Street Fighter X Tekken Match Critique Thread

He plays Ryu/Ken

Thanks for your analysis, Vulcan. May I ask, do you mean Cr.Mk, Hadoken with Ken? As Ryu’s Tatsu isn’t safe. As for my punishes, I believe in my own execution, but it doesn’t always translate well online. I know I can Hit Ryu’s best punish combos. Again, thanks for the critique. You’re so very right about punishing harder, but if I throw my opponent into the corner, it’s because I want to go into the reverse blockable situation. The launchers weren’t a desperation move. :stuck_out_tongue: I shall implement CADC more into my game, it is something I under utilize.

@Vulcan, I was the Ken/Ryu dude. :stuck_out_tongue:

OK, here we go:

[media=youtube]VImyuE7AUBo[/media]

Why not start with a shitty match :slight_smile: Was quite a while ago, but I guess it does make sense to show a crap match rather than punishing scrubs.
Before you tell me: I know that Duds punish in the corner should be different, but if the match is laggy (which it was) then I sometimes just use crMP-crMp-crMP…
Usually I use HK-HK-LK SSB-MP Jet or HK-HK-crMP-MP Jet. Dud is fucked by lag :frowning:

This match wasn’t half bad, I felt you played the Gief/Juri match quite well, I know how bad it can be! One gripe, you didn’t jump often, but you know yourself, when you did, it hurt. Perhaps you react to fireball (store/release) instead of predicting. That aside, you was solid and the Super setup with Gief was sweet.

Good punishes on Juri. I see too many dive kicks still going unchecked these days. But, you kept Juri honest the entire time and rendered her useless vs Gief which is pretty good. Also that elbow drop with Dudley against Hugo’s body splash was great, taught him to never jump again lol. LOL honestly that was well played I can’t really say anything negative since you pushed Juri right into a corner as soon as the match started…smart move. She’s utterly worthless with her back against the wall.

The only mistake you made was jumping in on Juri too much. As a Gief player you don’t need to jump at all with banishing flat and proper spacing / keeping bitches honest with Ex SPD. It seemed like you remedied that problem during the match so it’s all good. I wish I could fight your Gief, that was pretty entertaining.

See, I think I jumped WAY too often. And in round one these jump overs with Dud? What a shite! What IS that? Funny watching your own vid and realising how crap you are :slight_smile:

Edit: see? This Songi guy saw my stupid jumps too :smiley:

Edit2: @Songi: are you PSN?

Yeah I’m on PSN. I’m located on East Coast US if you’re located anywhere but the far-east or Australia you should be playable.

Dud’s, perhaps. You was quite disciplined with Gief, in regards to jumping. :slight_smile:

Cool, i’m atm in Newcastle in England, beginning of next year I’m back in Germany.
Both should be fine. Have fiberoptic here, so can give it a try.
PSN is DocDignity

You should have a solid connection with me then. I play several others in England without an issue.

Edit: my food just arrived so I’m gonna need a few mins to eat. I’ll hit you up when I’m finished.

It doesn’t matter if a move is -1 million on block because you’re not looking to get your cr.mk blocked. You’re looking to “fish” with it.

The idea is to throw a cancellable poke just outside of range and you buffer a special move to switch cancel or you buffer a chain to launch/special cancel into EX. This poke will never get blocked because it’s out of range and just whiffs. The only way this poke can connect is if they walk or dash into it or use a special move or unique normal that makes them move forward and come in contact with it (e.g. Gief’s Green Hand or Ibuki’s Slide). Regardless of how it connects, if it connects 90% of the time it will be on hit so that’s why it doesn’t matter if it’s very unsafe on block. Your buffer will come out and you’ll get a tatsu/joudan or a chain into EX/launcher for big damage.

This is a huge part of the footsie game and it’s even more present in this game due to the universal slow walkspeed (you are less likely to get whiff punished for whiffing pokes so fishing becomes much safer than it was in AE). Also in SF4, you could not buffer a chain or EX joudan and you could not switch cancel a tatsu. So that’s basically why back then buffering something simple like Hadoken was often the best and safest thing to do. But this is a different game with different rules. cr.mk xx hadoken is still good to build meter and push the opponent away when you’re in close range, but at mid-range aka footsie range aka fishing distance you want to buffer something a lot better than a projectile.

Examples of buffer/fishing I do with Yoshimitsu:

-st.lk (buffer mk,hp) react with launcher, EX Poison Breath or EX SlapUSilly xx switch.
-cr.mp (buffer Windmill) react with switch cancel.

I said it would be better to buffer tatsu, but now that I think about it I’m not even sure if tatsu would combo after a max range cr.mk connects. So it’s probably better to just buffer a chain into EX joudan. Or simply launcher or joudan if you have no meter.

No matter if it’s your execution or lag, you still tried to hit confirm. And my point was you need to stop doing that (for punishing).

Thanks again for the feedback, it makes a lot of sense, overall. I need to ask, I’ve never been much of a Street Fighter player, and I feel it’s reflected in my play. How can I improve my fundamentals, such as footsies, spacing and anti airs?

Regarding Cr.Mk into Tatsu at max range, I don’t believe it connects.

Be very careful with crMK-Hado in SFxT. Ryu’s is -6 and Ken’s is -9 on block . Due to pushback not everyone can punish it. With e.g. Gief I can usually punish it with stLK because of the range, not even talking about derp Cody crLK.

The thing is, anyone sensible will space cr. mk xx hadou at max distance. I generally throw out a cr. mp with Akuma before I finish with the string. Even in SF2 you were asking for trouble by not doing it at max range. :slight_smile: But yeah, I think a select few can punish it even at max distance.

There is rarely, if ever, a reason to buffer Tatsu into low forward. For any situation in which you don’t want to bring in your anchor, buffer EX Joudan. Otherwise, always go for launcher.

Playing a Shoto competitively is a test of mental alertness. You must constantly be prepared to anti-air any attempt your opponent makes to jump while simultaneously focusing on controlling their grounded movement using your normals and fireballs. A solid Ryu player wins by controlling the space horizontally in front of and diagonally above them using their normals, fireballs, and DP. If this is not your approach, you will not be likely to become consistent against formidable competition.

If you want to improve your fundamentals, don’t jump. Ever. You will find yourself forced to keep your opponent grounded as well, and then ensues the game we call “footsies”. Learning the fine points of the footsies game can be complicated. First, I would just recommend forcing yourself not to jump and see where that takes you. Watch as many matches between solid players as you can and ask yourself why they’re doing what they’re doing. If you don’t know, ask.

Hey, just stopping in to say a couple of things. One, I definitely plan on contributing to this thread, but this is kind of a bad time to start, so I might not have time to get into this for a short while. However, I definitely will once I’m able.

Two, I actually started writing some stuff in this thread earlier, and then my power went out and I lost what I started. Basically, I just wanted to explain how I’m going to approach giving feedback. The way Vulcan posted, with a full breakdown of everything with timestamps is my first instinct on how to supply feedback, but in general, I’m going to stay away from that for two reasons.

First, because it’s exceptionally time consuming, but more importantly because I think it’s excessive and unnecessary for most critiques. I think if I provide someone with a laundry list of 10 smaller things they can improve on, it’s too overwhelming to try to work on them all at once. I’d rather focus on the biggest, most obvious area they can improve, which will give potential for the biggest growth. This also can let the person work on that one thing, then make a new video after the improvement to see what the next major area for improvement is. The only time I will likely do a complete breakdown of “nitpicks” is if the person is good enough that there isn’t anything really major that they can work on, and their areas to improve are going to be smaller things.

With that said, I’ll get to these first couple of videos in the next day or so, and then like I said, I’ll check back in with this thread in about a week or so.

Thank you, Ryan. For contributing. Feel free to NOT respond to messages if you feel they’ve been adequately responded to, or if you can contribute something more.

I think we don’t need to make a general rule how to critique.
Like Ryan said, a detailed critique like Vulcan’s is amazing. But if I look at myself, a general impression from other players (not necessarily only the top ones) can and will help an average player like me to improve.
I think I am quite harsh to myself usually because I know how much I autopilot, etc. But others telling you that and pointing out these weakness makes it a bit clearer.

I hope I can upload a couple of matches against Songi because I think that’s the other great thing about this threat: pointing out what you do wrong against certain chars.
I’m sure it will help me a lot, because I have hardly played a good Lilli or Xiao, so I hope my asskicking + your critique will help me to learn these matchups.

I will be posting regularly in this thread as well focusing on damage optimization. As matches are posted, I will analyze each opportunity you had for damage during the game and post the optimal combo option for each situation with a brief explanation of the hows and whys. I may also provide some thoughts for general gameplay, but most of that I’ll leave to Ryan and Hades.

Hmm, I see some interesting comments here but just saying about footsies… Make sure if you gonna just whiff normals and buffer them into fireball, launch, whatever that you’re playing someone that can’t see that. The reason I prefer low forward fireball over whiffing low forward is because a lot of people are gonna just B-C-launch you when they see you whiff a normal.