1.)In the beginning of your match against cammy you were allowing her to jumpin in a lot. When any character attemtps to jump in at you when you are using Juri you have a few anti airs to use. They are cr.mp, cr.hp, st.mk, st.mp, or even st.hp but that one is like if your opponent is directly above you.
2.) During the cammy match you didn't use many of your pokes. Using your footsies is a very good way to take away damage a little bit at a time since it all adds up. A few of Juri's good pokes are her crouching mid kick which some people say is almost as good as ryu's and if you get a hit confirm you can go into pinwheel to send your opponent into the corner. Another good poking normal move would be her st.mp, it may not be cancelable but it can help you go over low attacks or you can space yourself to use your pinwheels so its harder to punish. Remember this move can still be used as an anti air. The last poking normal i would recommend you use is her standing mid kick because it has good reach and it does the same thing as her st. mid punch.
3.) When ever you see that cammy has atleast 1 or 2 bars of meter do not throw out so many fuhajins because an ex spiral arrow is invincible to projectiles.
4.) Unless a spiral arrow is correctly spaced meaning it hits at the tip, you can punish it in many different ways. You can punish it with cr.mk xx fuhajun store, or cr.hk xx pinwheel, if you have a fuhajin stored you can do cr.mk xx fuhajin xx sweep or instead of sweep you can do another cr. mid kick into a pinwheel for more damage.
Vs Ibuki
1.) Do not do so many dive kicks against Ibuki since she can anti air it with a back medium punch and get a free combo if that person knows how to do the command dash combo.
2.) Neck breaker is extremely punishable on block. You can punish it with almost all over your combos. To be safe use your quickest normal against it and complete the combo against her. I suggest you go to practice mode and learn how to punish blocked neck breakers.
3.) Tsurugi on its third hit can be reveraled. So ex pinwheel the crap out of the last hit. The other two you should block.
4.) If you were playing a good ibuki you should know when you are trapped in her vortex you must be able to learn which way to block. If she throws the kunai before she gets to the other side block in the opposite direction and vice versa.
General
1.) Never use a random pinwheel because they are unsafe on block and it could lead to a huge punish to you. I recommend you use them only for finishing a combo, extending a combo or using it for pressure.
2.) When you use juri's dive kick i recommend you aim at your opponents feet. That way you're nearly safe. Not everyone can punish those unless you aim higher. Just remember the higher you land juri's dive kick, the more punishable it is on block.
3.)When ever you get a hit you should try to complete it with a full combo. Don't be afraid to use your combos during a match. It is what helps you win. If you do not feel confident in your combos just go into practice mode and practice simple combos until you feel thar you are ready to use them in a real match.
Some easy juri combos are cr.mk xx fuhajin store xx release, cr.lk xx cr.lk xx cr.lk xx mid pinwheel, or cr.mp xx pinwheel.
There are a good amount of Juri players should watch and here are some
-Yossann
-jrojro5963
-Shin
This is to get you started
CTFO
Most of these videos just showed the basics of what you have issues with.
1.) You really should limit the amount of jump ins you do against your opponent. The times when you should jump is over a fireball, to start a very punishing combo, or dodge. A very good example of using your jumps too much is when you got punished by that ultra in your first match against Akuma. Remember jumps can equal a round for your opponents when used in the wrong way.
2.) You seemed to get a lot of free hits but no actual combos or punishes from them. What i suggest you do is go into the practice mode and practice your combos then learn how to use them when blocking badly spaced special moves.
3.) Another thing I saw is that you never took adavantage of your knock downs. Whenever you get a knock down with akuma especially against someone with a terrible reversal that is your chance to mix them up. You can go for his vortex so you can score the damage that you need.
4.) Just go to practice mode and figure what moves you should use and when you should use them against different characters.
5.) I'd like to see you use more fireballs in your game. Its a good way to keep your opponent where you want to be. Remember when you use a fireball you should know when and where to use them. For example for someone like ibuki who has 2 ex meter stocks. Dont throw a fireball because ex neckbreaker can punish it from full screen same thing with cammy's ex spiral arrow. Learning how to use it will help you a long way.
I saw some of the questions you posted as well so i'll give it my best to answer them too.
When you are playing as akuma and your opponent is blocking low you should use your overhead just to get them to start blocking high. To help achieve that you should use some frame traps or block strings to get them to think that you are going to continue doing crouching moves or other moves that you are doing so you are able to score that overhead now when you know they will block high you can sweep them. This creates sort of a mini high low game. When you get that knock down you can start your mix up games. A lot of people like to block low so on that knock down you can use his dive kick to make it look like you are going to hit high but you don't do anything but land and sweep or throw. Most people who block low a lot are prone to get hit by overheads. There are other ways that Akuma can break down those types of players. You should look in the Akuma section to learn more.
My advice isn't specific to any one video in this thread, any person, any character or match-up. It's fundamental to SF4. Every one you'll ever face has a play-style and everyone has a panic-style. The most significant improvements you'll notice in your gameplay will be from recognizing what kind play-style they use and how to evoke their panic-style. Also, how to learn all that without losing two rounds in the process.
For example, you can spot a rush-down specialist from someone who doesn't like playing the neutral, footsie-based game. They also tend to eat early on reversals. Take them out of their comfort zone by either controlling space with normals/projectiles, or playing a better rushdown than them. If you plan on rushing them down you might see them mash out a reversal of their own. Leave space in your block strings to see what they do.
Also, know what kind of player you are and what you tend to do. Learn when to rush in and when to pull back. If you pull back too long, you'll be overwhelmed, if you rush in too hard, you get a reversal or ultra for your troubles. When learning what kind of player you are also consider you may be playing the wrong character. Enjoy mind games over combos? Pick Zangief. Enjoy frustrating your opponent with a strong neutral game? Pick Rose, Dhalsim. Like rush down heavy characters? Pick Seth or C. Viper.
And in the end, practice. Practice your character until you get the execution you need then practice your match ups (especially the bad ones). Speaking of practice, for those in this thread that want it (DealsWithIt, Lemon_Crisp) , my PSN is ModestDeity. Message me when I'm online and I'll help if I can.
wham, first video ever :)
if the framerate is not okay, tell me, I recorded at 60fps, but rendered at 30fps because it kept crashing and I was getting annoyed :/
BE PEACEFUL AND FEAR NOT
You are not confident online, your heat beats whenever you see an opponent with above ten thousand bp and tend to be defensive and on edge, learn to relax, no matter the bp it is still flesh and blood on the other end. he also has to fear you if he is not skilled in matchup, I will rather you learn how to calm your mind before the fight.
THE FIGHT IS NOT FOR THE STRONG BUT THE WISE
sometimes the best path to victory is not in hitting your opponent, but make sure you are hard to get hit, knowing your attacks is crucial, you prevent your opponent from getting in on you by well placed movement and anti airs and you frustrate a man of lesser will power (80% of online warriors)
BE LIKE THE HAWK, PROTECT YOURSELF
know your reaction and improve it, then learn to stand a distance where you can react to what your opponent will do, practice anti airing with sHK, crHP, sLP 100 times a day (34 times each) once you are comfortable with anti air, you can protect your attack zone and make you seem impenetrable.
TO SEEK HELP IS NOT WEAKNESS
whenever you lose alot to a match up, do not despair, rather youtube is your friend, just type Ryu vs 'insert character' ssf4ae v2012 amd watch 12k bp plus players and see what they do to the exact things you lose to. you can use. or go to www.sf4tube.com and select your matchup
TAKE CONTROL, 50% WORK DONE
Do not underestimate the power of the untechable knockdown, for Ryu its both his throws, his sweep, his super and his ultra. learn the setups after them and their uses. learn them well. for example a simple mixup is after a sweep to jump HK to land infront and jump tatsu to cross up. Ryu has tons of them, learn them use them, master them.
BE A PUSSY, MAKE THEM WORK TO GET IN YOUR ASS
Do not make yourself vulnerable for no reason, this includes reckless jump ins and crouch HK which is punishable by plenty of things and jumping you give up your ability to block for 34 frames.Gain an early life lead and then make your opponent come to you, lesser beings will jump at you and you do well to swat them from the sky with sHK or far or sHP, or crHP up close. if they chose to walk in cMK to hadoken is a great tool to keep them at arms length. when you sense their reluctance dash up to spook then and throw them if you so desire.
BE AWARE OF YOUR OPTIONS
learn to tech throws and see throws coming. you can if you relax. also when you watch better players watch what the opponent does before they try to throw,
your mind will do well to download such info, and remember it is better to tech standing than crouching.
DO NOT MASH SHORYUKEN.
IN MANY WISE MEN THERE ARE WISDON
search out the top 5 ryu players online in your region and add them, if they dont accept then make it top 10, they are invaluable source of help and sparring partners.
WHAT BE THE VALUE OF KNOWLEDGE IF YOU PRACTICE NOT
play the AI in arcade mode, then try to win without jumping at all the whole match. or limit your jumps to 2 per round for starters, this helped me alot.
any combo you learn practice on the AI first, if you can pull it off on the computer controlled opponent then you can do it on anyone.
make use of the record function in training mode to test your options both in offence and defence.
IF YOU NEED MORE ADVICE
If you like to chat hit me on skype, my id is ugo_2u and I will teach you all I know. and dont forget to meditate/pray and sometimes to rest, it works wonders for the mind and soul.
Nice thread, I recorded a video myself too, hopefully the quality is ok I tried to make the file smaller but it seems youtube made the quality a bit worse than the original, so if its too bad I"ll upload a better quality version later
Im playing sakura
I can see you have a grasp of all basics in the game, but there is one thing that you lack and that is a reason for your actions. You fight in a linear pattern, hoping that your attack will somehow hit. Here is my own two cents of advice
QUESTIONS: THE LIGHT TO OUR PATH OF BECOMING THE TRUE WARRIOR
Ask your self, this attack that I want to perform, what risk does it put my oppnent in? example if you jump what will it take to negate your attempt, does he have the reaction to anti air? If yes what will I do, if no, if he blocks it what do I do. Now for every sequence you must hav e an answer that requires two or three different responses for your opponent so that you wont be predictable, below is an example
SCENARIO: I JUMP IN AMBIGUOUSLY, WHAT WILL I DO
If I attack with a jumping attack what options does he have?
ANSWER: he has to block me while standing high, he cannot tech, mash a dp if it is well timed jump, backdash because of option select
If I do not attack him but instead throw him
ANSWER: he has to tech, mash a reversal, back dash or jump up. He cannot block
If I don’t attack him with a jump attack but rather jump in then attack low
He has to block low, he cannot jump, or block high.
Now you see that from a jump in he has to do something different for each action.
There are many scenarios that this apply you do yourself well to practice them
A CHILD MUST CRAWL, THEN WALK, THEN HE CAN JUMP
You must learn how to walk before you learn how to jump, conquer the fear of walking into attacks, by walking you are less vulnerable. SAKURA can hold her own on the ground very well, although her wakeup is lacking in the free get away department.
KNOW YOURSELF KNOW YOUR OPPONENT
Go to forums and learn what makes sakura strong, visit shoryuken character page for sakura and discover her strength and weaknesses. Then go to the forums and ask questions.
KNOW YOUR OPPONENT
Take the first round to study your opponent, learn whether he likes to jump or mash, if he likes to jump anti air him, if he likes to mash, punish him, if he doesn’t mash throw him and overhead him on wake up.
BE STRONG BE UNPREDICTABLE AND NEVER LET YOURSELF BE DOWN WHEN YOU LOSE, FOR EVERY LOSS THERE IS MUCH GAINED
Juri is a character where you want to be in while staying just outside of fierce dive kick range. Her fireball game is limited mid outside of close unless you have a stored fireball. I suggest you practice storing in blockstrings and combos. Her far fireball game even ex can be ultra'd on reaction, so I suggest limiting zoning to early game unless you plan to store fireballs(max of 2) for ultra 1 setups.
If you want to practice anything with juri, it should be air to airs. Her jump mp is her main tool to jump in aside from divekicks and jump forward fierce. The timing is strict and beats late a2a from most characters. I like to time it early offline but online later is often better.
Why learn ultra 1 for juri? While ultra 2 is fine by itself, it leaves you stationary and can be easily whiff/block punished. U2 may be Juri's only wake up option. but it is easily baited at high levels and requires your opponent to mess up. You don't want to rely on your opponent to make mistakes all the time. With the buff to movement speed in AE2012, you'll be using U1 for rush down and blockstrings to keep them locked down.
How to use Ultra 1 effectively! The idea behind u1 is to put pressure on your opponent much like rose's u2 or yun/yang's super. Damage is often secondary compared to taking a high risk with a jump in to get max damage off of it. Storing fireballs before activating it is your ideal method but depending on spacing, you'll prefer to get a sweep. single hit from divekick or jump in fierce.
Ultra one and you: If you get a meaty hit, and you want to get max damage with U1 you'll have to cancel fast and often. Her F+MK overhead can be cancelled into during u1 blockstrings to open up crouching opponents or to make them block high. Sweep is your least used tool during u1 because it consumes active time from the knock down. You can end your strings with sempusha or stored fireball, if you run out of time.
Why not to use Kasatushi outside of footsies? Kastushi on certain characters can leave you in bad positions, armor broken or be grabbed out of. Your main goal with kasatushi is to get in or away from footsies to avoid pressure or to apply it. You'll want to keep the use to a min otherwise.
Why not to abuse Senpusha? Senpusha. much like divekick and ultra 2, will be block/whiff punished outside of light version or ex easily. Your main goal is to use EX version for reversals and ending strings with medium or heavy.
FADC: Practice this often on pad. Offensive use takes a lot of time(for me at least)
*everything is suggestions, since I haven't seriously used juri since AE dropped.
wham, first video ever :)
if the framerate is not okay, tell me, I recorded at 60fps, but rendered at 30fps because it kept crashing and I was getting annoyed :/
Theory:
Before you get any matchup specific advice, you gotta know the theory and then you can apply it to most of your matchups. http://www.airryu.com/
Basically, with Ryu, you want to zone your opponent using fireballs and gauge how he will react, and then come up with the appropriate answer, get a knockdown and then move in for a mixup - throw, overhead, cross up.
DeeJay specifically
Throw fireballs (jab fireballs from full to midscreen are the best - they travel the slowest - buys you more time) from a little past fullscreen to mid screen and gauge how he handles them.(You have to do this against most opponents with Ryu. How do they handle fireballs? How can I punish them for how they are adjusting to my fireballs?)
If DeeJay slides under them, throw a fireball and when you anticipate the slide, focus or block and then punish.
If he jumps over the fireball dragon punch him/ ducking fierce punch
If he has meter and can EX-Rolling Sabats through them, try to throw a fireball, then fake with jab or light kick, but remember, he can only EX-Rolling Sabat through them if he is charging. If he isn't, he can't do that move. Once you bait it out, block and punish.
You don't actually need to jump at him, especially when he has charge. Instead try to get a knockdown. Jumping in without getting a knockdown first usually puts you at a disadvantage.
After you get a knock down, if he has Ultra Meter and its close to the end of the match and you have a life advantage, I would play it safe.
If he doesn't have meter, you can try to walk up and try to throw, overhead or crossup.
Don't be afraid to get hit the first time, you're trying to build a profile of what the player likes to do in certain situations.
If you try to walk in after a knock down and try to throw and he Jack Knife kicks, next time pretend to go for the throw, and block instead..see what he does. If he techs the throw, try an overhead next time. What you do evolves based on his response.
Summary, throw smart fireballs,(not too predictable, not too close that your opponent can jump over them and punish you - keep them out with cr.mk to fireball if they get too close) see how your opponent is handling fireballs, find a way to punish what he's doing, especially charge based characters like Guile and DeeJay. Guile is even worse, because he can't punish fireballs at fullscreen like DeeJay.
Not enough time for me right now to go through everyone in your video...but knowing the fundamentals always makes life much easier..when you're playing as Ryu, patience, zoning, adaptation and good decision making are keys that you have to develop. Don't watch pro Ryu players and try to emulate them. off the bat. Start with the basics, and understand what you're trying to do.
Nice to see some responds to my old vid from 2 months ago, I have actually been working on my game a lot after posting it, and I think I'm a better player now though still not good yet. The advice about always asking myself why I do stuff is still valid. It's one of the things I dont do enough instead I mostly just react to what the other person is doing and try to adjust from there. But thinking of what to do next before I even attack and what my opponents and own options are after that is something I will definitely keep in mind more, thanks.
Nice to see some responds to my old vid from 2 months ago, I have actually been working on my game a lot after posting it, and I think I'm a better player now though still not good yet. The advice about always asking myself why I do stuff is still valid. It's one of the things I dont do enough instead I mostly just react to what the other person is doing and try to adjust from there. But thinking of what to do next before I even attack and what my opponents and own options are after that is something I will definitely keep in mind more, thanks.
Back then there were people posting videos with not too many people replying; now there are people looking to check out videos but no one posting new videos.
Back then there were people posting videos with not too many people replying; now there are people looking to check out videos but no one posting new videos.
haha, it's a shame because it's a really good opportunity to get good feedback.
DealsWithIt Analysis First I'm going to start out with your gameplay from what I've seen in those matches and what areas you need to improve in and then i'm going to move on to match up discussion and the match ups that I will be discussing will be Dee Jay, Blanka, Guile, Juri, and what you should do in those match ups. While I'm at it we can also discuss the character Ryu and his basic gameplan.
Gameplay- Since your playing Ryu you should not be jumping around alot you should be patient and you want to zone your opponent out by using Ryu's strong zoning and spacing you don't want to go to them. I also see that your opponents was jumping a lot on you that is not a good thing because Ryu has on of the best anti airs in the game which is his Shoryuken so you generally want to practice on your reaction time so you can anti air consistently that just takes training and experience and you will learn it over time. Also work on your block strings and frame traps alot of times your opponents was jumping out of your strings which should not be happening and switch it up too don't let your opponent feel comfortable with the same block strings use different ones and grab them every once and a while. Once you start getting into your opponents head with frametraps, throws, cross ups, overhead, then that's when the fight is in you favor and start playing mind games with them. Another thing you should work on is your punishes you NEVER want to punish a unsafe move with a sweep you need bigger damage than that I mean sure a sweep is a unteachable knockdown and all but there are bigger damaging combos that can lead into a unteachable knockdown other than just a sweep. For example one of Ryu's most damaging and basic combo is Solar plexus strike into HP Shoryuken it's really basic but it's very damaging and there's a very low risk of dropping it but that doesn't punish every move so you should learn Frame Data for that. Ryu's main pokes are Cr MK and Cr MP and never do a fullscreen tatsu or burn meter recklessly Meter Management is very important for Ryu here are some of some basic punish combos for Ryu. Cr Lp, Cr Lp, Cr Lp, Cr Mk into HK Tatsumaki Cr Lp, Cr Lp, Cr Lp, into Sweep Cr Mp, Cr Mp into Sweep Cr Hp into Hp Shoryuken Cr Lp, Cr Lp, Cr Hp into HK or EX Tatsu Cr Mk into HK Tatsu Cr Mp, Cr Hp into HP Shoryuken or Tatsu Cr Lk, Cr Lp, Cr Hp into Tatsu or Sweep
Here is a link to the Frame Data for all of the characters you should read this it is very important if you want to become good
I will finish this post later on once I get the time again and I will discuss the matches and what you could do to improve but for now here is Air's website where he goes over Ryu match ups, Fundamentals, Spacing, His experiences and much more it's one of the best websites when it comes to Ryu and great for beginners and people who want to improve with Ryu. http://www.airryu.com/
Top Ryu players to watch/follow
Daigo Umehara
Alex Valle
Air
Laugh
Dakou
Things to practice in training mode
1. Shoryuken consistency
2. Hit Confirming off of Normals
3. Shoryuken FADC Ultra
4. Anti Airing
5. Higher damaging combos
6. Blockstrings
7. Spacing- Throws
One thing you can do to practice hit confirming is to set the training dummy to random blocking so you won't know when your moves are going to connect this will help your hit confirming alot and while it's set on random blocking practice your set ups on knockdown and react to the trainign dummy blocking it or not.
Pros
-For your level you kind of have a general idea of what to do with Ryu
- Your patient and you don't mash that's a good sign of discipline
- You know what Ryu's main pokes are
- Your blockstrings are good for a beginner I don't see a lot of Ryu's on that level do that
Cons
- You jump alot and for a Ryu players that's a habit your going to have to stop if you want to improve with Ryu.
- You don't adept very quickly and crack under pressure sometime I see
- You use sweep to punish everything which is very bad for damage and a clean punish
- You miss a lot of anti airs and if you want to become good with Ryu you have to become good with anti airing
- You don't FADC from the matches I have seen there are tutorials for that and go into training mode to practice doing it it's very important with Ryu's gameplan
- You use too much meter at times you really want to work on Meter Management that's very important for a zoning character like Ryu
- You let your opponents get away with a lot of unsafe move's (Blanka's slide, Dee Jay up punches, Juri's HK and EX Divekick) Don't let your opponent abuse unsafe stuff always punish them so learn frame data so you can know what moves are safe, recovery and start up, active frames, etc
- You tend to use the same blockstrings switch it up a bit so your opponent won't be aware of your play style
- You don't throw a lot and that's pretty bad because your opponent can just down back and not worry about getting thrown so make sure to add that to your gameplay.
Hope this helps I really hope you will become a good Ryu player in the future even though Ryu is not my main I tried my best to help you out from what I know you have a bright future ahead of you just keep at it, keep training, watch top players and videos and you will be good Ryu might be one of the beginner character but at a high level he can be one of the hardest characters to play. Also check out the Ryu forum here so you discuss stuff with other Ryu players and they know a lot of stuff with him as well and they discuss a lot of match ups and other stuff.
Good luck in the future!
UMvC3: Dante/Vergil/Strider Hiryu | Persona 4 Arena: Yukiko I Super Street Fighter IV AE 2012: Guy Rank A
[SIZE=13px]"The most intelligent people disguise the fact that they are intelligent. Wise men do not wear nametags. The more people talk about their own skills, the more desperate they are — their work should speak for itself."[/SIZE]
wow, you have improved more than the last vid, even styling on the poor cammy player. good stuff
nice bait @ 03:25
Holy shit @ 3:48 you can pull off that combo?! damn you are alot better
6:33 cue that Guile theme, TA TARA TARA. TA TA TARA TARAAAAA!
1. stop the air tatsu, it has no use for sakura, makes her float and easy to anti air, unless you jump over a fireball and you are sure that it will land.
let me give you a hint on what you need to work on and that is the whole video you only anti aired a jump in ONCE!!!
Sakura crouch hard punch is one of the best anti-air move in the game.
TRAINING SESSION
Go to training and set the dummy to jump in and attack with a heavy attack, then press crouch hard punch to anti air, do this 100 times a day
after that go into endless walk to outside sweep range and expect your opponent to jump then anti air. just this training alone will bost your win rate by 100%
let me give you a hint on what you need to work on and that is the whole video you only anti aired a jump in ONCE!!!
Sakura crouch hard punch is one of the best anti-air move in the game.
TRAINING SESSION
Go to training and set the dummy to jump in and attack with a heavy attack, then press crouch hard punch to anti air, do this 100 times a day
after that go into endless walk to outside sweep range and expect your opponent to jump then anti air. just this training alone will bost your win rate by 100%
Yeah I noticed this too, the cammy player basically jumped in for free against me along with everyone else xD. I'm very inconsistent with this so should definitely work on that.
I tried messing around with air tatsu after I've seen some local guy use it to train his opponents into getting used to the trajectory then mixing it up with normal jump ins to catch them off guard. Or I to try and land behind them, when they dont expect it, and bait out an anti air, but I probably need to figure out how to space it better
Hey, I'm a casual player and I'm not great in some fighting games. I started playing street fighter 4 for almost 8 months now and I have improved a little bit, but I need to do a lot more to improve my skills and my execution is terrible.So, here is two videos of me playing and I hope to get some advice. Thanks. Also, sorry for the lack of audio in the videos.
There you go , I started playing on XBL a month ago so thats why my SN is different
hopefully its still watchable, when i was recording the sun sorta shined on my camera so it kept refocusing at the beginning
For anyone still trying to find a way to record videos, notice how the screen gets blurry during the refocusing, but even when its blurry you can still easily see that blurry Sakura is doing c.lk or c.mk or s.hk, because even blurry those moves are hard to mistake for anything else, so its not doing anything major stop someone watching it from giving accurate advice.
Hey, I'm a casual player and I'm not great in some fighting games. I started playing street fighter 4 for almost 8 months now and I have improved a little bit, but I need to do a lot more to improve my skills and my execution is terrible.So, here is two videos of me playing and I hope to get some advice. Thanks. Also, sorry for the lack of audio in the videos.
So this is why I think a video thread is needed. If a Rose player posted a thread saying I need help, I probably wold not have said "you should lay off of the EX spirals some" because I probably wouldn't have known about the ex spirals from the description,which would have been followed by generic advice about spacing and practice and which normals are good for Rose, but while watching this video all I could think is "Holy hell, thats a lot of EX spirals", which in turn is more helpful to both the person trying to help and the person looking for help when you can give them advice specifically based on how they play.
BTW theres more stuff that I noticed but I'll let other people reply
Hey, I'm a casual player and I'm not great in some fighting games. I started playing street fighter 4 for almost 8 months now and I have improved a little bit, but I need to do a lot more to improve my skills and my execution is terrible.So, here is two videos of me playing and I hope to get some advice. Thanks. Also, sorry for the lack of audio in the videos.
For an 8 month old player you are quite better than most, I know because I was a superscrub for almost 2 years, here are a few pointers
familiarize yourself with rose's escape options rather than using ex soul spiral, you waste meter and its unsafe especially against the shoto army with 3 frame dp
Learn what Rose best pokes are, her standing hard kick and medium kick are super useful and her slide at max range is both a great move and hard to punish, use them well
You are not so bad at anti airing but you still need to work on it
You need to learn your punish combos so you do them on reaction
also never do her ultra 2 on your wakeup if your opponent is very close to the ground, meaty attacks beats it
You also need to practice how to tech throws.
Generally you are on the path of improvement, once you learn how to anti air and to defend well then you limit is the sky. feel free to add me on skype for free lessons. my id is ugo_2u
Def ease up on the EX drill use, it's actually easy to interrupt. You could jump less too, and activating U2 without a setup/from too far away is usually not a good idea either.
"But that's SRK for you. SFIV could have a feature where Chun-Li steps out of the TV and gives the players blowjobs, and some would still complain because she wasn't Sakura." --Azrael(?)
Your Rose is pretty good for someone who is just starting out with her. From what I saw, you need to work on your punishing combos, ex spiral usage, spiral spacing and teching.
Execution/Combos
Rose has a good selection of punishing combos and they are crouching medium punch xx soul spiral, Crouching light punch xx cr.lk xx crouching medium punch into soul spiral, cr lp xx cr. lp xx cr. lk xx cr.mp xx ex spiral or spiral depending on the character are all good to use.
Since you aren't too confident in your execution I suggest that you try to do these combos 5 times in a row to see if you can get it without messing up. Once you can do a set of 5 multiple times then you should raise it to 10 and so on. Another thing I should add is that you do everyones special moves and learn how and when to punish them.
Reveral usage
The next thing I should go over is ex spiral usage. You should only use ex spiral on moves that take a little time to start up and recover. For example you can punish moves like ryu's crouching medium punch when he tries to use it on your wake up or his crouching medium kick. I suggest that you almost never try to use ex spiral if you know your opponent will use a move with a quick start up like a jab. That can be used to bait an ex spiral and you can get punished for it.
This move isn't your only wake up move that you should go to. I saw that you where using ex spiral on wake up when your opponent was jumping in at you. Unless your opponent is at the top of their jump arc and they don't have a low arc you should use it to get yourself out of the corner other wise you should use ex soul throw. It is a reliable move but it is best to use it late sometimes because it can be hit out of if timed wrong.
This is a video in which I lost the round because I used an ex spiral in the wrong way. Skip to 13:50 to see it.
Spacing your spirals
When you are using soul spiral to apply minor pressure with Rose, you should remember to always have it hit at the tip of the spiral so that you can make it difficult to punish on block from there. I should advise you that a good amount of characters can still punish it with certain normals. For example cody can punish a blocked soul spiral with a crouching light kick and he can hit confirm that into a HK ruffian. From there he can choose to start his pressure game with his frame traps or he can Focus attack dash cancel (FADC) his ruffian into his ultra 2. Never use a spiral up close where its right in your opponents face. When it is blocked like that you can lose up to 50% of your life like that in some situations.
When and where to use Ultra 2
When you use ultra 2 you should either use it on a knock down like you did in your first video with ryu so you can create your own mix up games ,you can use it if you hit your opponent with a fireball and you can use it as an anti air. When you are using the soul throw mix up be very careful because if your opponent is smart enough, they can use their anti airs to get a free hit or a knock down resulting in you being pressured. A safe way to use ultra 2 is after a knock down you use u2 sit on down back while waiting for an opening in the orbs to throw your opponent. Sometimes just sitting there and doing nothing is very helpful. People like to poke her out of u2 but if she is sitting there it is free damage for her. If they get hit by an orb I suggest you make a combo out of their mistake. This is something I suggest that you do in practice mode first since the timing can be a little odd at first.
The Rose section is currently constructing new write ups for each character and we have the ryu one ready as for the ken match up... I will explain that to you.
Rose vs Ryu
To start here is the link to the ryu match up and the next one is to all the current written match ups
In this match up Rose has the better footsie tools to use against ken. She has her Crouching medium punch, crouching medium kick, standing medium kick, standing fierce kick, and her far standing hard punch. In this match up ken flat out loses the fireball war against Rose. She can either reflect them or absorb them. You should be doing both while throwing in your own fireballs every now and then. The next thing that happens in this match is that ken loves to use his step kick to get in. I suggest you learn how to Focus absorb the attack at the tip of the move so that you can continue to play keep away. You do have moves that can go under his step kick like her slide and her crouching medium kick. You can use those to make ken realize that his step kick comes in at with a risk. Another thing you should watch for in this match up is that
Overview
This match up you have an advantage over ken with your footsies. The main test is knowing how to keep him out and dealing with his pressure.
Pros
Ultra 1 is a very damaging punish for poorly spaced fireballs and blockstrings ending in normal fireballs. Rose should use is as an anti air on ken's poorly spaced tatsus. She shouldn't use it as an anti air any where else because ken can use his tatsu to fly to the other side of the screen.
Ultra 2 serves its standard purpose as a way to gain space or to set up mixups. However, activating it from far away is a good way of wasting this Ultra because Ken can stuff the orbs with his own projectiles just like any other projectile user. This is the better Ultra in this matchup because it provides Rose opportunities and tools she doesn’t typically have.
Cons
-Ken's mix up game is difficult to deal with without meter.
-His ultra 1 can blow through her strings.
-Some of his air normals can stuff her normal anti airs.
Far-Range/Fireball Game
Rose shuts down Ken's fireball zoning completely. Just like Ryu, ken can only throw fireballs as blockstrings or around the footsies range. Any fireball thrown from outside of the range of Rose’s st. HK can be reflected on reaction. Be careful not to pull the distance too far however as Ryu can then jump over reflected fireballs and Rose will not be able to anti-air.
Slide can be used to stuff close-ranged fireballs but requires a healthy amount of prediction and can be punished if whiffed or spaced incorrectly.
Rose doesn't have to use her fireball in this match up since she can use ken's as her own but she should be using it sparring to gain meter along with her reflects.
Far range/Footsies game
Ken cannot do much at this point but use his own fireballs, step kick, and fake thunder kick to get in. Please watch out when he is using his thunder kick. For him it is a better option to get closer as opposed to his step kick in which he can get tagged out of it by a fireball and ken has his air tatsu to make close in attempts but they can be easily anti aired with soul piede when timed correctly. Other than that you have the main advantage.
Midrange/Footsies Game
Rose basically owns this area. Her st.mk shuts down Ken's crouching medium kick just like she does with ryu. Her st.hk does the same thing.
Anti-Air
Rose’s standard AA options are all useful here but they require her to be particularly attentive. Remember Ken can stuff cr.hp out with his jump fierce when timed correctly.
Defending Against Pressure and Mixups
Ken is based around his tatsu mix ups, throw mix ups, and his knock down game. When you deal with his tatsus remember that you can focus dash away from it if it is spaced wrong, other wise I suggest you Anti air it with ex soul throw, cr.hp or block it. When dealing with his tech game you should know when he his going to do it. I say watch out for his throws when he is about his crouching mid punch distance because he will try to kara throw you or he will break a block string to do it. You do have ex spiral but becareful because he could delay his timing to knock you out of it with srk or an ultra 1.
You should also know that his step kick can tag you out of a back dash so do not rely on it much.
Applying Pressure and Mixups
Be careful about how you use Spiral blockstrings. ken can SRK through them since they are not true blockstrings. Also, he can do st.LK to make long-ranged Spirals whiff then punish with sweep.
Option Selects
cr.LP, cr.HK ~ cr.LP (Catches backdash.)
cr.LK-> cr.HK ~ cr.LP (Link the cr.LP, not the cr.HK. Catches backdash.)
Tips
Be on point with your anti-air and anti-fireball game
You must Be on point with your footsies and spacing
Learn how to punish air tatsus and learn how to tech properly since it is a must in this match.
Always be careful about pressuring Ken when he has meter and don’t take unnecessary risks.
If you have any other issues that you feel that you need to work on feel free to post here
Hey everyone, been trying to play seriously for the last week. trying to get more serious about fighting games and im having the hardest time getting better at SSF4 AE 2012. Here is my noobish Yang video. plz any critiques will be much appreciated
Hey everyone, been trying to play seriously for the last week. trying to get more serious about fighting games and im having the hardest time getting better at SSF4 AE 2012. Here is my noobish Yang video. plz any critiques will be much appreciated
Not bad actually but in truth there are many things you need to get better at, anti airing and punishing your opponent, I can give you advices on how to improve but if you dont practice it will be of little use, so here is what I want you to do, go to training mode and set the dummy to jump and attack then you anti air them, do this multiple times every day
next practice your bread and butter combos till you can do them without thought.
head to youtube and watch Nemo yang, look for what combos he uses mostly and anti air, and what he does to get in and pressure tactics
UMvC3: Dante/Vergil/Strider Hiryu | Persona 4 Arena: Yukiko I Super Street Fighter IV AE 2012: Guy Rank A
[SIZE=13px]"The most intelligent people disguise the fact that they are intelligent. Wise men do not wear nametags. The more people talk about their own skills, the more desperate they are — their work should speak for itself."[/SIZE]
September is done, I have something else planned for October, not involving the thread though. I may do this again after that is done.
My goal for this year is to hopefully help a few more beginner improve their game and get into the fighting game scene so I hope this helped someone get a little more confidence and a few more wins.
I wanted to come home and go over all of the post again to be sure I didn't overlook anything.
Judging in terms of replying directly to the content in the video, and replying with detailed, specific and helpful advice to videos posted
The winner of the Fightstick is Genistar
Thanks to everyone who posted video and everyone who replied, and again to Trouble Brewing and again to iantothemax for the front page mention and the sticky.
Please keep posting if you have video and hopefully a few more people learned that this thread existed this month and will stop in the help out.
here some more updates guys to my previous post. ive been working on my combos and anti airs. still need more work though. i am really trying to get tournament level at this game. ive been practicing a lot and it still feels like im not improving much haha but if anyone wants to practice my heres my psn acount : KrYy_CrIEs
#1: Your hitconfirms are weak. More time in training mode would be valuable to help you turn your pokes into damage. That was especially painful with Rekkas in the Ken match
#2: You seem to feel a powerful urge to push buttons on your wakeup. You'll want to be careful with that.
#3: Your anti-airing seems weak, but I don't know what Fei Long's options are there.
#4: You let Ken walk up and throw you a -lot-. I think he probably scared you with his DPing; Consider maybe backdashing approaches if you don't feel comfortable sticking out a poke, or just work on your throw teching.
although i been playing for awhile. I only really play online since offline gathering is rare where i live. so i still consider my self a beginner.
now this 2nd match against this bison is clear he had no idea what he was doing but i have such trouble fighting characters like bison.
i play many other fighting games on my channel. so if you want just watch my channel and give me advice.
I must say that I am impressed that you are not a reckless jumper, you are rooted and therefore can learn the game far quickly than most, here are a few pointers that you need to work on
Anti Air: you need to anti air more
Pressure: Fei is a pressure in your face character, being so far away doesnt make him effective
Bread and butter: you should learn to finish your combos or set up frame traps or tick throws
Max punish: if you have ultra one and someone wiffs a DP let him have it.
if you are going to go for flame kick fadc then try and hit the chicken wing after, practice makes perfect
when a bison tries to headstomp you press crouch hard punch during his decent or at the top of the headstomp arch to make it wiff. then punish with a damaging combo
for random scissors kick just neutral jump and press hard kick when you see his scissors kick flying, or you can walk back and wiff punish the scissors kick with a rekka.
go to the fei forum and read up on the wealth of info there
#1)Block-strings: What is the ideal result of a block-string? neutral distance like the start of the round? I usually do [c.lp, c.lp, c.mp, fireball] to push the opponent away, but I remembered I saw some gameplay video that I could be punished by ultras between my c.mp and fireball. In that case, are there any other safer options to prevent that? SInce if I don't do the fireball, I am within sweep range, and that linked to the next question...
#2)Opponent crouching / crouching block- Of course, I made liberal use of the overhead chop to score some damage, or I just flat out walk up and throw, which were extremely effective. However, even if I got a hit-confirm going, I can't land my tatsu in since he's crouching! So far as I know I can use c.HP to make him stand but I can't link it with light punches. My only solution was [c.lp, c.lp, s.hp, DP---FADC bnb---] or c.mp, fireball
Are there any other options to make him stand up in order to combo into tatsu?
#3)Meter management- I almost always have a full super meter bar, and I don't know what to spend on, as my game is not solid enough to make good use of the super demon (when I have the demon punish window, my ultra always is up and it does more damage).
My question is, is it ok to not use it, and let all additional meter gain to be wasted? Everytime I saw a full meter I just have an urge to use it. What are some basic strategy / mindset in terms of managing my meters?
I'm not exactly an Akuma or SF veteran, but I think I can give a bit of Akuma Specific advice here.
#1) Block strings are good for creating distance if you a tight one like you mentioned, otherwise you can tick throw (which will lead into the vortex) or set up a frame trap (intentionally leaving a pause to catch crouch-techs or coax them into pressing a button). cMP is a really good one for Akuma because on counter hit you can combo into sHK for a big chunk of damage. Also you can block string into focus attack > dash back to really get away.
#2) I too was stuck for a short while trying to figure out what combo to do on a crouching opponent, but then I noticed a little trick Tokido does. he normally combos into EX Hadou to get a knockdown. Something like cLK, cLP, cMP xx EX Hadou or whatever, really. It's not a UTKD but you can still put an air fireball on screen or something to give yourself an advantage. Which sort of leads into #3
#3) Aside from making SRKs safe and combing into EX Hadou, Akuma has some of the most BOSS EX specials in the game. Particularly, EX Demon Flip and EX Air Fireball. Both are almost "get in for free" moves. If someone likes to throw fireballs, you can do it on reaction to force a mix up from anywhere on screen. Alternatively, if you hit them with Shaku or out of the air with your own fireball from or something like that from full screen you can do an immediate EX Demon Flip to put yourself right next to them.
EX Air Fireball is such an amazing move. There really aren't many ways to get around it besides backing off or blocking (or maybe ultra-ing through or something, but that's a whole 'nother can of worms). There aren't many ways to stop Akuma from doing it, either. Think of it (in many cases) a way to start totally free, totally safe offense because if they get hit by that fireball, the follow up combo is gonna hurt them bad and put them into the vortex.
@Airk Thanks for the feedbacks. Yes I do lost patience during a match-up. I always felt I have to do 'something' and that usually costed me a round. I am practising on the things you listed as of now.
I am not sure if this is the good place to post it but I'll do it anyway. If I have to open a new post for this please let me know :(
I came across a few problems lately:
#1)Block-strings: What is the ideal result of a block-string? neutral distance like the start of the round? I usually do [c.lp, c.lp, c.mp, fireball] to push the opponent away, but I remembered I saw some gameplay video that I could be punished by ultras between my c.mp and fireball. In that case, are there any other safer options to prevent that? SInce if I don't do the fireball, I am within sweep range, and that linked to the next question...
#2)Opponent crouching / crouching block- Of course, I made liberal use of the overhead chop to score some damage, or I just flat out walk up and throw, which were extremely effective. However, even if I got a hit-confirm going, I can't land my tatsu in since he's crouching! So far as I know I can use c.HP to make him stand but I can't link it with light punches. My only solution was [c.lp, c.lp, s.hp, DP---FADC bnb---] or c.mp, fireball
Are there any other options to make him stand up in order to combo into tatsu?
#3)Meter management- I almost always have a full super meter bar, and I don't know what to spend on, as my game is not solid enough to make good use of the super demon (when I have the demon punish window, my ultra always is up and it does more damage).
My question is, is it ok to not use it, and let all additional meter gain to be wasted? Everytime I saw a full meter I just have an urge to use it. What are some basic strategy / mindset in terms of managing my meters?
Thanks
C.
1. There is no ideal blockstring , you have to mix it up to bait or confuse your opponent . Sometime you end the cr.mp with fireball , sometime you do nothing , sometime you even SRK it if you have 2 bar . It varies that much , you don't need to cr.mp at all if you feel you can kara throw after the cr.lp x2 . It all depends on how you gauge your opponent gameplay .
2. If possible , try cr.lp , st.Hp hit confirm at crouching . You can HP SRK if the st.HP hit , or cr.lp , st.HP xx fireball fadc another st.HP xx SRK for more damage with meters . If you don't feel like risking , just end cr.mp ender with ex tatsu .
3. Say you have a super , why not do a safejump buffered with the super upon knockdown ? this is also one of the way in lading super , when you expect them to block or tech .
(Another Blanka Player) This is a video of a few recent matches with my Blanka. If you follow the Youtube account you'll find some older ones in amongst the videos of my autistic children. Anyway, I'm hoping to go to the UK SF25th Tournament at the start of December and just wondered if anyone had any tips for my Blanka / could see any obvious big floors in my play style or anything etc. I suspect I need to work on lots of things but knowing what the important things are could really help focus my training before the tournament arrives. Big thanks to anyone who looks & comments.
I was going to make an account back when you had the contest going, but I could't for some reason and when I tried the next day, my computer stopped working!
It's been like a month and in that time I've changed my main from Evil Ryu to Dee Jay but I don't think I've gotten much better. I already have a video ready for you guy to critique so I'll see if I can upload it soon.
I was hoping to have this up by Thursday, I was also hoping to upload my matches as one video but I ran into some issues and gave up.
Here are the vids :
Warning: Audio is bad but it gets better in the last match. I'm really sorry for the bad camera work too :(
This is a first to three with a friend on PSN. After watching the matches several times I noticed somethings I need to work on like combos, block-strings and Anti-Airs, but I'm sure you guys can come up with more. Again so sorry for the lac of quality guys, next one well be better.
The second Fightstick (Xbox 360 this time) is up for grabs today with the last day to win being December 15th. Everything after post #83 is available for this second contest, which would also be very helpful because some of the videos past post #83 still don't have replies. All of the other rules from the last time are the same.
The most helpful response to a video that is posted wins the Fightstick. Genistar won the last Fightstick for anyone who wants to know what the previous winning post looked like.
I'm going to try to get more people in here while this is going on and see if I can't broaden the number of games involved. Hopefully there will be a good mix of people posting videos and people posting advice so its not unbalanced on either side.
I know Op was talking more Sf4 but if anybody that plays marvel is willing to give me a critique/analysis than that would be awesome. Its a set between me and another player ft20 so its pretty long. I got bodied 20-6. Im datdudeiceman with the team of Nova/spencer/Magneto
Match 1:
You often aren't putting yourself in a good offensive position, and it feels like you are afraid of AcesReturn even though you play a very similar team. At the start of the match, you're both going to be making a throw attempt with Nova and calling EM Disruptor. You need to play this game instead of backing away, because you get yourself pushed into the corner very early in the match with your choice.
You start the match at 0:18 by blocking even though you play the same setup as your opponent - why? Are you not confident with your offense? Marvel is all about not having to block. You don't want to put yourself in a position where you have to play defensively.
After you pushblock your opponent from that opening blockstring, you hesitate. It looks like you crouch because you're thinking about j.M or maybe Gravimetric Pulse H, and then you decide to go for airdash j.H instead. Nova's j.H is undoubtedly fantastic, but it's also predictable, and you're facing another Nova. Your opponent mirrors your approach but comes out ahead. Likely, there's not much you could have done here except for consider an alternate pathway. For example, Nova's Flight time is a mere 10 frame startup. Why not air dash j.H, fly? You might say "that didn't do anything", but that's the point. Top players do all sorts of things that have no chance of hitting the opponent because winning is all about out-psyching your opponent. If you do predictable things like air dash j.H with Nova against another Nova, you're just hoping your j.H wins out. If you do strange things, it makes your opponent wonder what you'll be doing next, which effectively makes air dash j.H more valuable.
At 0:25 your opponent drops his combo and you get another chance to go in, and you go for that air dash j.H again - it's just too predictable. Being unpredictable is especially important in this matchup because you are EM Disruptor is not going to help you get in. If you had Greyhound, it would be another story.
At 0:30 you get him in a blockstring, and even though he's blocking you end your blockstring in s.S. I'm sure you know this, but this is very bad. Make your momentum count. Cancel a blockstring into something with better frame advantage for Nova, like Gravimetric Pulse H (it's -1, but that's his best option with full health).
I rarely say this, but I'll also say that I don't care for your team or its order. Team problems:
1) EM Disruptor does not do it for Spencer. Spencer needs something that lets him apply pressure, not just clear the screen.
2) Nova is a bit like Super Skrull in that you sometimes want to make crazy, unsafe guesses. That means you need a safe DHC for Nova, and Spencer does not provide that.
At 0:45 you drop your combo. IMO, when it comes to combos you want to practice like mad in training mode, and in matches do the most basic thing you can do that you know will always land. Ease into stuff that you tend to drop.
At 0:51 you bring Spencer in, and your play confirms what I thought about your team structure. Spencer is playing in an extremely defensive manner. You are jumping back while performing j.H a lot because you are scared of an air grab, going for naked grapples, etc. This is not the way to play Spencer, but you're limited because of EM Disruptor. EM Disruptor is best on characters that only need to get in, and then they can take care of the rest themselves, with teleporters like Dormammu, Vergil, and Dante, or with keepaway characters who need a quick "screen clear" assist. Spencer needs something that prevents his opponent from simply pushblocking him out when he zip lines in. Thus he is often paired with Tatsu, drones, and, most recently, Bolts of Balthakk. Spencer doesn't need help getting in - zip line is free. He needs help translating that free momentum he gets into a hit. EMD is not going to do that for him.
I just watched your Spencer vs. Dormammu, and this further confirms my feelings. Dormammu is a good matchup for Spencer, but your team construction is making you struggle against him. Do yourself a favor and either drop Spencer for someone who makes better use of EMD, or drop Magneto for an assist that both Nova and Spencer can make use of.
At 2:20 you kill his point character and get an incoming mix-up opportunity. You put Gravimetric Pulse H out, which is a very good idea, but then you superjump, and it's not clear why. Nova's best option from Gravimetric Pulse H is to stay under it. If your opponent pushblocks, dash forward and go for an air grab. Use the threat of the air grab to make your opponent wonder whether an air grab will happen in the future (train him), and instead of going for an air grab, superjump ADD into j.L, c.L instead. It's very effective.
Match 2:
3:16 you go for a Nova j.S. Why? It's very unsafe, and it doesn't look like you had a good chance to hit your opponent. Were you just trying to get back to the ground?
4:00 You Bionic Arm, and it's not clear why. I noticed in your last match that you were a little "Bionic Arm happy", but this confirms it. This move is extremely unsafe, so be more cautious with it. You then X-Factor to save yourself, but stand still with Spencer. Have a plan! c.L, command grab, f.H, anything is better than nothing. You also had a bar of meter saved up, so you could have DHCed to Magneto to save Spencer instead of burning X-Factor. I think it's a good rule that X-Factor is not worth burning to save a character unless you absolutely need to preserve the matchup.
4:18 How laggy were the matches? I've played AcesReturn plenty, and I'm surprised he missed Chaotic Flame XFC Dark Hole.
Your Magneto seems pretty rocky, haha. Lots of dropped combos from both of you.
Match 3:
Why so many dropped Nova combos? Is it lag, or...?
Stagger your c.M to c.H with Nova. You go straight from c.M to c.H, and it just gets you pushblocked. It's better to go for a frame trap between the two moves, because c.M doesn't cause a lot of blockstun, and people will be desperate to pushblock you out, which can lead to you catching the ground dash.
6:30 Nova gets hit by Dark Matter. It happens, but it shouldn't happen often with Nova. Dark Matter is only effective if Dormammu's opponent is on the ground. Stay in the air! The typical setup, which AcesReturn uses, is to make you block Purification to have you return to the ground, and then go for the teleport mix-up. On one hand, you can just block the other way as soon as you land, but that's assuming your opponent only ever uses one setup. Ideally, what you should do is air dash between those Purifications.
So, what happened to you is this:
Purification (hit)
Purification (blocked)
Dark Matter x Teleport, Nova dies.
What should have happened is this:
Purification (hit)
Purification (blocked)
You air dash.
If Doramammu goes for another Purification, Nova's j.S is extremely effective at avoiding it. I also think you should go for Human Rocket here and there against Dormammu to make him more respectful of your Nova. Right now he's not giving two damns about your options.
6:40 Another random Bionic Arm against a Dormammu standing on the ground.
7:06 Don't use zip line across the horizontal without an assist covering you. You're just asking to get air grabbed, and you did. Every Dormammu player knows to watch for this, because it's the only real offense Dormammu players get on Spencer, haha.
7:20 Awesome zip line out of the Dark Matter mix-up. Unfortunately, you follow it up with another random Bionic Arm.
7:30 Magnetic Shockwave is not safe to DHC into if Dormammu has meter. He didn't, but just an FYI. Magnetic Tempest is the better option.
Match 4:
8:30 You perform the blockstring of c.MH, f.H. This is extremely predictable, like going c.LMH, f.H with Spencer. Everyone is watching for it, and c.H doesn't provide enough blockstun to make f.H matter anyway. It only works if your opponent doesn't understand Nova and doesn't up-back. The best Spencer and Nova players do something like c.M, f.H mixed with c.MH, so sometimes they need to stay blocking low, sometimes they need to up-back. Right now your offense is very predictable.
9:10 Never, ever run from Stalking Flare unless your last character has too little health to eat the chip. It's not going anywhere, so you're only prolonging the inevitable. Always jump into Stalking Flare while blocking. It's your best option. Well, unless you're playing Nova. Are you aware that Human Rocket completely destroys Stalking Flare? Spend the meter and get it out of there. You had 2 bars.
9:30 Random Bionic Arm, this time after a failed blockstring. This is not what you want to frame trap with. Use f.H if you must. Even better, take a tip from Yipes and zip line away from your opponent. Sometimes it's best to retreat and regroup.
9:37 That unsafe Magnetic Shockwave bites you in the ass.
Dropped combos and random, unsafe hypers lost you this match.
Match 5:
It seems like this entire match is a series of poor decisions. Turning Spencer getting hit as an assist into a happy birthday for your opponent, trying to be fancy in an XF3 Magneto mirror with 5 bars instead of ABCing into his level 3, etc. Watch match 5, from 11:50 onward and say to yourself "I will never let his happen again". It helps to watch your failings and see the error in your thought patterns.
Well, I'll end it there. If there's another match in the video you want me to take a look at, I'm glad to. I wouldn't want to type out commentary for an hour long video but have no one read it, haha. I hope this was helpful.
Comments
VF5FS: Sarah
Your signature has been modifed, please read the rules.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFor example, you can spot a rush-down specialist from someone who doesn't like playing the neutral, footsie-based game. They also tend to eat early on reversals. Take them out of their comfort zone by either controlling space with normals/projectiles, or playing a better rushdown than them. If you plan on rushing them down you might see them mash out a reversal of their own. Leave space in your block strings to see what they do.
Also, know what kind of player you are and what you tend to do. Learn when to rush in and when to pull back. If you pull back too long, you'll be overwhelmed, if you rush in too hard, you get a reversal or ultra for your troubles. When learning what kind of player you are also consider you may be playing the wrong character. Enjoy mind games over combos? Pick Zangief. Enjoy frustrating your opponent with a strong neutral game? Pick Rose, Dhalsim. Like rush down heavy characters? Pick Seth or C. Viper.
And in the end, practice. Practice your character until you get the execution you need then practice your match ups (especially the bad ones). Speaking of practice, for those in this thread that want it (DealsWithIt, Lemon_Crisp) , my PSN is ModestDeity. Message me when I'm online and I'll help if I can.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeYou are not confident online, your heat beats whenever you see an opponent with above ten thousand bp and tend to be defensive and on edge, learn to relax, no matter the bp it is still flesh and blood on the other end. he also has to fear you if he is not skilled in matchup, I will rather you learn how to calm your mind before the fight.
sometimes the best path to victory is not in hitting your opponent, but make sure you are hard to get hit, knowing your attacks is crucial, you prevent your opponent from getting in on you by well placed movement and anti airs and you frustrate a man of lesser will power (80% of online warriors)
know your reaction and improve it, then learn to stand a distance where you can react to what your opponent will do, practice anti airing with sHK, crHP, sLP 100 times a day (34 times each) once you are comfortable with anti air, you can protect your attack zone and make you seem impenetrable.
whenever you lose alot to a match up, do not despair, rather youtube is your friend, just type Ryu vs 'insert character' ssf4ae v2012 amd watch 12k bp plus players and see what they do to the exact things you lose to. you can use. or go to www.sf4tube.com and select your matchup
Do not underestimate the power of the untechable knockdown, for Ryu its both his throws, his sweep, his super and his ultra. learn the setups after them and their uses. learn them well. for example a simple mixup is after a sweep to jump HK to land infront and jump tatsu to cross up. Ryu has tons of them, learn them use them, master them.
Do not make yourself vulnerable for no reason, this includes reckless jump ins and crouch HK which is punishable by plenty of things and jumping you give up your ability to block for 34 frames.Gain an early life lead and then make your opponent come to you, lesser beings will jump at you and you do well to swat them from the sky with sHK or far or sHP, or crHP up close. if they chose to walk in cMK to hadoken is a great tool to keep them at arms length. when you sense their reluctance dash up to spook then and throw them if you so desire.
learn to tech throws and see throws coming. you can if you relax. also when you watch better players watch what the opponent does before they try to throw,
your mind will do well to download such info, and remember it is better to tech standing than crouching.
DO NOT MASH SHORYUKEN.
search out the top 5 ryu players online in your region and add them, if they dont accept then make it top 10, they are invaluable source of help and sparring partners.
play the AI in arcade mode, then try to win without jumping at all the whole match. or limit your jumps to 2 per round for starters, this helped me alot.
any combo you learn practice on the AI first, if you can pull it off on the computer controlled opponent then you can do it on anyone.
make use of the record function in training mode to test your options both in offence and defence.
If you like to chat hit me on skype, my id is ugo_2u and I will teach you all I know. and dont forget to meditate/pray and sometimes to rest, it works wonders for the mind and soul.
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI can see you have a grasp of all basics in the game, but there is one thing that you lack and that is a reason for your actions. You fight in a linear pattern, hoping that your attack will somehow hit. Here is my own two cents of advice
Ask your self, this attack that I want to perform, what risk does it put my oppnent in? example if you jump what will it take to negate your attempt, does he have the reaction to anti air? If yes what will I do, if no, if he blocks it what do I do. Now for every sequence you must hav e an answer that requires two or three different responses for your opponent so that you wont be predictable, below is an example
SCENARIO: I JUMP IN AMBIGUOUSLY, WHAT WILL I DO
If I attack with a jumping attack what options does he have?
ANSWER: he has to block me while standing high, he cannot tech, mash a dp if it is well timed jump, backdash because of option select
If I do not attack him but instead throw him
ANSWER: he has to tech, mash a reversal, back dash or jump up. He cannot block
If I don’t attack him with a jump attack but rather jump in then attack low
He has to block low, he cannot jump, or block high.
Now you see that from a jump in he has to do something different for each action.
There are many scenarios that this apply you do yourself well to practice them
You must learn how to walk before you learn how to jump, conquer the fear of walking into attacks, by walking you are less vulnerable. SAKURA can hold her own on the ground very well, although her wakeup is lacking in the free get away department.
Go to forums and learn what makes sakura strong, visit shoryuken character page for sakura and discover her strength and weaknesses. Then go to the forums and ask questions. Take the first round to study your opponent, learn whether he likes to jump or mash, if he likes to jump anti air him, if he likes to mash, punish him, if he doesn’t mash throw him and overhead him on wake up.
BE STRONG BE UNPREDICTABLE AND NEVER LET YOURSELF BE DOWN WHEN YOU LOSE, FOR EVERY LOSS THERE IS MUCH GAINED
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeJuri advice*
Juri is a character where you want to be in while staying just outside of fierce dive kick range. Her fireball game is limited mid outside of close unless you have a stored fireball. I suggest you practice storing in blockstrings and combos. Her far fireball game even ex can be ultra'd on reaction, so I suggest limiting zoning to early game unless you plan to store fireballs(max of 2) for ultra 1 setups.
If you want to practice anything with juri, it should be air to airs. Her jump mp is her main tool to jump in aside from divekicks and jump forward fierce. The timing is strict and beats late a2a from most characters. I like to time it early offline but online later is often better.
Why learn ultra 1 for juri? While ultra 2 is fine by itself, it leaves you stationary and can be easily whiff/block punished. U2 may be Juri's only wake up option. but it is easily baited at high levels and requires your opponent to mess up. You don't want to rely on your opponent to make mistakes all the time. With the buff to movement speed in AE2012, you'll be using U1 for rush down and blockstrings to keep them locked down.
How to use Ultra 1 effectively! The idea behind u1 is to put pressure on your opponent much like rose's u2 or yun/yang's super. Damage is often secondary compared to taking a high risk with a jump in to get max damage off of it. Storing fireballs before activating it is your ideal method but depending on spacing, you'll prefer to get a sweep. single hit from divekick or jump in fierce.
Ultra one and you: If you get a meaty hit, and you want to get max damage with U1 you'll have to cancel fast and often. Her F+MK overhead can be cancelled into during u1 blockstrings to open up crouching opponents or to make them block high. Sweep is your least used tool during u1 because it consumes active time from the knock down. You can end your strings with sempusha or stored fireball, if you run out of time.
Why not to use Kasatushi outside of footsies? Kastushi on certain characters can leave you in bad positions, armor broken or be grabbed out of. Your main goal with kasatushi is to get in or away from footsies to avoid pressure or to apply it. You'll want to keep the use to a min otherwise.
Why not to abuse Senpusha? Senpusha. much like divekick and ultra 2, will be block/whiff punished outside of light version or ex easily. Your main goal is to use EX version for reversals and ending strings with medium or heavy.
FADC: Practice this often on pad. Offensive use takes a lot of time(for me at least)
*everything is suggestions, since I haven't seriously used juri since AE dropped.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeYou're welcome. Now for a sticky!
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeTheory:
Before you get any matchup specific advice, you gotta know the theory and then you can apply it to most of your matchups.
http://www.airryu.com/
Basically, with Ryu, you want to zone your opponent using fireballs and gauge how he will react, and then come up with the appropriate answer, get a knockdown and then move in for a mixup - throw, overhead, cross up.
DeeJay specifically
Throw fireballs (jab fireballs from full to midscreen are the best - they travel the slowest - buys you more time) from a little past fullscreen to mid screen and gauge how he handles them.(You have to do this against most opponents with Ryu. How do they handle fireballs? How can I punish them for how they are adjusting to my fireballs?)
If DeeJay slides under them, throw a fireball and when you anticipate the slide, focus or block and then punish.
If he jumps over the fireball dragon punch him/ ducking fierce punch
If he has meter and can EX-Rolling Sabats through them, try to throw a fireball, then fake with jab or light kick, but remember, he can only EX-Rolling Sabat through them if he is charging. If he isn't, he can't do that move. Once you bait it out, block and punish.
You don't actually need to jump at him, especially when he has charge. Instead try to get a knockdown. Jumping in without getting a knockdown first usually puts you at a disadvantage.
After you get a knock down, if he has Ultra Meter and its close to the end of the match and you have a life advantage, I would play it safe.
If he doesn't have meter, you can try to walk up and try to throw, overhead or crossup.
Don't be afraid to get hit the first time, you're trying to build a profile of what the player likes to do in certain situations.
If you try to walk in after a knock down and try to throw and he Jack Knife kicks, next time pretend to go for the throw, and block instead..see what he does. If he techs the throw, try an overhead next time. What you do evolves based on his response.
Summary, throw smart fireballs,(not too predictable, not too close that your opponent can jump over them and punish you - keep them out with cr.mk to fireball if they get too close) see how your opponent is handling fireballs, find a way to punish what he's doing, especially charge based characters like Guile and DeeJay. Guile is even worse, because he can't punish fireballs at fullscreen like DeeJay.
Not enough time for me right now to go through everyone in your video...but knowing the fundamentals always makes life much easier..when you're playing as Ryu, patience, zoning, adaptation and good decision making are keys that you have to develop. Don't watch pro Ryu players and try to emulate them. off the bat. Start with the basics, and understand what you're trying to do.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeADD ME AND GET AT ME!!!!!!!!!!!
NORCAL....
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeXBL/GFWL: MetsuGadoken
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeBack then there were people posting videos with not too many people replying; now there are people looking to check out videos but no one posting new videos.
New player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeXBL/GFWL: MetsuGadoken
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFirst I'm going to start out with your gameplay from what I've seen in those matches and what areas you need to improve in and then i'm going to move on to match up discussion and the match ups that I will be discussing will be Dee Jay, Blanka, Guile, Juri, and what you should do in those match ups. While I'm at it we can also discuss the character Ryu and his basic gameplan.
Gameplay-
Since your playing Ryu you should not be jumping around alot you should be patient and you want to zone your opponent out by using Ryu's strong zoning and spacing you don't want to go to them. I also see that your opponents was jumping a lot on you that is not a good thing because Ryu has on of the best anti airs in the game which is his Shoryuken so you generally want to practice on your reaction time so you can anti air consistently that just takes training and experience and you will learn it over time. Also work on your block strings and frame traps alot of times your opponents was jumping out of your strings which should not be happening and switch it up too don't let your opponent feel comfortable with the same block strings use different ones and grab them every once and a while. Once you start getting into your opponents head with frametraps, throws, cross ups, overhead, then that's when the fight is in you favor and start playing mind games with them. Another thing you should work on is your punishes you NEVER want to punish a unsafe move with a sweep you need bigger damage than that I mean sure a sweep is a unteachable knockdown and all but there are bigger damaging combos that can lead into a unteachable knockdown other than just a sweep. For example one of Ryu's most damaging and basic combo is Solar plexus strike into HP Shoryuken it's really basic but it's very damaging and there's a very low risk of dropping it but that doesn't punish every move so you should learn Frame Data for that. Ryu's main pokes are Cr MK and Cr MP and never do a fullscreen tatsu or burn meter recklessly Meter Management is very important for Ryu
here are some of some basic punish combos for Ryu.
Cr Lp, Cr Lp, Cr Lp, Cr Mk into HK Tatsumaki
Cr Lp, Cr Lp, Cr Lp, into Sweep
Cr Mp, Cr Mp into Sweep
Cr Hp into Hp Shoryuken
Cr Lp, Cr Lp, Cr Hp into HK or EX Tatsu
Cr Mk into HK Tatsu
Cr Mp, Cr Hp into HP Shoryuken or Tatsu
Cr Lk, Cr Lp, Cr Hp into Tatsu or Sweep
Here is a link to the Frame Data for all of the characters you should read this it is very important if you want to become good
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE
Here are a couple of matches so you can get a understanding of the things I discussed
Air's tutorial on Ryu
VesperArcade's channel where he discuss multiple areas with Super Street Fighter IV and techniques such as plinking
http://www.youtube.com/user/VesperArcade
Black Vegeta and YogaFlame24 channels for fight examples
http://www.youtube.com/user/XblackvegetaX
http://www.youtube.com/user/YogaFlame24
UltraChenTV channel that discuss the mechanics of the game for beginners
http://www.youtube.com/user/UltraChenTV
I will finish this post later on once I get the time again and I will discuss the matches and what you could do to improve but for now here is Air's website where he goes over Ryu match ups, Fundamentals, Spacing, His experiences and much more it's one of the best websites when it comes to Ryu and great for beginners and people who want to improve with Ryu.
http://www.airryu.com/
Top Ryu players to watch/follow
Daigo Umehara
Alex Valle
Air
Laugh
Dakou
Things to practice in training mode
1. Shoryuken consistency
2. Hit Confirming off of Normals
3. Shoryuken FADC Ultra
4. Anti Airing
5. Higher damaging combos
6. Blockstrings
7. Spacing- Throws
One thing you can do to practice hit confirming is to set the training dummy to random blocking so you won't know when your moves are going to connect this will help your hit confirming alot and while it's set on random blocking practice your set ups on knockdown and react to the trainign dummy blocking it or not.
Pros
-For your level you kind of have a general idea of what to do with Ryu
- Your patient and you don't mash that's a good sign of discipline
- You know what Ryu's main pokes are
- Your blockstrings are good for a beginner I don't see a lot of Ryu's on that level do that
Cons
- You jump alot and for a Ryu players that's a habit your going to have to stop if you want to improve with Ryu.
- You don't adept very quickly and crack under pressure sometime I see
- You use sweep to punish everything which is very bad for damage and a clean punish
- You miss a lot of anti airs and if you want to become good with Ryu you have to become good with anti airing
- You don't FADC from the matches I have seen there are tutorials for that and go into training mode to practice doing it it's very important with Ryu's gameplan
- You use too much meter at times you really want to work on Meter Management that's very important for a zoning character like Ryu
- You let your opponents get away with a lot of unsafe move's (Blanka's slide, Dee Jay up punches, Juri's HK and EX Divekick) Don't let your opponent abuse unsafe stuff always punish them so learn frame data so you can know what moves are safe, recovery and start up, active frames, etc
- You tend to use the same blockstrings switch it up a bit so your opponent won't be aware of your play style
- You don't throw a lot and that's pretty bad because your opponent can just down back and not worry about getting thrown so make sure to add that to your gameplay.
Hope this helps I really hope you will become a good Ryu player in the future even though Ryu is not my main I tried my best to help you out from what I know you have a bright future ahead of you just keep at it, keep training, watch top players and videos and you will be good Ryu might be one of the beginner character but at a high level he can be one of the hardest characters to play. Also check out the Ryu forum here so you discuss stuff with other Ryu players and they know a lot of stuff with him as well and they discuss a lot of match ups and other stuff.
Good luck in the future!
[SIZE=13px]"The most intelligent people disguise the fact that they are intelligent. Wise men do not wear nametags. The more people talk about their own skills, the more desperate they are — their work should speak for itself."[/SIZE]
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehopefully its still watchable, when i was recording the sun sorta shined on my camera so it kept refocusing at the beginning
XBL/GFWL: MetsuGadoken
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likenice bait @ 03:25
Holy shit @ 3:48 you can pull off that combo?! damn you are alot better
6:33 cue that Guile theme, TA TARA TARA. TA TA TARA TARAAAAA!
1. stop the air tatsu, it has no use for sakura, makes her float and easy to anti air, unless you jump over a fireball and you are sure that it will land.
let me give you a hint on what you need to work on and that is the whole video you only anti aired a jump in ONCE!!!
Sakura crouch hard punch is one of the best anti-air move in the game.
TRAINING SESSION
Go to training and set the dummy to jump in and attack with a heavy attack, then press crouch hard punch to anti air, do this 100 times a day
after that go into endless walk to outside sweep range and expect your opponent to jump then anti air. just this training alone will bost your win rate by 100%
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI tried messing around with air tatsu after I've seen some local guy use it to train his opponents into getting used to the trajectory then mixing it up with normal jump ins to catch them off guard. Or I to try and land behind them, when they dont expect it, and bait out an anti air, but I probably need to figure out how to space it better
XBL/GFWL: MetsuGadoken
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehere is my first assignment for you, learn these mixups well
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeXBL/GFWL: MetsuGadoken
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeSo this is why I think a video thread is needed. If a Rose player posted a thread saying I need help, I probably wold not have said "you should lay off of the EX spirals some" because I probably wouldn't have known about the ex spirals from the description,which would have been followed by generic advice about spacing and practice and which normals are good for Rose, but while watching this video all I could think is "Holy hell, thats a lot of EX spirals", which in turn is more helpful to both the person trying to help and the person looking for help when you can give them advice specifically based on how they play.
BTW theres more stuff that I noticed but I'll let other people reply
New player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- familiarize yourself with rose's escape options rather than using ex soul spiral, you waste meter and its unsafe especially against the shoto army with 3 frame dp
- Learn what Rose best pokes are, her standing hard kick and medium kick are super useful and her slide at max range is both a great move and hard to punish, use them well
- You are not so bad at anti airing but you still need to work on it
- You need to learn your punish combos so you do them on reaction
- also never do her ultra 2 on your wakeup if your opponent is very close to the ground, meaty attacks beats it
- You also need to practice how to tech throws.
Generally you are on the path of improvement, once you learn how to anti air and to defend well then you limit is the sky. feel free to add me on skype for free lessons. my id is ugo_2uFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFeel free to use the Rose vid thread for postings and questions too. http://shoryuken.com/forum/index.php?threads/psychic-hotline-rose-video-thread.55015/page-54
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeVF5FS: Sarah
Your signature has been modifed, please read the rules.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNot bad actually but in truth there are many things you need to get better at, anti airing and punishing your opponent, I can give you advices on how to improve but if you dont practice it will be of little use, so here is what I want you to do, go to training mode and set the dummy to jump and attack then you anti air them, do this multiple times every day
next practice your bread and butter combos till you can do them without thought.
head to youtube and watch Nemo yang, look for what combos he uses mostly and anti air, and what he does to get in and pressure tactics
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNew player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like[SIZE=13px]"The most intelligent people disguise the fact that they are intelligent. Wise men do not wear nametags. The more people talk about their own skills, the more desperate they are — their work should speak for itself."[/SIZE]
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehttp://www.points2shop.com/?ref=uin1352551523
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeMy goal for this year is to hopefully help a few more beginner improve their game and get into the fighting game scene so I hope this helped someone get a little more confidence and a few more wins.
New player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeJudging in terms of replying directly to the content in the video, and replying with detailed, specific and helpful advice to videos posted
The winner of the Fightstick is Genistar
Thanks to everyone who posted video and everyone who replied, and again to Trouble Brewing and again to iantothemax for the front page mention and the sticky.
Please keep posting if you have video and hopefully a few more people learned that this thread existed this month and will stop in the help out.
New player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likenow this 2nd match against this bison is clear he had no idea what he was doing but i have such trouble fighting characters like bison.
i play many other fighting games on my channel. so if you want just watch my channel and give me advice.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like#1: Your hitconfirms are weak. More time in training mode would be valuable to help you turn your pokes into damage. That was especially painful with Rekkas in the Ken match
#2: You seem to feel a powerful urge to push buttons on your wakeup. You'll want to be careful with that.
#3: Your anti-airing seems weak, but I don't know what Fei Long's options are there.
#4: You let Ken walk up and throw you a -lot-. I think he probably scared you with his DPing; Consider maybe backdashing approaches if you don't feel comfortable sticking out a poke, or just work on your throw teching.
No special advise from the Bison matches though.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAnti Air: you need to anti air more
Pressure: Fei is a pressure in your face character, being so far away doesnt make him effective
Bread and butter: you should learn to finish your combos or set up frame traps or tick throws
Max punish: if you have ultra one and someone wiffs a DP let him have it.
if you are going to go for flame kick fadc then try and hit the chicken wing after, practice makes perfect
when a bison tries to headstomp you press crouch hard punch during his decent or at the top of the headstomp arch to make it wiff. then punish with a damaging combo
for random scissors kick just neutral jump and press hard kick when you see his scissors kick flying, or you can walk back and wiff punish the scissors kick with a rekka.
go to the fei forum and read up on the wealth of info there
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI'm not exactly an Akuma or SF veteran, but I think I can give a bit of Akuma Specific advice here.
#1) Block strings are good for creating distance if you a tight one like you mentioned, otherwise you can tick throw (which will lead into the vortex) or set up a frame trap (intentionally leaving a pause to catch crouch-techs or coax them into pressing a button). cMP is a really good one for Akuma because on counter hit you can combo into sHK for a big chunk of damage. Also you can block string into focus attack > dash back to really get away.
#2) I too was stuck for a short while trying to figure out what combo to do on a crouching opponent, but then I noticed a little trick Tokido does. he normally combos into EX Hadou to get a knockdown. Something like cLK, cLP, cMP xx EX Hadou or whatever, really. It's not a UTKD but you can still put an air fireball on screen or something to give yourself an advantage. Which sort of leads into #3
#3) Aside from making SRKs safe and combing into EX Hadou, Akuma has some of the most BOSS EX specials in the game. Particularly, EX Demon Flip and EX Air Fireball. Both are almost "get in for free" moves. If someone likes to throw fireballs, you can do it on reaction to force a mix up from anywhere on screen. Alternatively, if you hit them with Shaku or out of the air with your own fireball from or something like that from full screen you can do an immediate EX Demon Flip to put yourself right next to them.
EX Air Fireball is such an amazing move. There really aren't many ways to get around it besides backing off or blocking (or maybe ultra-ing through or something, but that's a whole 'nother can of worms). There aren't many ways to stop Akuma from doing it, either. Think of it (in many cases) a way to start totally free, totally safe offense because if they get hit by that fireball, the follow up combo is gonna hurt them bad and put them into the vortex.
Hope that helps.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like1. There is no ideal blockstring , you have to mix it up to bait or confuse your opponent . Sometime you end the cr.mp with fireball , sometime you do nothing , sometime you even SRK it if you have 2 bar . It varies that much , you don't need to cr.mp at all if you feel you can kara throw after the cr.lp x2 . It all depends on how you gauge your opponent gameplay .
2. If possible , try cr.lp , st.Hp hit confirm at crouching . You can HP SRK if the st.HP hit , or cr.lp , st.HP xx fireball fadc another st.HP xx SRK for more damage with meters . If you don't feel like risking , just end cr.mp ender with ex tatsu .
3. Say you have a super , why not do a safejump buffered with the super upon knockdown ? this is also one of the way in lading super , when you expect them to block or tech .
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThanks a ton to BlackShinobi for offering a stick up for this. Thanks everyone for posting advice. Keep it coming!
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeawoo awooooo awooooooooo!!!! crique Blanka pls. tips too are welcome
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeEDIT: Here's a youtube playlist of my other video's, some of them are pretty old though: http://www.youtube.com/playlist?list=PL7918957ECC5CC65B&feature=plcp
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNew player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeIt's been like a month and in that time I've changed my main from Evil Ryu to Dee Jay but I don't think I've gotten much better. I already have a video ready for you guy to critique so I'll see if I can upload it soon.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeHere are the vids :
Warning: Audio is bad but it gets better in the last match. I'm really sorry for the bad camera work too :(
This is a first to three with a friend on PSN. After watching the matches several times I noticed somethings I need to work on like combos, block-strings and Anti-Airs, but I'm sure you guys can come up with more. Again so sorry for the lac of quality guys, next one well be better.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThe most helpful response to a video that is posted wins the Fightstick. Genistar won the last Fightstick for anyone who wants to know what the previous winning post looked like.
New player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThanks a ton again!
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNew player gameplay video critique thread. CLICK THE LINK AND CHECK IT OUT.
Help the community grow one beginner at time.
"Project Shinobi"...Coming 2013
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeYou often aren't putting yourself in a good offensive position, and it feels like you are afraid of AcesReturn even though you play a very similar team. At the start of the match, you're both going to be making a throw attempt with Nova and calling EM Disruptor. You need to play this game instead of backing away, because you get yourself pushed into the corner very early in the match with your choice.
You start the match at 0:18 by blocking even though you play the same setup as your opponent - why? Are you not confident with your offense? Marvel is all about not having to block. You don't want to put yourself in a position where you have to play defensively.
After you pushblock your opponent from that opening blockstring, you hesitate. It looks like you crouch because you're thinking about j.M or maybe Gravimetric Pulse H, and then you decide to go for airdash j.H instead. Nova's j.H is undoubtedly fantastic, but it's also predictable, and you're facing another Nova. Your opponent mirrors your approach but comes out ahead. Likely, there's not much you could have done here except for consider an alternate pathway. For example, Nova's Flight time is a mere 10 frame startup. Why not air dash j.H, fly? You might say "that didn't do anything", but that's the point. Top players do all sorts of things that have no chance of hitting the opponent because winning is all about out-psyching your opponent. If you do predictable things like air dash j.H with Nova against another Nova, you're just hoping your j.H wins out. If you do strange things, it makes your opponent wonder what you'll be doing next, which effectively makes air dash j.H more valuable.
At 0:25 your opponent drops his combo and you get another chance to go in, and you go for that air dash j.H again - it's just too predictable. Being unpredictable is especially important in this matchup because you are EM Disruptor is not going to help you get in. If you had Greyhound, it would be another story.
At 0:30 you get him in a blockstring, and even though he's blocking you end your blockstring in s.S. I'm sure you know this, but this is very bad. Make your momentum count. Cancel a blockstring into something with better frame advantage for Nova, like Gravimetric Pulse H (it's -1, but that's his best option with full health).
I rarely say this, but I'll also say that I don't care for your team or its order. Team problems:
1) EM Disruptor does not do it for Spencer. Spencer needs something that lets him apply pressure, not just clear the screen.
2) Nova is a bit like Super Skrull in that you sometimes want to make crazy, unsafe guesses. That means you need a safe DHC for Nova, and Spencer does not provide that.
At 0:45 you drop your combo. IMO, when it comes to combos you want to practice like mad in training mode, and in matches do the most basic thing you can do that you know will always land. Ease into stuff that you tend to drop.
At 0:51 you bring Spencer in, and your play confirms what I thought about your team structure. Spencer is playing in an extremely defensive manner. You are jumping back while performing j.H a lot because you are scared of an air grab, going for naked grapples, etc. This is not the way to play Spencer, but you're limited because of EM Disruptor. EM Disruptor is best on characters that only need to get in, and then they can take care of the rest themselves, with teleporters like Dormammu, Vergil, and Dante, or with keepaway characters who need a quick "screen clear" assist. Spencer needs something that prevents his opponent from simply pushblocking him out when he zip lines in. Thus he is often paired with Tatsu, drones, and, most recently, Bolts of Balthakk. Spencer doesn't need help getting in - zip line is free. He needs help translating that free momentum he gets into a hit. EMD is not going to do that for him.
I just watched your Spencer vs. Dormammu, and this further confirms my feelings. Dormammu is a good matchup for Spencer, but your team construction is making you struggle against him. Do yourself a favor and either drop Spencer for someone who makes better use of EMD, or drop Magneto for an assist that both Nova and Spencer can make use of.
At 2:20 you kill his point character and get an incoming mix-up opportunity. You put Gravimetric Pulse H out, which is a very good idea, but then you superjump, and it's not clear why. Nova's best option from Gravimetric Pulse H is to stay under it. If your opponent pushblocks, dash forward and go for an air grab. Use the threat of the air grab to make your opponent wonder whether an air grab will happen in the future (train him), and instead of going for an air grab, superjump ADD into j.L, c.L instead. It's very effective.
Match 2:
3:16 you go for a Nova j.S. Why? It's very unsafe, and it doesn't look like you had a good chance to hit your opponent. Were you just trying to get back to the ground?
4:00 You Bionic Arm, and it's not clear why. I noticed in your last match that you were a little "Bionic Arm happy", but this confirms it. This move is extremely unsafe, so be more cautious with it. You then X-Factor to save yourself, but stand still with Spencer. Have a plan! c.L, command grab, f.H, anything is better than nothing. You also had a bar of meter saved up, so you could have DHCed to Magneto to save Spencer instead of burning X-Factor. I think it's a good rule that X-Factor is not worth burning to save a character unless you absolutely need to preserve the matchup.
4:18 How laggy were the matches? I've played AcesReturn plenty, and I'm surprised he missed Chaotic Flame XFC Dark Hole.
Your Magneto seems pretty rocky, haha. Lots of dropped combos from both of you.
Match 3:
Why so many dropped Nova combos? Is it lag, or...?
Stagger your c.M to c.H with Nova. You go straight from c.M to c.H, and it just gets you pushblocked. It's better to go for a frame trap between the two moves, because c.M doesn't cause a lot of blockstun, and people will be desperate to pushblock you out, which can lead to you catching the ground dash.
6:30 Nova gets hit by Dark Matter. It happens, but it shouldn't happen often with Nova. Dark Matter is only effective if Dormammu's opponent is on the ground. Stay in the air! The typical setup, which AcesReturn uses, is to make you block Purification to have you return to the ground, and then go for the teleport mix-up. On one hand, you can just block the other way as soon as you land, but that's assuming your opponent only ever uses one setup. Ideally, what you should do is air dash between those Purifications.
So, what happened to you is this:
Purification (hit)
Purification (blocked)
Dark Matter x Teleport, Nova dies.
What should have happened is this:
Purification (hit)
Purification (blocked)
You air dash.
If Doramammu goes for another Purification, Nova's j.S is extremely effective at avoiding it. I also think you should go for Human Rocket here and there against Dormammu to make him more respectful of your Nova. Right now he's not giving two damns about your options.
6:40 Another random Bionic Arm against a Dormammu standing on the ground.
7:06 Don't use zip line across the horizontal without an assist covering you. You're just asking to get air grabbed, and you did. Every Dormammu player knows to watch for this, because it's the only real offense Dormammu players get on Spencer, haha.
7:20 Awesome zip line out of the Dark Matter mix-up. Unfortunately, you follow it up with another random Bionic Arm.
7:30 Magnetic Shockwave is not safe to DHC into if Dormammu has meter. He didn't, but just an FYI. Magnetic Tempest is the better option.
Match 4:
8:30 You perform the blockstring of c.MH, f.H. This is extremely predictable, like going c.LMH, f.H with Spencer. Everyone is watching for it, and c.H doesn't provide enough blockstun to make f.H matter anyway. It only works if your opponent doesn't understand Nova and doesn't up-back. The best Spencer and Nova players do something like c.M, f.H mixed with c.MH, so sometimes they need to stay blocking low, sometimes they need to up-back. Right now your offense is very predictable.
9:10 Never, ever run from Stalking Flare unless your last character has too little health to eat the chip. It's not going anywhere, so you're only prolonging the inevitable. Always jump into Stalking Flare while blocking. It's your best option. Well, unless you're playing Nova. Are you aware that Human Rocket completely destroys Stalking Flare? Spend the meter and get it out of there. You had 2 bars.
9:30 Random Bionic Arm, this time after a failed blockstring. This is not what you want to frame trap with. Use f.H if you must. Even better, take a tip from Yipes and zip line away from your opponent. Sometimes it's best to retreat and regroup.
9:37 That unsafe Magnetic Shockwave bites you in the ass.
Dropped combos and random, unsafe hypers lost you this match.
Match 5:
It seems like this entire match is a series of poor decisions. Turning Spencer getting hit as an assist into a happy birthday for your opponent, trying to be fancy in an XF3 Magneto mirror with 5 bars instead of ABCing into his level 3, etc. Watch match 5, from 11:50 onward and say to yourself "I will never let his happen again". It helps to watch your failings and see the error in your thought patterns.
Well, I'll end it there. If there's another match in the video you want me to take a look at, I'm glad to. I wouldn't want to type out commentary for an hour long video but have no one read it, haha. I hope this was helpful.
My Ultimate Dormammu Guide: http://tinyurl.com/6mr4lhv
My UMvC3 Team Building Guide: http://tinyurl.com/8x865ra
Support BoF2 Nina for UMvC3 DLC! - my fan moveset: http://tinyurl.com/3h2r2ck
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like