Some feedback to Matt and nutty (sorry I couldn’t read your name).
Matt. I went over a few things with you but I wanna elaborate on them.
1). Dive kicks. They work on me. I’m stubborn. I try and stuff everything. Most people will just block and punish. So it’s a little hard to say “stop doing something that works even though it worked on me”. Some tips to help you.
A). Aim for the feet. Makes it safer.
B). Confirm the hit. If you’re unsure of it hitting don’t do follow up kicks. If you’re dive kicking while they’re in a move follow up.
C). Practice doing your dive kicks low to the ground and working to control height and distance. For an example. Doing a jump back low lk dive kick and seeing that it hits lends to doing follow ups.
2). Work on your ground game. You have a flow. You start off throwing fireballs then you dive kick. Stay grounded. And work your normals. I saw you start to do dash forward sweep. Smart. Now think about dash forward c.mk xx low fireball. The opportunities off that is really strong. That goes back to the flow chart. If it hits you can follow up. If it is blocked it’s safe. No problems. Then you have further options. Dash forward throw. Dash forward close medium kick xx store or release. It’s about controlling space.
3). Look at what works and try to expand on it. You did something unsafe but smart. I’m not sure you realized it but you caught me a lot with c.mk xx ex pinwheel. Thats not s good hit confirm. If I block your fucked. Instead do c.mk xx low fireball. If it hits an you’re far, sweep.
But expand on it. Store jump outside of throw range and as soon as you land do c.mk x release. Works well and leads to follow ups and is safe. This is the same idea but expanded.
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j.strong. Work on doing j.strong > sc.hp xx ex pinwheel. But remember. After j.strong you can also reset with a normal. Try this. J.strong > jab dash forward. It’s a nice mixup that works well. You can also do j.strong, j.strong. If you ever think your opponent is too low you can c.lk to reset them. Then dash forward. I would seriously work on this stuffbecause it does damage and should e a staple of controlling the air.
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fireball combos. Use less pinwheel and more fireballs. Store and try to do normals to fireballs. Learn to combo after hits. Also. Set the dummy to block and learn tk do stuff like c.mp xx release (blocked) c.mp xx store (blocked), c.mk xx release. It’s not an air tight string but it’s strong. If the releases hit you can do normal xx pinwheel. This is essentially what I dd to you.
6)bnbs. Up close you should throw out faster normals. You’ll c.mk or sweep in times where we both are next to each other hitting buttons. If you do c.mk and I do s.lk I’m gonna win. So practice doing strings of 3 lks xx mk pinwheel. Simple starting point. Any combination. I’ll do s.lk,s.lk, c.lk xx m.pinwheel… Something. You can do s.lk,c.lk,s.lk xx m.pinwheel.
7)throws. Two things. One, try and learn Kara grab. Put that on the list. Any questions on that let me know but you gotta learn it. It opens up a lot of options. You do mp and Immediately throw. I mean… 1 frame. … You’re almost jtting them same time. Ask if you need help.
But even stuff like jumping in, c.lk, throw. Or overhead, throw. Her throw has poor range but her Kara throw adds a lot of options
C.mp > Kara throw
C.lk,c.lk > Kara
Overhead > c.lk > Kara
Lk pinwheel > Kara
Fireball > Kara
Just a lot of things that you can Kara to.
- overall defense. So many times I go for attacks and you just eat them. There’s no reason to get hit by a j.hk on your wake up. Maybe after the j.hk but not that attack. You see a jump in, you block it, then block low. Sounds basic but I think you were caught doing things you shouldn’t have been doing. Let me watch replay.
A). Whoa! Whoa whoa whoa. Now with inputs some things make sense. During combos you should not be trying to do pinwheels or stores or regular counters. Juris offense strings don’t allow it. Just hold down back. Block and watch for throws.
B) When you’re getting hit or your blocking you don’t try and input sweeps. They’re slow and they won’t work. Again. Block. Downback. Same goes for
C). You have this weird input Habit. When you’re in block stun you mash a normal. You’ll hold down and hit lk or sweep. That’s never a good idea. What’s a better idea of you’re gonna do anything is do it while you’re out of block or hit stun. It’s not always safe but you’re expending energy pressing buttons and inputting when nothing is coming out. Better put… You’re not paying attention to what’s going on. You’re focused on you and not your opponent.
D) when you input you’ll hit down and a button. Remember. You can hold downback and get the same move. This is a good idea because if I’m doing corner strings on you and you block part 1. When I go to part 2 you might not be blocking it. Sometimes when you hold downback and hit a move they don’t come out because youre still I’m block stun animation. But if your holding down the move might not come out but you’re no longer blocking.
E) know when you can attack again. As I said above you were hitting buttons for normals at tomes you can’t attack. Like I do j.attack, s.mp xx low release. In that string you cannot attack, but you kept hitting down.mk.
Those are some things I noticed while rewatching our matches in slow motion. I think some of the problems sre you don’t know the flow of battle. You gotta know when you can and cannot attack. You also need to learn your options during these times. If you’re on defense you can’t use heavy attacks. Not a good choice of attack. But light attacks are quick and might work. When you’re knocked down that usually means you have to be careful when you counter attack in the next few moments. A knock down is the most
Important aspect of the match and you really shoduld just try and block. You’ll learn about counter attacking from the feel of your opponent.
Hope it helps ask away. On to nutty in the next post.