video review

that was some awesome trapping at the last match against cable and sentinel.

sentinel is really hard to get the trap going without an aaa, but once you get him trapped, its easy to keep him trapped in.

that iron man in the second last match was pretty sick too

note: duc knows i have a harder time vs sent cable cyke than his spiral team. not sure if he was gonna switch or not had i won a round.

opener: im trying to dash back and catch cyke with laser xx rp. sent cyke vs another sent (especially sent doom) doesnt really have any reason to jump forward like that, so i dont expect him to - otherwise i woulda st short. basically duc called what i was gonna do and countered (i think?)

:40 or so - by the time i relaized he was rocket punching, it was too late for me to fly and stomp into ouro. sent stomp into ouro on a standing sentinel is probably one of the best things you can land in a match.

:43 - not sure what that rocket punch was

:56 or so - my pushblock timing messes up the other plans i had to escape from hsf, so i try to counter out to strider. strider teleport kick hits sentinel during hsf so long as you do it before the first set of drones, ie after blocking the laser or rp before it. dunno why but i mess it up here and do it after the first set of drones. luckily i dont get punished.

:99 i try to keep sent juggled for at least one more hit so i can get my ouro “inside” sentinel or whatever. but the combo isnt combo-y enough and a hit pops sent out.

1:09 - after i catch him coming down with j fierce rh, i try to keep juggling by doing a jump jab into chain. but i think i did the jump jab too late so sent ends up blocking.

1:12 - i try to go jab stun to rocks stun to cover my teleport, but miscalculate the teleport so i end up dropping at a whiff angle.

1:17 - didnt react to this. coulda had the game won if i did. also, i tihnk im nervous or uncomfortable coz im getting alot of wallclimbs

1:32 - the best traps are ones optimized in which not only are they inescapable, but positioning and timing is such that any antiairs will whiff and even get caught (building you more meter) in the ouro. its possible to time it as such every time.

1:43 waiting for cyclops to come out, but i guess duc wasnt panicking

1:45 this is where i fuck up. he superjumps and guns, which i erroneously think is gonna be a gun xx grenade, so i try to double jump airthrow. my fierce whiffs, he catches me with ahvb.

1:56 - not sure what i was doing here, but i coulda blocked that cyke. gg

2nd match

3:01 - messed up a pushblock, get a st laser and eat dmg for it

3:12 messed up a fast fly. playing terrible D:

3:14 - i try to fake crossup into a stomp xx ouro which woulda been death. duc doesnt fall for it obviously

3:18 - i go for a sweep but get pushed. note about assists… of course otg setups arent the best because theyre rollable, but dont forget that assists cant roll haha. so if i got to sweep that cable (though i was really aiming for sent), not only could i possibly have kept dmging him and building meter, but keeping an opponents assist in play of course keeps them from calling assist at all - and more importantly for strider, keeps them from alpha countering. and if youre doing this during ouro, they have no way to stop you from getting off the assist because its fkn ouro.

3:21 - instead of ouroing again, i try to save meter and stay on sent without ouro, which is of course easier to do than other characters

3:23 dont forget, whiffing a j short or j jab leaves you vulnerable, but you can still double jump. doesnt work with j fierce or j rh, shits too slow

3:27 even if you dont get a chance to follow up, landing the overhead on sent at least disorients players, and then something like 3:29 often happens. though i dont expect to be on the other side so i dont react fast enough to having both characters in a combo.

3:29 quick note - anytime i do some sort of combo to teleport assist, i make sure to hold back + do whatever i plan to do… that way, in case my attack doesnt go through for whatever reason, ill at least block whatever button theyre mashing as well.

3:34 i knwo he wants cable in, and i know he has beam assist. so instead of using doom, i use sent in hopes he counters to drones. it works, but for some reason i dont fall with short fwd, thus cannot capitalize.

3:42 - i know duc. from this point and the moments after, hes waiting for either a teleport or a bomb xx ouro. in reality, strider really has no reason to not just rush in on cable without teleporting, without even jumping really. dont be sCared and rush that bitch down. show everyone that that cable is more afraid of you than you are of him

3:49 i get in

3:54 waiting for cyke

3:57 really didnt expect to eat that grenade, really messes up the momentum i was building

4:07 cancel too early, bomb doesnt come out

4:09 if done properly, catching cable standing is the best outcome on any setup in which cable is falling onto ouro. this will happen more with cable than other characters because of his predictable air mobility, and can make or break a game. i remember the first time i ever beat ge nghis in a tournament was because i landed this same thing. anyway, in this situation, i guess im playing too fast and call doom, so doom messes up the clean hit.

4:38 had i just ourod instead of doing whatever shit i was trying to do, evo west results might have been alot different ugh. just gotta know when to keep going without ouro and when to just activate.

4:45 i dont mind sacrificing doom at this point to get rid of those meters

4:56 turning point in the game. coudlnt get a clear way to activate. instead of just activating, i try to bird xx ouro and end up getting hit with st guns, which duc is doing for whatever reason. ends up doing too much dmg

5:13 duc messing up a guard cancel right here is what (ironically to say the least) ends up keeping him alive. he gets hit and ends up avoiding the blockstun and chip from the super and rocks. fucken shit >:O

5:21 i try to end it quickly by just doing a jump short rh, but end up eating bomb and ahvb - getting really frustrated at this point which leads to

5:30 couldnt pin him down coz mistimed fierce

5:37 i notice time is running out, gotta do some damage. i pin him down, and instead of doing fly unfly c short which im sure he was expecting, i do fly unfly fly short rh rp which does hella needed dmg at this point

5:40 i tihnk this is an execution error, the rh stomp after the short. if i had done short unfly jump short rh, prolly woulda won. i think i messed up considering the rh doesnt have any unfly or rp following it…

5:45 eating the fierce seals the deal. gg

no clutch, terrible play for the most part

Clockw***0***rk

IMPRESSIVE MATCH ANALYSIS CLOCKWORK

ty

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I’m glad this thread is still functioning, it’s a really good idea. Hopefully we’ll get more updates. Thanks. One question, you didn’t do bombxxOrbs. This is because Duc has counter measures against it, right?

Clock you gotta do that dash in throw w/ Sent assist!!

This was a great idea for a thread IMO. Dunno why it hasn’t been used for awhile but I think we should revive it.

Shoult, would you mind doing a match analysis of the first match of you vs. soo? You were put in a lot of tough spots but it seems you kept a really cool head and came out on top. It would be great and very useful to get a match breakdown.

[media=youtube]qqDLutfCZKY&feature=PlayList&p=B23BE2BF33B4BF28&playnext=1&playnext_from=PL&index=21[/media]

13secs

You can actually get away from that mixup if they call their helper late. Kinda sat right next to soo when I was playing him and I heard him hit his assist button.:rofl:

15secs

I dodge the mixup attempt and I get PERFECT position to fight magneto.

I open up with a spit that makes contact but then I do a flight mode cancel WIFF f.lk. Big mistake. Wiffed normals from bot = free shit for magnus.

17secs

soo instacounters and now I get stuck in the worst spot vs a competent msp player. He’s right next to me and can layer psylock for free @ will.
**
25secs**

soo starts taking advantage of his great positioning and does several poke layers into a mixup and snaps in doom. @ this point, I believe soo was testing me to see if I could get out of the guard break attempt. This is our first time playing and I don’t he knew what to expect out of me, as with any first match.
**
29 secs:**

I dodge the guard break photon dhc hits, dhc strider orbs. If this were today, I MAY have done grab super just because of the free life.

Once I dhc strider, I decided to slide, charge bomb, throw bomb and get a mixup. Didn’t think soo had a counter to this setup so it was the first one I tried and he countered it right out the gate.

This particular counter to my pattern left me in BAD position with strider. Its basically how I lost all my life with the ninja. Soo begins to do his thang and starts doing some nasty.

34secs

I try to jupbck+doom to recreate some space and soo instantly counters it with storm assist and magnus pressure.

Then a few secs later, I try to bomb+orb cancel and it didn’t come out and psylock hits me and stuffs my bomb @ the exact same time.

It was @ this point that I started to get a feel on how soo was going to play me. He was just going to pressure me till I made a mistake and get a hit. he actually does, he just didn’t follow it up. Which turned out to be hella lucky on my part because strider made a comeback.
**
46secs**

strider loses a bunch of life, roughly 80%. So I create some space and use the orbs tag out trick to maximize what bar I have left. Saving up for a dhc would of costed 2 bars and switched my order around and that would of killed any comeback potential I had.
**
59secs**

I should of just done a normal combo instead of some FF bs. From this point fwd, I do my best to build bar with sentinel while not getting hit.

109

so dead, soo could of snapped doom and it would of been really hard to keep him alive if that happened. He tries some crazy front side xup trick that I managed to block. I block reversed only because it looked wacky based off his positioning. It was an educated guess block.

114

I land a bnb, FS, layer rocks+spit.

This was a bait. I was hoping for soo to call his psylock since I did a spit vs wake up. If you notice, I believe my doom is out of range for psylock to counter call. He didn’t take the bait so I just dhc-ed. I have some momentum and a free setup.

118

to create a comeback you have to understand how it could potentially work. I remember looking @ my bar and thinking to myself, this isn’t enough. Hes got 3 meters so he can sit back. storm still has life so on just chip alone, its going to take around 8 patterns to chip him to death. Highly unlikely so I throw that thought out of my head. chip won’t do it vs someone as experienced as soo. He won’t get hit low and he’ll stay greasy, constantly moving.

Here, I switch to a new tactic. I create gappy safe setups in order to beat on psylock for a bit. I didn’t have 8 bars to chip storm to death but I can squeeze 3-5 out of what I had and thats more than enough to kill psylock. If I get that done, I would have the team chemistry advantage since I still had sentinel.

Ironically, I talk about this in one of my posts from 2 years ago in this very thread :rofl: My goal here wasn’t to 100% him right out the gate, he might get suspicious and stop calling his assist where I needed him to so I opted to use several gappy trap patterns doing a little bit of life every time until I could lay a strong one on him.

http://forums.shoryuken.com/showpost.php?p=4537290&postcount=10

you can read about it @ the 304 comment. This in particular has something I’ve been working on ever since I focused on s\d as a main years ago. People love to mash invincible helper just for a small disruption. I’ve seen it everywhere I went, most players do it. Since it so common, I decided to put a counter on it. It looks like I try to trap you but I’m really going for your helpers. If you didn’t know, it just looks like I fucked up a trap pattern. To me, I’m getting inside your head.

Learning this technique takes YEARS. Sometimes you can create a gappy pattern where the opponent can call their assist in this 1 spot. Here, you can teleport and it will stop ANY movement from the opponent. They also can’t call their helper late because it will be a tight pattern by then. Limit the mashing to a specific spot and then dodge it with spacing. The trickiest part to this technique is the multitude of options that become present. There becomes variable heights you can catch them @, different layers of rings, different assist tracking and the positioning this leaves you in for the assist punish. Its a very deep process but its something I’ve come to fall onto from time to time. I use this multiple times every day I play in some shape.
**
120**

I get his psylock for a quick 10%, its needed.

127

slightly stronger assist punish created from a gappy trap pattern. This did 40% so now his psylock is @ roughly 50%. Here, a solid punish will put me back in the game and with 50% left, he MAY call it out again.

I could of easily done more life to psylock here but I wouldn’t have killed her. Probably around 75% max. He would of stopped calling her and probably let her heal. By limiting the damage, I give him the choice to call his helper again and if he falls for another gapped setup, I’m going to do 90%+ life to her which is far more beneficial IMO.

134

soo was trying to sac hit on doom just to kill him off and I luckily got enough time to counter him before he actually did it.

137

so after a decent counter, I op to create a safe gappy trap pattern again. This particular setup does 2 things, it lets his psylock float out and never makes contact with strider or doom.

I want to point out that when he called his psylock, the doom rocks prevented storm from moving. That lets the rings layer and stopped storm from getting away as well as grab the assist so I can punish again.

also, soo could of gotten out of this setup BEFORE the doom rocks hit storm. Since he stayed still, that pattern was going to be there for me.

141

I layer another 40% to psylock with a reset bomb midscreen. This is the turning point to the fight.
**
143**

after the bomb hits psylock, I teleport onto the point character with orbs. Here psylock is @ my back while I’m doing a mixup on storm. Since she hadn’t left yet, it allowed me to layer my doom in such a way that he could only alpha counter AFTER the RH. When you distance that properly an alpha counter from psylock will ALWAYS miss. This works exactly the same way as clockw0rks trick vs josh wigfall.

116 and 134.

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generally, I use c.rh since it dodges her better but s.rh can be used from certain positions with doom on the screen. This is just an instance where I used s.rh over c.rh. 8\10, I probably would of used c.rh. By far the more effective dodging technique.

**
146**

looks like soo was trying to sac hit my doom and just take him out the picture. He could of alpha countered on accident and just tried that as a result, who knows.
**
153**

strider has no bar, like 10% and storm has 3.9. This isn’t a good fight for strider has storm can kinda have her way with him.

IMO sentinel can handle this fairly well. Repeated spit checks and soo lost his psylock.
**
205**

I play real sloppy the last few seconds and soo lands a headbutt with no super, dead again.

214

I purposely took the lightning super because I thought soo would do a shockwave. When you time that right, you roll towards magneto as the shockwave is out and you get a free combo. I actually rolled into a mixup and I was probably better off just blocking his dhc attempt.

218

I was in my phase where I liked the kick teleport assist with strider. It kinda acts like an AA that tracks but its only good in a few situations. Using it that way was really ideal but I didn’t move sentinel properly and soo could of killed me again. I got lucky that shit didn’t cross me up.


soo had me dead so many times

wow, something in my gut told me that you were leaving holes on purpose to let psy come out and blow her the fuck up. Great how those gappy patterns are also safe too. Sometimes when I try to leave gaps that shit backfires on me… Like you said though it takes years of practice, I guess I’ll keep working on that specifically.

Great match analysis though… stuff like this IMO really is useful.

We should do our best to keep this thread alive. Not just as a match analysis thread but a video Q/ A sort of thing where what’s going in match play is broken down, so the concepts brought up in the past can be discussed.