, especially Shououkens and Ultras :stuck_out_tongue:

:u: Agreed.

@Prodeguerriero: I think you can learn a lot by watching that video of you playing the Sagat. It’s very obvious that his gameplan was a simple one - zone with fireballs to either keep you away or force you to jump into his HK/tiger uppercut - and at the beginning you played right into his hands. You were even jumping forwards from almost full screen when he wasn’t throwing fireballs.

I can tell you from first-hand experience that getting into the habit of jumping for no reason is a very bad habit to get into, so it’s now while you’re still new to the game that you should start trying to build good habits. The key thing to remember is that while you’re on the ground you have a lot of options, but once you’re in the air you’re committed. Jumping itself isn’t bad, but there’s a time and a place. :tup:

EDIT: After you release MP+MK to launch a focus attack you should hit :r::r: or :l::l: so that you’ll dash and cancel the FA’s recovery.

2nd EDIT: fixed my arrows - thanks eiSH :bgrin:

The SRK board uses l for :l: and r for :r: instead of f and b =P

Recorded a bunch of casual matches Friday night so expect videos shortly. Be on the lookout for extended c.Fierce loops, FADC flashiness, play on Daigo’s c.Short s.Jab Sweep, c.Short s.Jab x2/3 c.Forward -> Shoryu, walking Jab, Short, f.Forward pressure (because they confirm into combos~) and j.Roundhouse (midscreen) reset mixup :tup:

Yeah I saw your latest gauntlet series match - when’s your turn to be the dude playing everyone? :wink:

Also why did that balrog keep giving up the initiative to turtle when he was playing you? I was looking forward to seeing how you’d get out of it…

I dunno, maybe he wasn’t feeling it =\ Last time he turtled hard I got pwnt in the face. But I would’ve liked it for him to turtle hard so I could try out some new things =) Also, he’s looking to try out Abel and was playing with him all night previous to the Gauntlet run =\ So that could’ve thrown him off as well~

And TBQH I’m not really that interested in running the Gauntlet, there’re other people who really do so I’ll let them go first =) It’s like a 1-2 per week kinda deal so those that’re eager try to up their game before their turn; it’s a nice incentive to get better. That Kelso guy I’ve been playing with has gotten a lot better since he started =) That’s the great thing about recording matches, you can see the improvements. Hell, even General Vivi has gotten better and that’s only from online play~ I’m sure he’d get better if he played offline; 'cause G1 is still shitty and no replacement for what the offline community can teach you.

For those looking to get better, they should start recording their own matches. After of course you can play decent enough to keep people interested / entertained =\ I suggest at least finishing the hard trial combos -_-; And knowing your entire movelist and when to use what.

Thanks for the tips. About all the BnB. I know them, I try’em in training mode, but just can’t land them while playing On-line… :stuck_out_tongue:

You mean that it will cancel the recovery after the FA lands? I’ll try that!:blush:

Trying to do my best here mate…:china:

Who’s fault is that? :stuck_out_tongue: Try playing against Medium AI for practicing combos under “pressure”, it’ll also teach you to not jump carelessly as it barely misses an anti-air (with every character) :stuck_out_tongue:

A FA1 on hit that you don’t dash afterwards is unsafe, FA1 and 2 are unsafe on block if you don’t dash. Not to mention you miss out on much better punishment so keep that in mind :stuck_out_tongue:

eiSH, saw the videos against that Balrog :slight_smile: Great finish you did with the j.HK reset > dash > link combo into Ultra although I am kinda surprised he didn’t block the reset since the dash didn’t go under, I’m guessing he thought it would and you were going for a double bluff or something? :stuck_out_tongue:

j.Roundhouse reset works as a ground-crossup at a certain timing. The guys I play against have to guess all the time because j.Roundhouse reset is just too good to see otherwise if done correctly. I kinda messed up on the reset in the Gauntlet video, but you’ll see some other matches where I do - do it correctly and they guess right/wrong. j.Roundhouse reset ground-crossup mixup works against most of the cast except the fat ones (Honda, Gief, etc~).

Will try to post those videos tonight.

I added two videos against a friend of mine playing Akuma.

Same Playlist as before!

Link to the Playlist