I don’t even understand why it is he won that, just that he hit Sim and I can’t
He just surgically picks Dhalsim apart, ironic, considering the fact that it’s usually Dhalsim dishing out the pain. He just has a VERY strong knowledge of Dhalsim’s normal’s reach and priority, and he knows which buttons he has to beat them. This, along with the fact that he has a really good sense of when to jump at Sim, and how to capitalize on that opportunity with landing whatever damage he can do safely, before he backs off to the mid-range game, where they both have to out-poke each other.
muteki knows exactly when to jump in on sim almost every time. thats how u play that match up, hit and run on sim for the life lead, but its not that simple…
I just analyzed his jumps for fun, and this is what I saw:
Round 1:
:09 - jumps as a follow-up to a light punch sonic boom as a ‘buffer’ at full j. roundhouse range. Sim blocks.
:20 - fakes a charge at low strong range and baits sim a low strong while he jumps in with forward. Sim blocks
:30 - tries to guess a fireball and jumps with jab. Sim anti-airs
:40 - crossup attempt, whiffs but lucks out and gets the throw. Sim softens throw.
:44 - guesses a fireball successfully, j. roundhouse. Sim takes a little damage but is safely out of “Muteki Special” range.
Round 2:
1:09 - safe jump roundhouse tick throw. Sim softens.
1:14 - jumps in with forward as Sim does a low strong, as with :20, for a tick throw. Not sure if bait or guess. Sim misses the soften for a bad situation.
1:18 - meaty ambiguous x-up. Sim blocks potential disaster.
1:27 - guesses a jump forward over fireball. Sim takes damage but out of combo range. Muteki manages to sneak in a sobat though.
1:33 - guesses a j. forward over fireball, Sim takes damage. Muteki psychic flash kicks.
I don’t think the jump-ins account for all that much damage, not beyond any of the other pokes. A lot of the jumps I listed were safe jumps at that. The only time they really paid off was at the end of the 2nd round, when Sim was way down with life deficit and maybe was panicking. Muteki won a lot of tick throws but it seems like that really could have gone either way. Maybe that was really the payoff of the jump-ins, the tick throw setups. Otherwise, the damage seemed pretty evenly distributed across sonic boom, flash kick, sobat, and low forward.
Nice job recording the jumps.
The jump-ins don’t account for much damage, but it’ll keep sim on his toes. In this match, ANY damage that Guile can manage to land, can mean the difference between winning and losing, especially since time-outs are fairly common between highly defensive Guile and Sim players. I’m surprised the Dhalsim didn’t manage to land more anti-airs, or slides underneath the jump-ins, instead of just blocking. Guile puts himself into a risky situation standing next to Dhalsim, since one noogie from Dhalsim can lead to a WORLD of hurt. It’s a more aggressive style of playing against Sim, but it works well for Muteki’s playstyle.
But as you noticed, most of the damage came from playing the mid-range game so well. He countered Sim’s pokes, managed to zone well with sonic boom, despite Sim’s ability to be able to land drills, slides, and st.strong pokes to beat Guile’s projectiles.
I just looked up the Sim player thinking maybe it was a lesser Sim, because really like you said why not more anti airs? Why not more throws/noogie? But no, it was Gian.
Yeah, I noticed Muteki does real well with keeping a certain spacing and throwing out good pokes. I also noticed this with Mars’ CE Guile against ST Sim - lots of long range booms. I feel like when I do this it doesn’t accomplishing anything, but maybe it does, like setting a pace, and I just haven’t learned how to use it to my advantage.
Surprising that it was Gian, since I’ve seen him handle that matchup fairly well.
Well, you use guile’s projectile much like anyone else’s, you’re attempting to set the pace of the match. A long range sonic boom forces Dhalsim to react, you deliver an obstacle that he has to deal with. Once you’re aware of Dhalsim’s various options to counter it, it makes it easier to react to, and find opportunities to land damage. You’re trying to setup a situation where he has to respond, it’s Guile’s primary strategy in any match. He can drill over it, he can slide, he can counter with st.strong, he can match it with a yoga fire (probably best option for Sim), he can block, neutral jump, or drill over it and still land far away from Guile. You always want to be the guy who’s able to dictate the pace of the match through proper zoning and spacing, as opposed to the guy who is forced to react to your opponent’s attacks.
It’s largely why Honda generally loses to fireball characters. He has very limited options to deal with them, and all of which can be predictable.
I really liked the second round so I decided to up it. Match number 2 is uploading now.
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Haha, Honda looks so salty.
That second round in the first video was pretty sick. Kuroppi deserved that round.
He handles this matchup pretty well though. Especially considering the fact that it’s Honda’s worst matchup imo.
Good lookin out.
Nico videos from a couple of days ago:
A few good matches of Choshu Ken going nuts (takes out 2 good Hawks incl VIPER), and another good Ryu player goes on a streak as well. Part 1 doesn’t have the best players but the level of comp in Part 2 is much better imo.
FT5 match with Watson at super arcade from last night.
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Playlist that NH2 posted up awhile back, not sure if it made its way here yet. Playlist features guys like NKI, Damdai, Viper, Riz0ne, XSPR, a lot of heavy hitters.
First match of the list here:
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No one can sako tick like dngr s in the us. The last typhoon he walked forward for a good minute before ticking.
no one canm sako like dngrs outdie of japan.
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why papasi post?