OG SF2 grabbing got you a fist to the face =( I guess that traumatized me throughout all this time and I haven’t really learned to overcome it. Yeah I’ll grab sometimes here and there, but for the most part that’s the reason why you’ll never see me grab much.
And FML, I had a really good loss against Flash Metroid’s Abel last night and my device I use for recording gave out for this one specific match -_-; Will post the others though~
When I said “guaranteed” I mean when punishing something I tend to use c.MP a bit at close range as it seems to be quite good at beating stuff
I don’t think throwing is a big part of Sakura’s game Still I need to learn to mix it into block strings and generally improve my throw game. My jerk reaction is to c.LP when someone is in my face when I should probably throw (or tech) most of the time instead
throwing helps her game a lot, especially for turtle happy players. learn to control your blockstrings to create confusion for the opponent. Also the forward throw is a great way to set-up a crossover or a jump-in. I work it into my game a lot and it creates a lot of frustration for the opponent if they can’t predict your throws.
throwing is definitely important. need to get over it, you have to scare your opponent into making a mistake and throwing is one way of forcing that issue.
Its not that black and white because not grabbing can be helpful, because in some situations during high level play, grabbing is assumed and you want to surprise or mix up.
But yeah, I agree, a lack of grabbing means a lack of options. But also not grabbing on purpose opens up some options. Also its harder to tech throws when you are not in the grabbing mood.
^^^^ eiSH … How do you approach the characters you train with? Do you look up frame data and create custom combos that you are comfortable with and that make sense to you? Do you look at YouTube videos and take bits and pieces from other people’s games? Do you talk a lot of technical talk with your friends? Do you record many of your fights and take notes? All of the above?
I just was wondering because your crazy Cammys, Seths, and Sakuras seem like they’re playing styles is original to you only… I want the same kind of results from my own training.
The characters I pick have to meet certain criteria:
Gimmicks / Shenanigans
Speed
Damage Output (no matter how hard the execution).
My game revolves around creating as many guessing situations as possible, so that in the end; if the person wants to beat me, he will have to rely on reflexes.
Take for instance A Jump-in: A Jump-in is not simply an air attack. It’s a possible 5/6 attacks:
Frontal Air
Crossover Air
Empty Jump Grab
Empty Jump ex.Shoryu
Empty Jump c.Short -> ex.Hurricane (Guilty Gear style where you come from the air but attack low).
Empty Jump Block
Another example of rushdown mixup is when I use Seth and do Headstomps in the corner on their wakeup, I can go for 1/2/3 before doing divekick and immediately throw/low attack and if they can’t react to it they get hit. Or I could just wall jump to safety and if they try to attack me while I’m jumping away, I jump at them with j.Strong and juggle with headstomps or Shoryu~
Frame data helps a ton also =) If you know your frame data, you can come up with block string patterns that are reasonably safe unless your opponent knows his data too. You’ll see me spamming Hurricane -> s.Short -> short.Hurricane -> s.Short -> ex.Hurricane -> s.Short -> roundhouse.Hurricane strings all day to 1.) Build Meter 2.) Chip Damage 3.) Pressure
In essence, I’m pretty flowchart. Not in the sense like the meme Ken Flowchart, but more in the sense that if you do something, I will usually have 2-3 counters.
Edit: Also, it’s good to check out the combos section in the character threads to practice those first before free styling your own. You could come up with a sweet looking flashy combo, but if it doesn’t do damage then it’s use is only for flash =\ Like my Hadou -> FADC =) And I think I mentioned in another thread, that it’s a good idea to record your own matches to look at and analyze. People on the forums can comment on it too =) It’s all good but really, to everyone that may read this: Please know your basics =\ Your normals, BnBs and etc before recording.
Hey I have the same criterias for picking characters. XD I’m thinking of learning Akuma and C. Viper though. (Akuma for his vortex BS and Viper for about everything she has)
nod A good throw game is extrmely useful for any character you play. However I’d say in the grand scheme of things throwing to Sakura isn’t as important as say throwing to Zangief and Abel, which is what I meant
What I don’t like to see is people landing j.HK or v.j.HK then going for the throw where there’s more damage with a combo x_x;;
My reactions are too slow I’ll jump in j.HK > c.LK > c.LP then realise they’ve blocked all those and pause thinking “what should I do now?”, the pause is too long really, I can get up and go for a throw but anyone who’s reactions aren’t as crappy as mine will see it and respond or just be able to spam jabs or something
The video quality is very low… but its the best you can do I guess.
But I think you did a good job… though you got predictable and some of your opponents figured you out quickly. You have to mix up how you bring offense to you opponent in order to not get punished for jumping so much. Try Destin’s Advanced guide for Sakura.