Beginner match analysis / gameplay critique thread

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  • TheSupaSageTheSupaSage Joined: Posts: 27
    Since you're ranked #34, it seems there'd be only 33 people qualified to do so. :)
    Seems you'd get better feedback in the character discussion section than with the noobs.
    I hope you're trolling and not serious. He's ranked 34 because nobody uses the character. That's it.

    -The first video alone shows that he's doing unsafe slides, but the Ken refuses to block low.
    -Failing to block cross ups. Failing to block in general. Probably too nervous and needs to play more calmer.
    -Wake up command grab Ultra while the Ken is at the height of a cross up? There was no way that was going to land and if the Ken was good, he would have landed and Ultra'd him.
    -I wish the inputs were turned on, but I noticed some reversals when the Ken hit him up close. It looks like he's mashing buttons.
    -Wakeup Super in the last round and blew all of his meter.

    @TheSupaSage, try to play more patient. Hit confirm your slides and punish fireballs with slides. Don't just throw them out. This Ken made you feel like what you were doing was right when it was Wrong.

    Learn to anti-air. If you could anti-air, this Ken would kill himself by jumping to death. Better yet, make use of Hakans jump grab.
    Learn to block and not mashing/churn 360 command grabs. Missing command grabs leaves you wide open for the most devastating punishes.

    Some people when starting will have the "I have this powerful Ultra I need to use it every round" mindset. Don't do that. Try using the Ultra when you know it's going to hit or do an educated guess(Gotta know how to read your opponent/train them).

    I was actually thinking the best way to learn to use an ultra was to do it in a real fight, but i looked up the situations so i just test in training room
    i agree 100% with the slides practicing hit-combos as we speak
    any of the other videos show anything?
  • anthonygameranthonygamer A Beast Joined: Posts: 49
    edited October 2014
    I was actually thinking the best way to learn to use an ultra was to do it in a real fight, but i looked up the situations so i just test in training room
    i agree 100% with the slides practicing hit-combos as we speak
    any of the other videos show anything?

    The Balrog match. In the second round you pressed too many "Bad" buttons in the footsie range at the wrong time. So many counter hits. 1:11 mark of the video, while you were in the corner you were doing crouching heavy attacks under pressure. Again, I wish the inputs were turned on so that I can see the normal pressed during every counter hit situation. Heavy attacks have the slowest startup, so they should only be used as punishes or done at the max distance if you're opponent is playing footsies. This Balrog had zero footsies, so blocking and punishing was the best option. He hit you with a focus into super(3rd round) because you used that kick too much.

    At the end of both Ken and Balrog matches, you did oil up into Ultra. Now while the end of those rounds look awesome, the Ultra was extremely risky. If either of those players did a backdash or neutral jump on wakeup, you could have been Ultra'd by them. Players around their level are extremely unpredictable at low health. I'm surprised that they didn't wakeup Ultra you.

    Having footsies would have helped in the Gouken match. Faster normals are needed at close range.

    1:10 mark of the gouken video, the gouken missed an ex tatsu. I'm sure if you did a level 3 red focus into Ultra 2, you would have killed him there. It looked like you went for Ultra 2 and messed up the input. Practice doing focus into Ultra or find strong punish combos after blocked upper cut moves.

    Those flips from gouken could have been air grabbed. Think about trying that if a gouken spams that move. You caught him with it in the last round, but it took you too long to start doing it.

    The slide at the end looked like you wanted to chip him to death? You misjudged the chip and threw the round away. You should have let him hang himself there.

    1. Wait for a demon flip and punish.
    2. Wait for a fireball and punish it with a slide.
    3. Back away and wait for him to kill himself by doing something unsafe.

    You had the life lead. He had to come to you. Patience would have won you that round.

    Go to youtube and look up: mlswear hakan. He's one of the best Hakans. Look at the normals and punishes that he uses.



    Look at the good things that he's doing and incorporate some of it into your game.
    Post edited by anthonygamer on
  • shaftalmasyshaftalmasy Joined: Posts: 20
    I could use some tips on Juri there are some times I play her and it just clicksa but then against some like Evil Ryu I try not to smash my controller to pieces.





    Any tips would be helpful. I feel like I am playing better now then when I uploaded these partly thanks to my old Sega Saturn controller and some of the things from various Juri guides starting to stick.
    Gaming YouTube KinneasRed
    USFIV PS3 MAIN: Juri OTHERS: Ibuki, Poison
  • anthonygameranthonygamer A Beast Joined: Posts: 49
    edited October 2014


    I guess you guys are using the upload feature from the game since the inputs aren't shown. If you have inputs on in a replay, you can read what someone is thinking in every situation of a match if used correctly. Better match analysis.

    Well in the videos it looks like you just wanted to rush down and press buttons. Everything was random. Unsafe dive kicks, wake up pinwheels, non hit confirmed pinwheels, mashing and accidentally getting supers, wakeup Ultra's, dropped combos, and constant jumps. You also weren't staying calm at all.

    The Rose barely punished you for the mistakes and the Evil ryu did close to nothing as well. These types of opponents will breed bad habits for you. They'll have you thinking that just because you beat them, you're playing good.

    I would suggest fighting a tougher opponent in endless for practice/learning. One that can expose all of your flaws and force you to break those bad habits.

    I used to play like you in 2009. Until one day I found a really tough opponent and added him. He beat me over 90 games(A week) in a row in endless before I got 1 win. Then he beat me 40 more in a row. This made me have to relearn the game a different way, because I found out that this game was more then just doing special moves and getting lucky. I started to play more like him.

    1.Find a friend that's around your level. One that you go back and for with. Wins and losses.

    2.Find a very tough rival and add him. The one that can expose your flaws.

    3.Test out the new things that you learn from fighting the tough rival on random players(Like the ones in the vids) and your friend.

    4.There are some really good Juri's that you can learn from. Youtube Yossan Juri or any high ranked Juri. There is 5 years worth of Juri footage on youtube. So many combos, mixups, and setups to steal, and knowledge to learn.
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,407 ✭✭✭✭✭ OG
    @shaftalmasy

    I see some common Juri mistakes/habits in your vids:

    Jumping too much, spamming pinwheel, and spamming divekick even on block. Once you minimize these behaviors and settle down and mostly let the other guy come to you and play your pace, I feel that your success rate will dramatically increase.

    The other points were already addressed. Join us here in the Juri thread. If you have more to share and any question there are enough kind members over there who will be able to answer any specific questions that you might have.

    Recent vids of the said good Juri players are in that thread, as well. Yossan is probably the best Juri in the world now imo; wouldn't hurt to watch and absorb tech from him. :3
    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • BixHDBixHD Semi-lurker Joined: Posts: 193
    Not really a newbie, but I'd like some feedback on my Yang gameplay.

    Will probably add more later, here's my first vid, where I get 2-0ed in a mirror (I'm the blue one)

    casually competitive I guess?
    put yang in sf5.

    Hampton Roads VA FGC info:
  • jayrogjayrog Overhead resets Joined: Posts: 11
    I figured making a whole new thread about my question would be taking up space for more important questions so I thought I'd just post it here. I play My internet connection sucks (C), but I want online experience. I play a couple of my friends offline but that about it. So should I just subject my shitty connection to other players so I can get experience (feels like that'd be a dick move)? Any advice would be appreciated.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    edited November 2014
    Yes, play online. If it's that shitty, someone will kick you from a lobby. If it's tolerable, they'll let you stay. I'm pretty lenient.

    @bixhd - I just started messing around with Yang a few days ago so I can't help too much, but I'd say your biggest flaw was you had no answer for his dive kick pressure. I'm not sure what Yang could do, but he was dive kicking all over you and even though you blocked most of them, his pressure was too much to handle and eventually you cracked. He was far more aggressive (which I think Yang probably needs to be).
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • Knox38Knox38 Joined: Posts: 4
    Against Yang i think that the key of the match is to just say " NOPE " when he tries to dive kick, you have the dragon kick thing and, i believe your St.mk can do anti air on this.
    Also if i remember well all Yang's rekkas are unsafe, moreover the second rekka of each serie, i think you should find a punish for his rekkas in guard ( cr mp => rekka works i think, if it doesn't the cr lk=> crmp=>rekka should)
    I saw you doing some Focus attacks that he broke because you focus'ed a bit too much and he had time to hit you a second time ( release a bit before, in the best of cases you get crumple by the counter hit if i am not mistaken , and then you can Ultra his face)

    I'f fr from pro, moreover on Yang, and if something is incorrect in what i've said just tell me i'l lcorrect or delete the post if too much bullshit^^'
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    jayrog wrote: »
    So should I just subject my shitty connection to other players so I can get experience (feels like that'd be a dick move)? Any advice would be appreciated.
    I'd go for it. I don't mind people with poor connections, as long as it's not constantly pausing the match for 1 or more seconds.

    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • DanyoleDanyole Joined: Posts: 4
    reserving post

    oh man im stoked for this section because im a complete nub and would love some pointers from you experienced players!
    Xbox Live: danyole
    Steam: Danyole

    www.twitch.tv/danyole
  • HeavenlyBladeHeavenlyBlade Joined: Posts: 11
    edited December 2014
    Hey, I'm a complete noob to this game, I've played around 19 hours and am learning the game with Ryu (although i probably won't main him). I play on keyboard and so far I have only won 1 game. Please critique my match and tell me what I'm doing wrong. (I'm Ryu, opponent is Hugo)
    Here's the video:
  • TheSupaSageTheSupaSage Joined: Posts: 27
    Got some more matches that id love some feed back







  • AntiochliAntiochli I throw blue balls of Fire. Joined: Posts: 148
    Hey, I'm a complete noob to this game, I've played around 19 hours and am learning the game with Ryu (although i probably won't main him). I play on keyboard and so far I have only won 1 game. Please critique my match and tell me what I'm doing wrong. (I'm Ryu, opponent is Hugo)
    Here's the video:

    I'm not particularly knowledgeable with the Hugo match up; however, since he's a grappler you don't want to be right in his face, so you're fireballs aren't a bad idea. However, even against a grappler there's a point at which you need to take some screen space from them. You can't walk yourself into the corner like you were. In the specific instance of your match, the Hugo jumped at you once you established throwing fireballs, so I would suggest working on becoming more proficient with anti-air. Try and maintain the right spacing so that when you throw fireballs you can still anti-air, or, throw fireballs at ranges where your opponent is not likely to react to them. The fireball/anti-air meta game isn't just relevant to Ryu, every character needs to be cognizant of their ideal spacing from certain other characters in order to effectively zone, whiff punish and anti-air.

    Something else, there were two times in the first round after you walked yourself into the corner the Hugo player jumped behind you, into the corner, and you back threw them back out. I realize this might not have been intentional on your part, but if your opponent is in the corner you generally want to keep them cornered.

    I want to caution this next piece of advice by stating that randomness in a match can be a good thing in very specific circumstances. However, you did several near full screen Tatsu's, most of which worked because the Hugo player jumped, but that is something that I would definitely not get in the habit of doing often. Since you say you don't plan on maining Ryu, I'm hesitant to give too much Ryu specific advice, but like any character, there's certain moves that can get you into trouble if you try and throw them out without a good read. It's best to learn why to use a move and not just use it because you can't think of anything else to do in that moment.

    You went for throw a lot. I think I understand why. You were going for throw because it seems like a somewhat guaranteed setup for calm. That Hugo player's coming at you while you're trying to throw fireballs and getting walked into the corner, so the throw feels like a reprieve, a moment to collect yourself. But when you're up close to your opponent throw isn't necessarily the optimal thing to do. Again, since you don't want to main Ryu I'm hesitant to give too much specific advice, but suffice it to say that when up close poking with your character's longer range fast attacks would be ideal, as this can position you to continue your zoning game, or allow you to land a hit and follow with a combo and net some damage.

    If you notice in the second round the Hugo player starts to jump at you immediately and maintained a close distance and tried to jump at you from it. I would say they were doing this because you established a pattern of throwing fireballs without caution, and they were rewarded for that read. Ryu's fireball needs to be thought of as a poke, and like any poke you don't want to use it without thinking about why you're doing so because you can be punished severely for it.

    Overall, I would say if you worked on your anti-airs you'd see great improvement in your game. And as a part of that if you learned what pokes and attack strings provoked jumping from your opponent while leaving you at an ideal distance to do so you'd be all the better. If you play online people will jump, a lot. Even 'good' players will jump at you, if you counter their jumps you will force them to fight you on the ground.

    Incidentally, who do you plan on maining and why aren't you maining them now? If you understand why people suggest playing Ryu to learn to play Street Fighter you can apply the same strategy to learning a character you want to play.
    Lucky for us all, that's not the case.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    @HeavenlyBlade Antiochli covered a lot, but I'll add where I can (most is Ryu specific).

    - You need to use cr. MK A LOT more. It's an amazing normal. You probably could've gotten a few hits while he was walking towards you. If you plan on sticking with Ryu, get used to throwing out a Hadoken right after the cr. MK. It's a quick, easy 130 dmg (I think). Even if you don't plan on using Ryu, get used to that motion because many characters have a similar 2-hit combo like that.
    - You threw out a st. HK at close range 3 times. That's not good, it's way too slow. At close range, just about any other normal is more effective. I don't find st. HK to be a very useful move, but it could be used as a long distance anti air.
    - There were a few times Hugo hit you with a cross-up body splash. They all could've been SRK'd.
    - Throwing out a Tatsus (or many other specials) like you were doing is VERY dangerous.
    - I would've liked to see you apply more pressure when you knocked Hugo down.
    - In the last round you lost a lot of health in the corner. I think that's a case of you need experience blocking his overheads (Hugo has a few).

    **** I just rewatched video ****

    - I was looking at your inputs. Almost every button you hit was either HP or HK. That has to change ASAP. The only time you hit LP and LK is when you were trying to throw. You only hit MP once or twice and I don't think you hit MK once. This applies to normals AND specials. Nearly every Hadoken you threw was a HP. If you mix up your Hadokens with all speeds, it'll be harder for your opponent to jump over/predict.
    - I've already said this, but you cannot throw out a HK (no matter which character you pick) when you're close to your opponent. Use your faster normals, like cr. jabs. Even if he blocks, it'll stop his pressure and create distance so he can't command grab you (even though he didn't really try that).
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • HeavenlyBladeHeavenlyBlade Joined: Posts: 11
    @Greenwood @Antiochli Thanks so much you two :D you both mention spacing to some degree, however most of the time i'm just focusing on what my character is doing and what the opponent is doing and i don't really notice how far away they are from eachother. Do you have any tips for keeping an eye on spacing/know any good tutorials out there?
  • AntiochliAntiochli I throw blue balls of Fire. Joined: Posts: 148
    @HeavenlyBlade‌

    Well, spacing is about advantage/disadvantage. It's often match up specific, but the bottom line is that it's about understanding the effective range of your character's normal moves, and certain special moves. You're using Ryu, so an essential spacing you'll want understand is where his low medium kick will connect and where it will whiff. By understanding this spacing you can utilize fireballs, as pokes, to put your opponent on guard to allow you to momentarily walk into low medium kick's effective range and hit your opponent with it.

    However, this goes the other direction as well. Say your opponent is also using Ryu and they recognize you walking into low medium kicks effective range, what your opponent might do is walk backward so that your low medium kick will whiff, and in anticipation that you'd do just that they hit their own low medium kick, striking you in your moves recovery.

    Remember: Poking beats walking forward, walking forward beats whiff punishing, and whiff punishing beats poking. But you must understand your moves effective ranges and your character's spacing in relation to your opponent.

    This is just one brief example, but the basic idea applies to almost all pokes in the game. Say you're pressuring with fireballs, there's a spacing where if your opponent reactionarily jumps over a fireball you can Uppercut them on reaction. If you were any closer they'd hit you. But even if you weren't necessarily throwing fireballs there's still an effective spacing that Ryu wants to be standing at where his Uppercut will be most effective as an anti-air move. Too close and it would whiff, too far and it would also whiff.

    Every thing has an effective spacing. Stand jab is not effective at max screen. This is obvious. But it might be effective if you were playing against a Jaguar Kick happy Adon player. Spacing is about both the match up and about the area of the screen that the move occupies.

    This video won't answer every question you have, but it's a pretty good approach to getting a feel for Ryu's ideal spacing:

    Lucky for us all, that's not the case.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    @‌antiochli

    Can you elaborate on this - "walking forward beats whiff punishing, and whiff punishing beats poking."

    I must be missing something. To me, whiff punishing is something like st.HP > SRK. How does walking forward beat st.HP > SRK? And how does whiff punishing beat poking? Isn't it risky to throw out whiff punishes?
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • AntiochliAntiochli I throw blue balls of Fire. Joined: Posts: 148
    edited December 2014
    Greenwood wrote: »
    @‌antiochli

    Can you elaborate on this - "walking forward beats whiff punishing, and whiff punishing beats poking."

    I must be missing something. To me, whiff punishing is something like st.HP > SRK. How does walking forward beat st.HP > SRK? And how does whiff punishing beat poking? Isn't it risky to throw out whiff punishes?

    If you and I are playing, and I'm throwing out a lot of pokes, a strategy to counter this is to whiff punish my pokes. Maintaining a certain distance by walking just slightly backward, causing my pokes to whiff and countering with your own.

    On the other hand, if I see you talking a slight step backward in an attempt to cause my pokes to whiff I can just walk forward because you're not pressuring me with pokes. Now I can poke again, or throw . . .

    But then to complete the circle, if you see me walking forward like that you can now freely poke, because I'm not blocking.

    Maybe we have a different idea of what a whiff punish is. When you say
    whiff punishing is something like st.HP > SRK
    do you mean whiff punishing with stand Heavy Punch and canceling into Uppercut, or do you mean punishing Uppercut with stand Heavy Punch. If you mean the first then the idea's the same as what I was describing. Say Dhalsim is poking you with stand Heavy Punch, and you're walking just slightly backward and trying to counter with stand Heavy Punch xx Shoryuken. This will work fine. But if Dhalsim walks forward he's now back in poke range and can continue to do so, he may now whiff punish you if you still hit your stand Heavy Punch in anticipation of his.

    This is not to be confused with someone whiffing an Uppercut and you punishing it. I'm describing a ground space control game, and poking/whiff punishing describes relatively quick normal moves trading blows as the players compete for control of the screen.
    Isn't it risky to throw out whiff punishes?

    Sure. But it's risky to throw out a lot of pokes too. It's risky to walk forward all the time. It's all part of the same overarching mind game. You're not just whiff punishing, and your opponent isn't just poking. You're both doing all of them at the same time in order to control space and maximize the potential damage you do to one another. Remember, I said that walking forward beats whiff punishing, but poking beats walking forward. If you're attempting to whiff punish my pokes that means you're trying to maintain an optimal spacing, usually by taking a step backward. If I poke, you whiff punish. If I walk forward you're no longer whiff punishing, you're either doing nothing (losing to walking forward) or . . . you're poking! Which beats walking forward.
    Post edited by Antiochli on
    Lucky for us all, that's not the case.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    edited December 2014
    Thanks @Antiochli that's very helpful!

    Yeah, I meant st.HP xx SRK (my lingo isn't very good). I was under the impression that the term "whiff punishing" was more like, when someone whiffs a DP and when they land I do a st.HP xx SRK. You know...only for a major whiff. I thought walking back and forth like you mentioned was just playing footsies. I see what you mean, I was just confused.

    Occasionally, I still fuck up properly punishing a whiffed DP or whiffed Ultra (sometimes I freeze up and only punish with a wimpy throw), so trying to punish normals is a little out of my league for the time being, but I understand the concept.

    One thing I'm fuzzy on is walking forward and backwards. Let's say I'm Bison and I'm trying to poke you with a st.HK. Most characters can walk forwards much faster than their opponent can walk backwards. Once I'm in range, I'm gunna throw out the st.HK. If you're holding back to walk backwards, wouldn't this put you in the block position, therefore you cannot walk backwards anymore to cause my st.HK to whiff? I guess I don't see how slowly walking backwards is going to cause a fast walking character to whiff.
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    @TheSupaSage I barely have any advice since I don't know Hugo that well or those match ups and you won them all so it's hard to see where you failed, but I'll give a few comments.

    If you want to keep pressure off of a knock down, I think a cross up body splash would be a better choice than a meaty clap. I think your options are better. If you hit on the body splash, you can combo into another knockdown. If he blocks, you can throw some jabs and try to frame trap him or mix up with a command grab.

    Looks like you did some random Supers. You know better than that.

    That Dudley did a wake up Ultra in almost every round. I don't know if it was luck or if you knew you'd recover in time after a meaty clap, but after the first 5 wake up Ultras he tried, you probably could've baited him better.
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • AntiochliAntiochli I throw blue balls of Fire. Joined: Posts: 148
    @Greenwood‌
    One thing I'm fuzzy on is walking forward and backwards. Let's say I'm Bison and I'm trying to poke you with a st.HK. Most characters can walk forwards much faster than their opponent can walk backwards. Once I'm in range, I'm gunna throw out the st.HK. If you're holding back to walk backwards, wouldn't this put you in the block position, therefore you cannot walk backwards anymore to cause my st.HK to whiff? I guess I don't see how slowly walking backwards is going to cause a fast walking character to whiff.

    Part of the entire spacing game is understanding the match up: the ranges of your normal moves as well as your opponent's, and also your opponent's walk speed, their dash distance, their jump trajectory; all of it. If Bison is walking toward you and poking with stand Roundhouse you need to understand not only the effective range of Bison's stand Roundhouse but also the relative speed of his forward walk and the speed of your backward walk. Or at least a general notion of their relative speed. It'd be a fair guess that if you were playing footsies with an M. Bison player his forward walking speed would be faster than whatever character you were using could walk backward. So, what you need to keep in mind is that you're not just going to start walking backward the second he approaches to poke you with stand Roundhouse, you're ideally going to be maintaining an appropriate distance before that so that he'll still be out of range once he tries to hit the button. There's a certain anticipation going on here, if M. Bison's stand Roundhouse has a range of half a square (just for example, I don't know what it is exactly), and a walk speed of 1.5 and you have a walk speed of 1 and say you're both standing at a two square distance you need to start walking backward before M. Bison does in order to maintain your spacing for whiff punish. I think you're referring to proximity guard in this instance, when a move causes you to guard if you're holding back even if it's out of range or hasn't actually started up (I'm thinking of the start up to Focus Attack). I honestly don't know what the proximity guard box on M. Bison's stand Roundhouse is, but I don't think it would matter, because if your spacing caused it to whiff you'd just whiff punish anyway (even if you momentarily blocked you can still hit a button).

    And again, I can't stress this enough, if he's closing the distance to poke you with stand Roundhouse you can hit a button first and poke him! Poking beats walking forward.
    Lucky for us all, that's not the case.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    Gotcha, thanks!
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • TheSupaSageTheSupaSage Joined: Posts: 27
    Greenwood wrote: »
    @TheSupaSage I barely have any advice since I don't know Hugo that well or those match ups and you won them all so it's hard to see where you failed, but I'll give a few comments.

    If you want to keep pressure off of a knock down, I think a cross up body splash would be a better choice than a meaty clap. I think your options are better. If you hit on the body splash, you can combo into another knockdown. If he blocks, you can throw some jabs and try to frame trap him or mix up with a command grab.

    Looks like you did some random Supers. You know better than that.

    That Dudley did a wake up Ultra in almost every round. I don't know if it was luck or if you knew you'd recover in time after a meaty clap, but after the first 5 wake up Ultras he tried, you probably could've baited him better.

    Thanks for the advice, The meaty M clap is safe when whiffed on knockdown
    And i gotta stop the panic supers lol.
  • thiagizthiagiz Joined: Posts: 5
    Hey guys, i'm trying to improving my habilities but this is so hard, today i play some matches on PSN so i just lose hehe, i started to analysis my matches and i try to perceive my mistake. So lets go to the videos

    In all videos i'm rose

    Rose x Blanka



    x Gen



    x Ryu



    And two matchs against the same guile player




    So i think i need to be more patient on fights and uses more rose's backdashs, and don't stay immobiled near the oponent mashing some normals, or not hahaha

    Thanks :D
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    @thiagiz I only watched the Ryu match. I main him and I'm lost against Gen and Guile.

    His fireballs seemed to be pretty effective against you. Occasionally, I play against a really good Rose player and my Hadokens are near useless. He absorbs, reflects, or destroys 95% of them.
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • thiagizthiagiz Joined: Posts: 5
    edited December 2014
    Greenwood wrote: »
    @thiagiz I only watched the Ryu match. I main him and I'm lost against Gen and Guile.

    His fireballs seemed to be pretty effective against you. Occasionally, I play against a really good Rose player and my Hadokens are near useless. He absorbs, reflects, or destroys 95% of them.

    Nice point, @Greenwood, i will improve my soul reflect and focus on fireballs
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,407 ✭✭✭✭✭ OG
    thiagiz wrote: »

    Nice point, @Greenwood, i will improve my soul reflect and focus on fireballs

    Ryu's want to rush down on Ryu and keep the fight close. From afar Rose will win due to the reasongs Greenwood stated. Plus EX Soul Spiral can go through hadoukens at mid- to close-range.

    Feel free to post at the Rose section. I think the video thread and/or general thread peeps can help you.

    http://forums.shoryuken.com/categories/32

    There's also the Facebook group if you have an FB account

    https://www.facebook.com/groups/212922248782779/?fref=ts

    I will try and watch your vids after work and see what I can do to help :blush:
    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • thiagizthiagiz Joined: Posts: 5
    thanks @4neqs , i will join in this groups :D
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,407 ✭✭✭✭✭ OG
    I will give them a watch too and see if I can help. I play more Chun than Rose these days, but I'll try. :3
    Will be editing this post later.
    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,407 ✭✭✭✭✭ OG
    I will give them a watch too and see if I can help. I play more Chun than Rose these days, but I'll try. :3
    Will be editing this post later.
    thiagiz wrote: »
    thanks @4neqs , i will join in this groups :D

    Check your messages, I sent you a PM
    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • SimplasticSimplastic Joined: Posts: 6
    Hi guys, i need some feedback in order to improve my gameplay. Any advices with this matches?

    Match 1


    Match 2
  • Trouble BrewingTrouble Brewing Super Coffee Fighter V Joined: Posts: 5,174 mod
    moving to the feedback thread
    The artist formerly known as Starcade RIP
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    @simplastic You're better off posting matches where you lost. That said, I see a few flaws...

    - never jump-in with MP. I think you did that 3 times.
    - you threw out a couple of random Tatsu's. Usually not a great idea, but sometimes it can work.
    - for Evil Ryu, you were way too defensive. It's good that you didn't jump-in like a maniac like a lot of beginners do, but you probably could've been more aggressive with your dive kicks.
    - you should work on a few easy combos.
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
  • SimplasticSimplastic Joined: Posts: 6
    thanks buddy!
  • sandwichcookiesandwichcookie Unregistered User. Joined: Posts: 1,179


    I'm the Sakura.
    c.hp and cs.hp are pretty good anti-airs, but they don't work all the time. I tried to adjust and use nj.hp when I could. it worked sometimes, but didn't work other times.. twice I landed nj.hk but fucked up the cancel and got fireball when I wanted shouoken. I threw out a random ex tatsu that cost me half my life early in the third round, that really sucked.. At the end I threw out ex fireball that should've been ex shouoken.. he still probably could've blocked the 2nd part though.. well, that's all the mistakes I feel like owning up to. Please point out the ones I missed :)



    bonus video: me getting wrecked by Chris G's Elena
    I don't know what I could've done there other than not be ass-level sakura vs chris g of all people...
    I hated hipsters before it was mainstream.
  • bypostmanbypostman Joined: Posts: 2,207
    edited January 2015
    With characters that can change trajectories of their jumps, sometimes it's just not worth it to try to force an anti-air everytime, especially when low on life. In those situations, best to block, avoid via focus backdash or walking unde. Optimally of course, you want to space yourself so they can't achieve the ranges where they can mix you up with a divekick/regular jumpin, either by pressuring them on the ground close up or keeping them farther from you.
  • SkipToGameSkipToGame Joined: Posts: 3
    So, a friend of mine convinced me to stop banging my head against the wall with C. Viper and start playing Rose more. I've put in a lot of time with her lately, but I think I'm hitting a wall. Anyone care to take look at 3 recent matches of mine and give me some tips/advice?

  • CookieSoupCookieSoup Joined: Posts: 80
    SkipToGame wrote: »
    So, a friend of mine convinced me to stop banging my head against the wall with C. Viper and start playing Rose more. I've put in a lot of time with her lately, but I think I'm hitting a wall. Anyone care to take look at 3 recent matches of mine and give me some tips/advice?

    I'm not a Rose player myself, but I can point some stuff out:

    - Stop jumping so much, a basic mistake. You need to learn to play a more grounded game, fight the urge to jump, you'll just get hit for it.
    - Work on anti-airing. Kind of a continuation of my first point, you could've anti aired in many situations you decided to jump instead. Cr. HP is a great button, use it.
    - Zone more with your fireballs! If you're at full screen, throw out some fireballs to see how your opponent reacts to them! Of course don't just throw them out whenever, throwing fireballs against a chun sitting on U1 is not a smart move naturally :smile:
    - Don't just use all your meter the moment you get it. Randomly throwing out EX fireballs or an EX spiral is just a waste of meter. Use them when you need to (EX spiral for getting out of pressure or reaching when regular spiral can't in time. EX fireball for in combos or catching your opponent unaware in a fireball war.)
    - Use LP reflect more against fireball characters! The meter build is insane and meter is vital for Rose. Either for sitting on a super to intimidate your opponent or for using EX spiral as stated in my previous point.
    - Learn when to throw out pokes. I noticed you using st. HK alot up close. Yeah, it's a good move, but you need to learn to space yourself before using it. Knowing when to throw out which pokes is vital to becoming a good Rose.
    - When applying pressure, try using cl. st. mk more, it's excellent for frametrapping or blowing up crouch teching. Trust me, using this button properly will score you alot of counterhits.

    I hope some of this will help you step up your Rose game!
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 888
    /\ your sig couldn't be more wrong. It's the exact opposite.
    Injustice 2 - Wonder Woman, Joker
    Boring, stale, predictable FGs - Cammy, Kuma, whatever yawn zzzzz
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