Street Fighter X Tekken Match Critique Thread

btw this thread idea is awesome. But it would be like a million times better in video/stream format.

Would be awesome if Jibbo, Ryan and Tatsu could get together like maybe once a week or once every 2 weeks. Pick one of the matches being posted here or whatever, and break it down in detail on stream. Sometimes it could be a low/mid level match, other times it could be a high level match just like Ryan did with his set vs Jibbo. Except they would talk about it instead of putting youtube annotations every 10 seconds.

I dunno, just throwing ideas out there. That kind of stuff is what we need I think. But of course, it all depends if Jibbo and the others have time for this.

I’ll try to PM JiBbo and Tatsu in that regard. Ryan has already said he will contribute, he just needs to find the time to. You know Vulcan, if you yourself are a high level player and you record on YouTube, perhaps you could start a trend? :stuck_out_tongue:

There’s only one issue with this…

When i was playing AE regularly I did the same thing in the Vega forums with fellow Vega players. I did pretty detailed writeups. But 1 of 2 things happen:

  1. The majority of low to mid level players routinely make the same fundamental mistakes. Typically, it involved not blocking enough/correctly, not actively thinking during the match riding autopilot, lack of matchup knowledge, or giving away/not taking free damage… or any combination of the above.
  2. The high level players didnt have a need for it simply because they already knew how to identify their own mistakes (and typically already do DURING the actual match), and already know how to correct the mistake.

So in the end, I really ended up just saying the same thing over and over… ironically the exact same thing that HAV said to me over and over when I was a low level scrub trying to up my game.

Block more
Think more

Not saying that doing something like this is a bad idea… but if you’re still making fundamental mistakes then it’s counterproductive to work on advanced strategies and tactics. And by the time you have strong fundamentals you’ll really have no need for others to critique you because you’ll already be self sufficient.

I’m a fraud. :rolleyes:

But seriously, I can’t do anything at all right now because my computer doesn’t work. I can’t edit videos, I can’t get on skype, I can’t watch streams, I can’t even read the chat on Jibbo’s stream (which is why you don’t see me there anymore lol)…

All I can do for now is write on the forums.

Yeah, it’s interesting. In SSF4 I used SPD so much more.

Thing is, his footsies are amazing here (they were good in SF4 too) and a punish for a whiffed normal, even a hitconfirm from crLP nets me so much more damage than a SPD.

Of course I still use it, your opponent always has to be scared of it. But in the magic range you were talking about it’s best to usually use sLK imo.
I tend to use it quite a bit on wakeup, roll or not doesn’t make a difference:

  • raw SPD / walk back (roll) SPD
  • walk back - HK (whiff) - SPD
  • crossup/straight jump/back jump (roll) splash or knees - SPD
  • jumps as above - sLK - SPD
  • my favourite: crossup - stMP - stMP - SPD (the stMP links into itself (3x) and works as a frametrap. So if they push buttons, they usually get hit by 2-3 MP which gives you the damage of a SPD :slight_smile: Oh, and you could go into stHK-Launch. If they block 2 stMP you are still in SPD range
  • …and many more :smiley:

@Vegaman: I’m pretty sure your Gief is in a different league.

@Vulcan: amazing idea!

Yeah, you’re making some good points. It’s true that there’s bound to be repetition in such an exercise. A lot of people posting matches here will no doubt have similar issues (not optimizing combos, making bad decisions, poorly managing health/meter/time etc).

So it could be pointless to always breakdown matches every week and repeat the exact same thing to every player. It would be a lot more productive and less time consuming to just make some kind of tutorial videos/podcasts that talks about those bad decisions a lot of players keep making. Giving tips and explaining various concepts to everyone at the same time instead of just focusing on 1 player match at a time.

In other words, do what UltraChen is doing for AE/Marvel and what Aris is doing for Tekken but for SFxT instead.

Uploading a video of it right now.

First time i’ve seen the vid so i’m commenting as i see it.

@4 sec why did you GH? Huge risk. The only 2 things Gief should use to get in is walk forward and dash forward. Trash compactor!

@4 sec why you jump? Huge risk again.

@8 sec another GH. I really really disagree with using GH like you do. But maybe you have a valid reason for it i’m unaware of.

@9 why you poking with standing RH?.. and Why you poking at near full screen?

@15 another risky jump.

@17 another GH… explain those plz.

@22 you didnt respect the roll… ALWAYS respect the roll when you have the opponent cornered… otherwise they get outta the corner and all the sudden you’re in the corner.

@31 another risky jump but this time it hurt

@35 shoulda SPD… although in this situation EX SPD would have been the best option IMO since you had the meter. Looks like you missed it and got standing fierce tho.

@38 I hope you keep this in mind for the future blockstrings he uses and be aware he may like to cancel into running grab (i havnt seend the whole vid at this point so dunno if you did or not)

@45 why you respecing Hugo’s space. Walk forward. Trash compactor that ass!

@47 why did you risk eating a backbreaker by jumping?

@49… yeah… that

@51 yay you remembered! good shit

@55 bad move to tag gief back in IMO. shoulda let him recover grey life first.

@1:00 again you let him outta the corner. respect that roll.

@1:24 why you not walking forward? remember the trash compactor! What was the purpose of walking back? You’re giving up pressure and space.

@1:28 another jump…

@ 1:30… yeah… another one. now look at all that space you just lost.

@1:34 another poke with standing RH. Why? Also if you notice right after RH she’s buffering cMK. This would be a great time to bait it out and go for raw launcher.

@1:36 … another one of those too. Maybe you’ll stop doing those now.

@1:38 there was your shot at launcher… Shoulda been looking for it.

@1:41 with gief hanging in the air once again… why?

@1:42… see this is why not! lol

@1:47 smart roll.

@1:49 wtf? Trash compactor! dont respect lariat at 3/4 screen!

@1:50 ok this is becoming habitual now… is there a specific reason for the walk back 2 steps into jump forward fierce at 3/4 screen risking getting backbreakered?

@1:51 should have took 1 more step in as soon as you saw it was a neutral jump to potentially be able to lariat his splash.

@1:52…

@1:58 you do realize that if he’d had ex backbreakered your jump in wouldnt have connected right? Big big risk man…

@2:01 noooooooooooooooooooooo you let him loose again… now you gotta start all over… actually unpaused onlt to pause in the same sec… why you jump back?

@2:03 still respecting that lariat… why? iono. Should be walking forward.

@2:04… huuuuuuuuuuuuuuuuuuuge risk!

@2:05… another huuuuuuuuuuuuuuuuuge risk. That was borderline random.

@2:11 another risky jump

@2:14 there ya go… pressure him. you have better normals.

@2:15 noooooooooooooo stop giving away free space. make his ass work for it. stand your ground!

@2:16…

@2:17 giving up more space

@2:24 here we go again. GH Risky but hopefully by now you should be noticing the habitual addicted cMK he keeps using

@2:25…

rest of match… same shit. There’s absolutely no reason this match should have been this close. You should have completely decimated this guy.

anyway hope this helps. ask any q’s if you have them and answer any questions above if you want a response

[media=youtube]skQvJHt8lwU[/media]

Great stuff, that helps a lot.

The problem is I like to use GH to approach too much, he didn’t punish it. He seemed not to AA, that’s why there were so many jumps. But I think I jump general too much. I think that could improve my game quite a bit, just by stopping those unnecessary jumps.
The stHK? Ehm, dunno :slight_smile: Did I think about Hk (whiff) SPD? Strange.

The GH-Super setup? No good?

I put it in a spoiler to save room.

it’s not a pattern if it’s the 2nd time he did it. And there’s no way you reacted to that… It was a guess. You got lucky it hit. wait until you see something 3-4 times before giving an answer to something that isnt on reaction. If you can react to it then by all means go for it. Personally I think you should not use raw launchers at all until you develop better footsies. It’s a tool…but you’re kinda trying to use it in place of footsies… which isnt good.

also you generally do not want to give up space for free. If the opponent takes it fine. The other thing is that even at full screen it’s dangerous to raw tag against most of the cast. Stay your ground, play solid and convert a poke into abc launcher if needed to get the tag in. That will prevent you from eating unnecessary damage

The best thing you can do with gief is hold that forward button down. It’s slow… but the slowness has its advantages. It makes it really hard for the opponent to cross you up from walking too far forward letting them out of the corner. If gives you time to watch the opponent. If GH was on reaction to a poke… cool got it. Makes sense. If EX GH was on reaction to a fireball… not a problem. perfectly legit. But using it to cover space is bad for 3 reasons. It’s unsafe on block unless done as a meaty. It’s unsafe on hit unless done as a meaty… and it cannot go through pokes. So by using GH to cover space you are removing your ability to react to the opponent and in turn also giving your opponent the option to react to (i think it’s like 15 frames or more) startup OR the option to just block it and punish. Even if it hits chances are you’re going to be punished… so it’s not a viable way to cover ground.

As for jumping, Gief owns the ground inside SPD range. It’s his. Gief also owns jump ins. When jumping you are giving up control of your character to be able to react to things and also giving that control to the opponent. Now if the opponent is throwing a high recovery fireball or sweep. Jumping in is fine if you make the correct read because it leads to solid damage. But if that isnt the case, the jumping in is a huge risk. Particularly jumping in, within the range that the opponent can AA in. Regardless of whether or not the opponent actually decides to AA. Jumping in should be a reaction to something. Not just something you do. So how do you get in? You walk. Gief is the slowest fireball in the game. I will block a good 10-15 fireballs in a row before I even consider jumping over them (unless i know i can land the jump in). Hell you dont even have to throw out pokes half the time. The threat of SPD will open up opportunities for you.

As for sHK, I’m aware of the sHK whiff into SPD… but that’s a gimmick. It’s something that can be done after you condition the opponent by antiairing their jump attempts (trying to get away from SPD) with sHK enough times. That can cause the opponent to hesitate for a split sec long enough to land SPD. Unfortunately in this game SPD has a shit ton of startup. So that SF4 gimmick doesnt work as well. If you wanna land SPD grab those limbs. Which while we’re talking about that… is the prime opportunity to land Super. Same time you’d land any other SPD.

Remember that just because the opponent lets you get away with stuff doesnt mean you should keep doing it. That’s how people get blown up on end of match comebacks

Honestly, what you are saying makes so much sense.
My post of the day! :slight_smile:
Thanks for the advice, that actually totally changed how I look at the way I play.

Doublepost. I’ll have a nervous breakdown. This phone… Aaaaarhg. Sorry.

no prob. I learned what i could from Vangief and translated it over to this game.

also… just FYI but Hugo can backbreaker any jump on the screen except the absolute max full screen jump

He was actually doing that for the past 2 games, I’m sorry I didn’t mention that before -

ahh so there was a reason. As long as there was a reason.

OH okay, thank you so much! Yeah i need to practice getting the pinwheel switch timing down. Can you please give me some tips? And it has to be hk pinwheel?

You’re welcome! :smiley:
Following Juri’s j. HP, you need to pause for a split second before executing st. HP xx MK Pinwheel. If you notice, immediately after executing the pinwheel I tap MP + MK three times. There is no precise timing needed here. Mash it if you have to.

You need to jump forward with Bison the second he comes in and immediately following that immediately begin charging your Psycho Crusher. Try to hit your opponent with j. HP as late as possible to give you more float height to work with. That air time is plenty to execute st. HP xx HP Psycho Crusher as you land. You have a bit of leeway to walk backwards a split second before hitting HP as well if you are more comfortable that way.