We already defeated Sheng-long! The Akuma Video Thread

Machi & Eita vs Mago (SA)

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Sup fellas,

just wanted to get some feedback on some matches that I had against a Sim player on a another account. Let me know what you guys think. Here’s the link.

We have a lot of work to do on you.

LOL, tell me about it. I really feel that i’ve hit a wall in street fighter and what your’re seeing is a direct result of it. But at this point, I’m open to any and all criticisms.

For starters you use a ton of unsafe moves. You are using the sweep way to close and also using HK.Tatsu without a good reason. When you use the sweep you should be as far away as possible while still able to hit. Otherwise you are open for punishment on block.

Learning a few basic combos would also do some good.

Okay no problem. Is that all? Also when you say basic combos, ur talking about c.lp > c.lp > c.mp > fireball right?

That is a good one against crouching opponents, but something along the lines of HP > LK.Tatsu > HP.SRK is a good start.

You just need to have something to punish a little harder than you were.

Eita had a crazy match for sure.

You should probably work on hit-confirming, if you don’t know if your jumping attack (be it dive kick, j.HK or whatever) will hit, you shouldn’t go right into standing HP -> LK Tatsu. You’ll be punished every time for that, so what you would do is learn a link like c.LP, s.HP OR c.LP, c.LP, c.LP (tons others). This will give your mind time to react to whether your opponent is getting hit or blocking the attacks. If you’re hitting him, then you go into LK Tatsu -> HP SRK for the big damage. If they’re being blocked you can finish with a fireball to push them back, or tick throw/overhead for mixup.

Also, you seem to not think too much about what it is you’re doing. A lot of unnecessary jump-ins and ex demonflips with little rhyme or reason. Just get out of auto-pilot and think about the importance of every move you’re doing.

If you save the simple BNB (s.HP -> LK Tatsu -> HP SRK) for your punishes (which you oddly wouldn’t do when you had clear opportunity to) and leave them out of more guess-heavy approaches like your demonflip dive kick in the beginning, you’ll be well on your way. Also, be weary of the side-effects of mashy mashy.

Ultima,

good lookin out on the input. I know you said I need to think about what I’m doing. But in this match up against this Sim player, because of his zoning capabilities, I was trying to get in on him to make his zoning less effective. So I was trying to close the distance on him by using demon palm/kick. What are some other things I can do to close the distance against a Sim player. Because every time I would do a demon palm/kick to get in, he would just kick me out of it.

Recent tourney at comic con.

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Well you have to wait for opportunities to advance, you can’t just jump in over and over again until it works. Sim is not exactly the rush down king, so if you have a life lead you don’t need to go in, you’ll give him the lead in the process by making stupid jumps. Wait it out, he always comes to you if you’re out of poke/fireball range and he’s losing. And that’s when you can punish air teleports with down+fierce or shoryuken on reaction.

Advance carefully, mostly when he jumps. Even if you take a hit it’s much easier on your life bar to only take one. You might get lucky and focus through, srk, or even tatsu his limb, and because of his floaty jump you’ll be pretty close to him by the time he’s landing.

Also since I forgot to mention this, if he hits you with a jumping fierce punch on the way up from his jump, you can punish if you’re in range, since you’ll recover from hitstun before he hits the ground. I see one moment in particular you could have demoned after he hit you with that jumping fierce.

Good shit.

Good games

One thing in particular that could have won you a few rounds, is your weak punish off a blocked Spiral Arrow.
A snippet of my post in the new matchup thread.

Punish deep blocked Spiral Arrow with s.hp into B&B or cr.mp > s.hp
Punish Hooligan Throw with cr.mk > B&B
Punish blocked Cannon Spike/ Super/ Ultra with forward walk s.hk > B&B (use cr.lk link)

This is true, I usually punish deep spiral arrows with c.MK -> BNB, but the same concept applies.

Hooligan can be punished with most crouching normals, BNB or not.

^ is c.MK more reliable than s.HP in that situation? I mean, is it less likely for you to eat a mashed out, lag assisted thrust spike?

It actually starts up a frame slower, it’s just something I do because it feels better, it never occurred to me to punish with st.HP when I was working on that match-up either, so it never stuck. st.HP probably is easier (and does more damage) by all means, so do that instead.

Awesome, and thanks again.

Good matches man, but one question. Is there any particular reason why you choose to end all your BnB’s with the normal shoryuken instead of a low sweep against Sagat?

I usually punish with jabs into BnB, but i kept dropping the combo.

Does more damage and generates a bit more meter, plus i’m more comfortable doing it.

Sweep ender is generally better however I find if the opponent is cornered they are already at the mercy of akuma’s mixup regardless of quick stand.

I would agree in the corner the DP ender is just as good since your foe isn’t pushed as far back.