Allow me to be the one with the correction then. what GRAH says is correct in essence, but sometimes the pushback from a move can make it difficult or impossible to punish even if you have a move that is fast enough. As an example, Ryu’s sweep is -14 on block, and massively punishable, but if you get blocked at the tip of the sweep range, the opponent will need a fast forward-moving attack to punish it (eg. Fei long rekka, or Dudley Rolling Thunder.) This is also the reason Fei’s jab rekkas are “safe” even though they’re -4 (IIRC) on block. Most of the time you’re simply pushed too far back to do anything.
Also, some moves have lots of active frames, and can be made reasonably safe if they are spaced to that they hit you late. Bison’s sweep and Hakan’s slide are good examples.
If you suspect that a move is punishable, checking its frame data is a good start, but you’ll also need to experiment with punishing from different ranges. You don’t need to memorise entire charts but having a general idea of frame data helps a lot.
Ok a few more vids. These are against the same guy back to back in ranked matches. Never played him prior to these matches. First time i got my ass handed to me and when i saw his name in the list i just had to go for the rematch lol At that point, i went in the the intention to be more strategic and try to block more, waiting for punishment opportunities. I definitely fared better than the previous match but not by much lol check em out and add them to your critic base.
well blanka is just a bitch of a character. between his “endless grounded cross up sweep” and his mashing electric attack, hes a tough nut to crack. Many people do the whole “chess game” thing with him, but some of the more experienced players with him get heavy into the charge buffering making him a fierce little bastard. Him and vega are near unstoppable with the right user behind the wheel. I still havent found a fool proof punishment for blankas endless sweep X… and that shit pisses me off to no end… sure i can jump out of it or risk a shoryuken that might just end up ramming itself into a ball of electricity, but its that whole psychic thing. every time i do one of those there is some counter that gets dropped on me as soon as i make the leap to do it. would be helpful to know blankas sweep recovery rate. and possibly the hit box data for it and some of his other moves.
Blanka is pretty annoying to fight against for Ryu. Mashing crouch jab stops surprise blanka balls, and once you have super you can punish any blanka ball even on hit. Blanka’s sweep is -7 so you can easily sweep it if Blanka does it point blank.
The most annoying thing about Blanka for me is his delayed wakeup, which makes pressuring him prone to timing mistakes. Electricity doesn’t actually have invincibility, and it loses to low attacks like c.mk and your sweep (as long as you’re far away enough). Try to get Blanka in the corner and knock him down. then go for a meaty attack on his wakeup (watch out for the ultra though). If he does an ex upball, in the corner you can usually punish even if it hits. Lag makes things harder, of course
This is getting a bit too specific for this section of the forums I guess. The Shoryuken wiki has frame data charts for AE. Go there for info.
You don’t seem to understand the fundamentals of the game. The basic idea of 2D fighting games is maximize your options while limiting your opponent’s options through controlling space. Every character has ranges where they have inherently more or less options than others. Although there is a lot more to it that this, the most simple of concepts are: 1) being in the corner is bad 2) getting knocked down is bad 3) getting untechable knocked down is worse than getting knocked down 4) getting knocked down in the corner is really bad.
There was one time where you had the Gief player knocked down in the corner. You then jumped back twice, thus totally giving away your positional advantage. You then kept walking/jumping back until you were in the corner. Had the Gief been good, you probably would have just given him the match.
A lot of what you do is random and unsafe. Whenever you push a button in street fighter, you should be doing it for a reason. Although you got lucky a few times and the other guy just walked into it, every hurricane kick I saw you do was wildly unsafe. All the supers I saw you toss were random. You did wake up ultra when the other guy wasn’t even in range. Full screen random HP DPs. Etc.
You don’t seem to understand Ryu’s pokes. For example, crouching MK is one of his go to pokes. I don’t think I saw you use it once in the three matches I watched. You would try to hit them with close standing RH on their wake up, which also isn’t a good option. Also, sweep is punishable at a lot of the distances you use it in.
More on Ryu: Ultra 2 is pretty terrible. Learn how to hit confirm into U1. Ryu has good uses for his bar besides super. Learn some bnbs.
You’re not completely wrong, but frame data doesn’t account for spacing, meaties, etc. Many of the more subtle frame advantages/disadvantages also come with pushback/spacing that’s equally subtle.
Anyway … I love me some frame data, but what’s more important than memorizing frames is just having a strong feel for your own moves, and being able to react without thinking “OK that’s -5 so c.MK punish!” Like so much in SF, it comes with experience.
I just watched the Cody match. At least you’re not constantly jumping in. That’s positive.
You’re using almost exclusively the heavy normals. They do a lot of damage, but they’re also slow to recover and punishable if blocked or focused. Use Ryu’s c.mp and c.mk more, they are very good moves. Wakeup ultras and dps are generally a bad idea unless you’re absolutely certain your opponent will not block.
You gave away a couple punishment opportunities because you’re constantly walking backwards. While playing defensive is fine, good players do it mainly by keeping the opponent away, not by walking away from them. That way, you just end up in the corner. Use fireballs, c.mk xx fireball, c.mp and Ryu’s other good pokes to prevent your opponent from going where they want to be. Also, if the opponent jumps at you, try to hit him out of the air. c.hp is a good antiair if you can’t do a dp (though you should learn. An mp dp from crouching position is the best), or standing lk if you’re unsure that c.hp would hit.
Ryu also has a very easy safejump. If you land a sweep, on most characters you can immediately hold upforward and attack as you land, and it will hit so that if they don’t block, you will beat their move, and if they do an invincible reversal, you will recover in time to block. It won’t work against very fast reversals (like shoto dps) but it will beat most of them and most importantly, wakeup ultras. And if you do an empty jump you will be able to block even reversal dps.
Doesn’t work on Blanka though, you need to delay the jump and it’s hard to time right manually.
You never know. One can suck at one fighting game engine, while excel in another. I thought my brother was a complete noob at SF4. I can beat him with closed eyes in most SF games.
A few days ago ( I am currently away from home), we played Jojo’s Bizarre Adventure on Supercade. I asked him if he knows the game. He said he was familiar since I had given him my Dreamcast a few years ago. Well he did not only win (I never worry about losses) but he also played with much better strategy than me and did things I never considered doing (now this was embarassing). …And he does not play the Dreamcast anymore either today.
What I’m trying to say is, a lot of the time you end up in the corner because you backed/jumped yourself into it for no discernible reason. You should be trying to push them there, not put yourself there.
Just because it worked against a bad player doesn’t mean it’s a good idea. There is nothing wrong with back up a bit to set up zoning, but totally letting him out of the corner then backing yourself into the corner (against Gief no less) is not a sound strat.
You shouldn’t be concentrating on how to get out of the corner as much as you should work to avoid getting into it in the first place. Stand your ground and don’t give up space without a fight.
This strategy is not going to work on a good player. If you’re going to give up ground for free, they can just walk forward. No risk at all. Eventually you’re going to run yourself into the corner where Zangief can and will wreck you. Again, stand your ground.
Maximum range.
If you think making the most out of your character’s tool is “abusing” anything in any way, perhaps you should play a shitty character with horrible options. Gotta distinguish yourself from all those other players using popular tactics right?
U2 is a piece of shit. Yes, it does more damage and the animation looks cooler than U1 but the latter is far easier to combo into, thus making it far more practical. SRK FADC is Ryu’s go-to Ultra punish, then you’ve got corner EX Tatsu, corner EX Fireball, EX Fireball FADC, trade SRK , then finally max height LP SRK. SRK starts up in 3 frames too so you can punish many things you otherwise couldn’t if you had U2 which starts up at 8 frames.
That mentality will lose you more games than you will win. It’s good you’ve identified your lack of practice and confidence as a problem. Study up on your frame data, watch match vids, put in the time in training mode and be prepared for all punish situations. One mark of any good player is that they never give up opportunities and always capitalize on them. Punishes are essentially opportunities free damage and you should never be giving up free damage.
all good advice. anyone have any good moves to use both when being pressured after a fall, and how to maximize the situation once i have cornered or put an opponent on the ground? these seem to be some big recommendations but i still dont know what to do to make use of it. i can srk after grounding them into a corner, but theres a good chance of either a trade, or a block that will make me whiff, or even just an attack that takes priority. ive tried setting up a tatsu in the corner and i almost always get smacked like my attack wasnt even there. they just rise up right through it and lay into me. especially shoto chars. if i try to put a tatsu in the corner against a fallen ken, i might as well just put my controller down and walk away…
Edited to add: oh… and i couldnt pull off an FADC in game with any kind of accuracy to save my life… i can do it in training, but in battle its just not workin out.
A sound strategy. seems like what i need to do rather than try to memorize everyones fram data is try to memorize the frame data for the chars i use and pay special attention to the attacks that have low startup times. use those attacks only until im better with gauging other opponents moves. focus on a more defense based arsenal. problem is, this always gets me pushed into a corner. i guess i just need more practice in crossing up safely. being that Ryus fireballs are the only real advantage he has over Ken, should i just switch to Ken? I really dont like him as a character and a personality, but his move set is almost identical to Ryu with the difference being slower fireballs, a nastier DP, and faster tatsus with an EX tatsu that actually closes distance on the opponent. id really like to keep my Ryu, but his ridiculously slow and underpowered tatsus and srk’s are starting to concern me…
I’m not sure how well this might work, but have you tried playing other characters in arcade mode? One of the first things I did when I started playing was playing arcade mode with random character. Sort of helped me learn what kind of moves most of the characters had.
yeah i dont have the fortitude for that just yet lol i really want to focus on getting my execution down first so i can focus on properly assessing the battle rather than freaking out trying to mash out stuff lol it will be slower than just jumping in on easy and running through the motions real quick. ive beat the game on hardest with a few chars, so i know them fairly well. the way i see it, if i cant beat the game on the hardest difficulty with a player i probably shouldnt be using them online lol problem is, the computers difficulty has a ceiling… where as humans do not… the computer is prone to easily being read for actions so its actually easy as long as you stay defensive and punish accordingly. would have been nice to see some real AI at work in the CPU.
But yeah i do know what you mean. playing through on all the chars would definitely give me a broad spectrum of knowledge on their moves… but damn bro… thats a lot of chars… and i dont like half of em lol especially charge chars…
Not really, dont play her too much. But I do no that when she corners me I cant get out, then she beats my ass to death with any normal xx EX Tsumuji(qcb.all K) comboed with command throw.