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.
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 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.
[media=youtube]e14z1eRkJ9A[/media]
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