"Critique My Akuma!" Video Blog Thread

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  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    You guys got any other advice, particularly for Makoto?
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • forbiddentechniqueforbiddentechnique Joined: Posts: 109
    edited September 2014
    Abuse the mess out of cr.mp strong buffered into fireball if you are going to stay on the ground. Cr.mk works well against makoto's stand strong. If you have time or advantage to press st.hk, one of the best in the match up. You must give her space. This is a counter poke war if you want to survive. as you counter poke and deter her from closing in mindless then employ your ground fireballs. She will then axe more often, stick to DP only, don't just standing normals as the arc and axe will stuff that shit. Otherwise stay very very mobile. Don't stay on the ground too long, don't stay in the same spot to long. Air fireball low to the ground and do slow ones so she isn't as aggressive. In the video generally you played the match all wrong. However it is to be said, every akuma forgets about this match up, and NO akuma likes play it. hope this helps. Oh yeah after blocked ex punch, lk tatsu, DP.

    Here's a video



    another way to play the match up

    Post edited by forbiddentechnique on
    ~ We are Forbidden Technique.
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    edited September 2014
    Thanks. Any tips for Fuerte and Ibuki?

    Also, U1 or U2 for Makoto?
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • ShabroutShabrout Joined: Posts: 1,448
    Makoto I would say, get down that cr.lk xx tatsu frame perfect punish for hayate on block. This is a game changer.
    Focus her jump ins is a good tool, Axe kick got some nasty recovery so you don't risk much trying to crumple her. (Don't show her you gona use that though...).
    I would not use U1 because, when do you land that ? Blocked ex Hayate ? Not gona bet on that. U2 have so much way to land, combo, protected TP out, punish her hayate OS against your TP, etc.
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    edited September 2014
    Finally got the GUTS matches:

    0:00

    Kinda sloppy

    23:44

    This Hakan put me into losers with gimmicks and I kept rushing in when he had oil. This went much better.

    15:07

    Should have had this one, air FBs fucked me up. Shabrout did a writeup on this already, but you guys are more than welcome to add anything you see.

    22:44

    We accidentally plugged into the separate console used for Marvel, thus leading to a big WTF moment. Couldn't get my DPs out, not a lot went right here. Not even a 0-16 marathon against Nuckledu's Cammy helped me.

    Oh, and I kept forgetting that cr.mk > spiral arrow IS NOT A TRUE BLOCKSTRING.

    Your input is always appreciated guys.
    Post edited by VolcanicAkuma55 on
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • oX Ajay XooX Ajay Xo I'm chilling Joined: Posts: 131
    edited September 2014
    I'll talk about your match with Sabin.

    Good Stuff
    • Anti Air's were very good. It was like probably 95% success rate.

    • Execution was nice. Great use of cs.MK and fs.HP.

    • Spacing was good. It felt you were at the right ranges to avoid the slide.

    Bad stuff
    • You didn't challenge Sabin's strings into Soul Spiral once. There are ways to beat to this i.e. whiff fs.LK. Tokido is well known for this tactic. You could also challenge it via DP or U1/U2. We saw Eita challenging Luffy's Soul Spiral strings at EVO 2014 via U2. I understand its very risky but challenging your opponents and making them hesitate is always a good thing.

    • That super at 17:49 was cheeky. Its something I personally wouldn't of done but it connected and you scored damage. However, one problem is that Sabin used DWU which prompted the 'technical' message to come up. You didn't confirm this as I could tell you went into auto pilot mode and try to do a TK Air fireball setup. Recall that when one someone uses DWU on Akuma's U1/Super it is instantly recognisable during his pose. Luckily you messed up, otherwise Sabin would of punished your recovery.

    • At 17:59, when Sabin activated U2, why did you walk straight into the orbs? I don't know why you did this?

    • Just some patterns I noticed among your gameplay. Whenever you blocked one of Sabin's specials, you retaliated with your own specials. Most of them being fireballs. For example:
    At 20:52: Sabin does Soul Spark > You do Teleport
    At 21:00: Sabin does Soul Spark again > You do EX.Fireball
    At 21:19: Sabin does Soul Spiral > You walk back and do red Fireball
    At 21:32: Sabin does Sould Spark once again > and you do EX Fireball which gets jumped on. I am inclined to say that Sabin was setting this up because the jump in he did had no hitconfirm (i.e. it wasn't a random jump in). Mixing up your patterns/habits is key dude. Everything you do will be used against you. You could turn this momentary weakness into a strength by continuing to perform your specials after you block his specials but do it so it has a meaning i.e. you're trying to learn how quick he picks up patterns? when he has picked it up, what will be his response?

    I just got back from work so let me get back to you on this.
    Nevertheless, well played man. Glad to see you're getting exposure to high level play.

  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    ugh...somehow I got 5th this week...these vids aren't pretty

    pretty much nothing went right. Input errors, dropped combos, not ready for certain stuff, caught flat-footed, etc.



    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • forbiddentechniqueforbiddentechnique Joined: Posts: 109
    edited October 2014
    @VolcanicAkuma55‌

    The makoto set was a lot of missed anti-airs and a lot of commitment. I mean the makoto wasn't on the ground longer than 10 secs he was jumping so much. You need to spot that out before committing to anything especially a red fireball. You started adapting but a little too late.

    Now I think the ryu match we can all learn a lot from. And this is establishing Oki.

    Now remember every decision you make will affect your games in the future. Now while it's always awesome start off the first round but you give your opponent a lot of information with a lot of the hard reads you did.

    First round you told the ryu you are willing to jump.* That it's not ok to jump after an air fireball, you are capable of baiting, And you don't always anti-air in neutral you rather anti-air with a "low forward trip guard attempt."*

    Now watch the ryu's adapt the 2nd part. He now starts off with a bait. You see it and alter your jump however you still get thrown.
    You guys ended into a bit of a scramble after a low forward anti-air again. and He didn't press advantage he wanted for you to establish your neutral, which so far you showed no signs of and end up getting thrown in the corner.

    Now in the corner. Your defense is very poor throughout the set however you started to block and then get anti-aired so you showed that you like to jump in the corner and your opponent can counter that which is something you should have took note of because against ryu that means ultra and you can't take that risk in a later round.

    You end getting hit and he closed out the round with a good jump back in case of teleport and a fairly safe option meaty fireball against akuma with no u2 stocked.
    You gave out that your default option is to crouch guard block*. You jump in the corner, and you don't actually punish jump in's with an anti-air.

    Next round you throw a fireball, but your opponent did not respond with a fireball waiting on yours. He jumps and you anti-air. So due to the first round he knows not to throw too many fireballs.

    You play this 3rd round very well getting your knockdown and capitalizing to the greatest extent possible. Because he realize you can bait so it's best just to block as you never threw him on wake up.

    But then the knockdown ends... and everything you showed before comes back to haunt. Remember you showed not much of neutral other than fireballs and you showed that you do jump. That being said opponent punished extremely hard.

    This almost evens the match but not quite but this situation in the corner is almost guaranteed because remember...

    You like to crouch guard at first... So he misses a meaty fireball but goes for an immediate overhead because of that first option you showed. He then waits first to see your response and you again jump back, which he is again ready for because he saw it previously. Revealing this twice to him and he definitely "knows" that habit of yours.

    Know remember... he only saw you crouch guard, so he went for a throw, and you back dashed.

    He went back to crouching and waiting LOOKING for your jump because at this point this is all you showed in the corner and when you did he was again ready for it. Note how he went for a tatsu and then crouch tech in response to your low forward guard to avoid the tatsu.

    you got out with that however the scramble occurs at the end and he takes with a pretty well placed fireball but it happened before so why not again right.

    Now this round for the ryu is basically a "put it all together round"

    No fireballs, anti-air instead, He doesn't anti-air so tatsu, and complete the punish on the low forward trip guard instead, This is the first time your in his knockdown sequence now after a sweep... and you DP. He kept it safe. However he drops the combo but he understands so far the information he gathered is spot on.

    wakes up with crouch guard because their were no throws on your part. He was correct. Goes for the reversal red fireball as you cannot jump punish and he guards again, assuming a jump but a tatsu came instead, punished the tatsu, goes for the overhead expecting the crouch guard, teleport comes instead, he sweeps knowing you DP'd earlier and that didn't work, he tried his luck with a meaty throw because you didn't tech but you always crouch guard and it works. Goes for another cross up tatsu, blows up a focus back dash I'm assuming.

    He guards again and throws a very hard to react to red fireball, and then guards again awaiting jumps, it jumps, he air to airs expecting a air fireball, he would have been right even if he came as the information and lack of adaption to his adaption has yet to come.

    Once you put it all together it is easy to see why this round was so convincing.

    Note in this final round, he literally refuses to throw the first fireball.
    As you start to play more of a ground game with fireballs and normals, then he feels more comfortable to chuck fireballs.
    Now once you start playing he picks an excellent spot to empty jump and punishes the failed DP.

    Notice he gets more comfortable chucking more fireballs as he saw a lot of your play. He starts chucking only red fireballs or light fireballs to make sure he doesn't get jumped on too often and he only crouch guards in neutral from a far expecting only jumps and sweeps.

    He chooses very strange jumps to throw off your anti-air because you proved early that you can anti-air the basic jump ins... but not so much the strange ones like empty jumps or a true answer to the air tatsu.

    He again goes for the over head because you crouch guard on default; you teleport again he punishes it again. Meaty fireball again and then crouch guard, expecting the jump again and it comes. Ex fireball again so he does get jumped on again. Empty jumps, a lot of a baits and crouch guards, you demon flip instead, he wasn't ready so I would assume he doesn't have the best reactions.

    You try to make something happen but he doesn't really commit to anything. You fireball he air tatsu's again expecting no risks. That's the set. With yet another convincing round.

    "Download complete" as they say but it's important to realize how the "download" happens. First off it took him about a round and a half to get that information. And it should tell you something about always staying conscious of each decision and how it can affect you. His overall adaption was really stop throwing fireballs at mid screen and wait for jumps. He had other reads like poor anti-air choices and the jumping in the corner but that's all he changed.

    So learn that if you establish something you might want to try to see what they are going for as well. You don't always want to go for "set play" right off the bat because it gives quite a bit away. You want to learn how to truly establish a neutral game, because remember once you showed him you will play a neutral game, then he started chucking fireballs again not enough but enough to show that he will commit if you commit. Also Oki runs deep lol. A lot deeper than you expected I'm sure you will now realize with this breakdown. So you need a bit of work establish a lot of game for these types of sets. But most importantly Observe your opponent. Really take note on what he's trying to do and slowly or very quickly force your game on to him.

    If you wanted to rush him down you should have seen what he wanted to do 2nd round, before trying to go in immediately. If you paid attention and saw the bait. You would have been ready to start a fireball game and bait more fireballs to then go in yet again and set play him to death. He would have been less prepared for the download in that set.

    You should run a long set against the makoto. He just seems to know what you like to do and knows how you don't anti-air consistently. So just run a long set with him to learn that match up. Good luck!
    ~ We are Forbidden Technique.
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    damn, @forbiddentechnique‌ , you are too good to me.
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • forbiddentechniqueforbiddentechnique Joined: Posts: 109
    edited October 2014
    Not really lol. I'm a good analyst. It's my day job. So going back to matches and figuring out issues is what I do pretty well. I enjoy analyzing footage more than playing the game itself sometimes lol. And I only really play for the strategy of the game or to play good players. I'm just one of those unheard of endless dudes now... Oh. I have an xbox live now. It's FT DamDocta. I don't go on much because my connection isn't strong so I don't feel right playing. However I can show you some stuff in online training mode if you want @VolcanicAkuma55‌. Just hit me up in my PM so we can setup a time. That's for anyone. I'm not good because I lack execution and experience. However I know a bit. So I'm willing to help. Also I need to steal some of your setups if you don't mind lol xP. Hit me up if you are down.
    ~ We are Forbidden Technique.
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    edited October 2014


    A playlist I am putting together of online matches as I play them. Weren't many losses in my battle log which is upsetting because critiques on losses tend to yield better suggestions for improvement

    Also, I'm super hype about Resistance 3 in Stratford CT on the 18th! It's gonna be the first major tournament I go to in 4 years (Navy schedule finally allows me some time to get my gaming on). I am pretty sure I will 0-2 but I'll have fun doing it
    Post edited by ClxJames on
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    YO HOLY SHIT. I MIGHT BE GOING TO THAT. Would be awesome to finally meet you in person.
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    It would be great. We can get some sets in and you can beat me and then I'll get salty and blame it on lag even though it's local casuals
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    Got bodied at Resistance 3. Here's the tape





    I fucked up combos. Missed punishes. Let people get away with jump ins. List goes on. Even in casuals I wasn't playing like I normally do
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    edited October 2014
    Got 7th at Resistance 3. Matches are in order.

    vs JBeats


    vs K-Brad

    I'm not so much pissed that I lost as I am that I did almost NOTHING. Also I let the guys put the idea of Double Ultra in my mind cuz Kbrad knows how to punish teleport even with U2. And there was a moment where I could have U2d his dive kick.

    vs Qusai


    vs Headbanger


    vs Cliffeside (19:46)

    Idk what happened here. I was just obsessed with s.hk for some reason and in the 2nd match, I just lost my balls.

    vs Glitch (1st match)

    head to 2:46 for the moment that I lost the set. I lost my confidence in the punish for just a second, and I never regained the initiative.

    As always, your insights are much appreciated.
    Post edited by VolcanicAkuma55 on
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • ShabroutShabrout Joined: Posts: 1,448
    edited October 2014
    I can see your game improved a lot.
    I'm not so okay with always quick rise Cammy. If you don't, she lose the jump in setup and the OS, for a safer TP out or even easier blocking.
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    edited October 2014
    I would say against K-Brad you showed fear and he went in like a Tiger. One of the hardest things to do against a top player is to push them back and play your game. You have to demonstrate you can stop what they are doing. It's not easy to do either, but the minute you start getting on your back foot you'll find you just end up snowballing immediately.

    Also you need to learn some better movement. You tend to get locked into one pathway.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    That's a problem I saw as I watched his match at R3. Same goes for me. When I play a guy I know is better, I let then walk all over me and I don't get to play my game. Comes down to nerves I guess. But Mike had a strong showing
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    It's that time of the week again, guys. Got 3rd this week (including a win over Kevin's Makoto)








    Never got my game going. Missed punishes. Could've chipped him out with DP one round, but had a brain fart.


    A lot of missed stuff here.
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • ShabroutShabrout Joined: Posts: 1,448
    Makoto :
    You have some opportunities to use jump late fireball to catch all those wake up grab, and reflex grab that Makoto was doing everytime you landed near her. Seeing she didn't try to anti air much.
    I would also like to see some new blockstring hit confirm that could make the opponent react instead of just block. Instead of always cr.mp on landing or cr.lk/cr.lp you could cr.lk, st.lk, cr.mp/cl.MK.

    Add some diversity and gives a bit more hitstun.
    Good job again, nice air hado pressure.
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    edited November 2014
    Got 2nd at the Monthly this weekend. Most of it involved me trying my damnedest to lose my matches...and then I succeeded.


    Too many sweeps and jumping.


    Was considering using U2 at the first match.


    Terrible fireballs and execution

    Your inputs are always appreciated, guys.
    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    Justin typically makes me look free, so I'm good with how this played out. In the last round I properly baited his Psycho Sting but didn't punish with Demon >_>



    So with Rich, I made a critical error. Played him way too much during casuals. I beat his first three characters then he ran a 20 match win streak with his Guy after he realized my lack of matchup knowledge
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • CruzzyCruzzy Joined: Posts: 23
    Is anyone willing to critique my Akuma matches?

    i've been getting a bit better and i would appreciate it if you guys could tell me what im doing wrong, or could do better on!

  • ShabroutShabrout Joined: Posts: 1,448
    just post, ask later :)
  • CruzzyCruzzy Joined: Posts: 23
    edited November 2014
    Here it is, thanks in advance, i would like to post some more.
    I know im dropping a lot of combo's but that will be okay soon, i just need some more practice.



  • mrtom82mrtom82 Joined: Posts: 138
    edited November 2014
    @Cruzzy‌ You're jumping WAY to much, especially in the first video. Jumping is usually a very bad idea unless it's a setup/safe jump, especially against ryu. You want him to come to you so getting an early life lead is very important. If ryu gets a good life lead and then plays defensively it's very hard to get in on him. Whenever you had the lead you kept going at him, got punished and lost the lead. Don't try to go air to air with him, he'll almost always win and if he's got ultra it'll be him landing in air mp followed by ultra. Focus more on punishing his jump attempts with cr.Hp, dp and far st.hp. I also noticed you seem to press your kick early when you do jump in, akumas jumping attacks have very little active frames so if you are trying to hit a grounded opponent you need to press your button towards the end of your jump. You also need to practice your combos, you could've had some nice punishes but you dropped your links.

    If I think of more I'll let you know but for now I'd focus on letting him come to you and practice anti-airs.
    Post edited by mrtom82 on
  • CruzzyCruzzy Joined: Posts: 23
    @mrtom82 thank you, this information is appreciated :D
  • ShabroutShabrout Joined: Posts: 1,448
    Only saw the second vid, pretty legit. Obviously there's a lot to work on like holding ground and spacing. You should look how your opponent played his ground game he did that just better than you. You tried frame traps I guess or maybe just pushed buttons even sweep after cr.mp on block (weird), but that make no sens if you don't install a tick throw game before. Throw more !
    You shouldn't let people empty jump on you either. cr.MK is a decent anti air and shield against most of the cast but certainly against shotos. If you feel like a SRK or far.HP is too late, just walk cr.MK trip guard them.

    You were focused on some other threat I guess and this have to be addressed first, but work on it so it become automatic (anti airing SRK ?) and you can send ressources on these new skills to develop.
  • GamogoGamogo Common sense isn't. Joined: Posts: 2,956
    Cruzzy wrote: »
    Here it is, thanks in advance, i would like to post some more.
    I know im dropping a lot of combo's but that will be okay soon, i just need some more practice.

    Agreed re: combos. I feel you're foregoing a lot of opportunities in the form of punishes and also anti-airs.

    Obviously drill your combos over and over until you have them down, even if they are just basic punishes - c.mp > cs.hp xx lk tatsu > hp dp. (and also cs.hp xx ball > FADC > etc). The idea here is to first get the execution absolutely nailed so you can punish with maximum efficiency. Treat every punish opportunity as a potential round-ender for the decider of EVO's grand final. Unload everything* on them.

    The next step is perhaps the bigger one, which is quickly identifying on the fly in battle when to let rip WITH said punishes. This requires you to develop your situational awareness so you are on point to deliver maximum damage at any given moment without hesitation, combined with the knowledge that comes over time when you familiarise yourself with matchups and individual character quirks/traits/playstyles. Once you train yourself to do this you'll see an improvement in your wins I'm certain. A good way to start getting this into your system is to play a little more defensively so you can let your opponent make mistakes to test your reactions for unloading everything you have on them. This will extend your cues for maximum punishes and once you have this down, you can start taking the battle to them.

    Working on your anti-airs is also a good way to collect damage, and against a smarter opponent for keeping their attack options in check. Once you demonstrate a consistent ability to anti-air not only will you be netting damage (mp DP, HP dp, EX dp, demon) but you'll also limit your opponent's attack vectors which in itself is a form of control and will funnel your battles towards the ground where spacing, punishes and footsies will begin to become much more important in how you go about your business.

    * Naturally this has situations where you want to conserve meter for the next round and also considering how much you dole out to your opponent. For example, finishing them with U1 at the end of the first round if they are on bugger all health isn't optimal (as you'll dole out two+ stocks to them for the next round). Likewise finishing them off with an EX dp when a mp dp will do the job also. If you are confident you have a round in the bag, save your resources for the next round where it will perhaps better secure you a victory.
    Guacamole is awesome.
  • VolcanicAkuma55VolcanicAkuma55 Joined: Posts: 1,991
    Got 2nd this week. Getting so close.












    SF main: Akuma
    not wannabe, GUNNA BE pro. just need more practice.
    FIX AKUMA AND GOUKEN'S MUSIC IN USF4. WE DONT NEED 3 VERSIONS OF RYU'S THEME
  • GamogoGamogo Common sense isn't. Joined: Posts: 2,956
    Loving these Dhalsim matches. These are among my most favourite to watch.

    I gotta put more of my Dhalsim stuff into note form for you to see if you can get some use from it - it's one of my most played matchups next to Bison (training buddy has by far our best Sim over here and places consistently high in all tournies he enters, and likewise for my other training buddy who drives an insane Bison). I think I have various Dhalsim stuff scattered around these forums but not a lot of it was expanded on as it appears he remains somewhat rare in tourney scenes combined with people (not necessarily Akuma players) writing him off as 'losing' to Akuma. He has to be respected by any shoto and Akuma is no exception due how quickly he can whittle us down at a distance.

    I am of the view that it is a matchup only slightly in Akuma's favour on the onus the Sim knows what he is doing, though if you land some good reads it gets ugly for Sim and fast. The matchup shifted a little in Ultra (DWU impacted us quite a bit) however the addition of cs.mk is REALLY invaluable against him now from command dive kick pressure to extend damage AND potentially knock him down again. I also catch myself using EX redball a lot more VS him in Ultra to chase stun and to quickly pin him due to its faster startup.

    I believe you've posted matches against this Sim before and ironically it looks like you're educating this guy on the Akuma match-up in the process which makes for some cool battles. Btw - I love the dirty fs.hk > super bait when the second hit whiffs on block. Very rarely can I get away with that any more :/

    One thing to practise: Go into training mode and record sim doing fs.hp pokes. Distance yourself from him and counter them with c.mp from roughly max distance. It sounds absurdly rare to land in theory, but in practise when you are spaced correctly (which is common against a distanced Sim) you'll be surprised how often you can stuff it. This nets you some damage, and makes you look like a boss but even more beneficial is that it can actually send a strong message to the Sim player about poking at this distance. His response will be to switch to fs.mk (which funnily enough can be stuffed with fs.hp - though this is much more difficult and less motivating in Ultra due to the damage reduction) or c.mp which cannot be dealt with reliably at all. Also, keep your sweeps in check as a poke as a blocked one can be punished for free with fs.lk. While not a huge amount of damage, it does shift poking advantage BACK to Sim and reset any attacking momentum you may have.

    Also - practise reacting to distanced fires with hk tatsu. His fire recovery is quite lengthy which can allow this to slip through for a hit or two (plus corner carry) and in some cases see you descend from it soon enough to tag an HP dp onto the end also. A frame trap with a lazy EX tatsu on the end is also useful against Sim to bait out any tech attempts whilst leaving you safe too. It will lose to mashed techs however (ex tatsu's startup is a bit dicky) but it is still handy.

    And and another thing - if you can instil the fear of frame traps into the Sim you can condition them to be open to lk flip throws. Key is not to combo into the flip - stagger some pokes and then simply perform it. If they are sufficiently afraid of being counterhit on the ground, by the time the flip registers it can be too late (and you can grab 'em). This isn't something you can do constantly obviously, but when not comboed into it can catch frame-trap aware opponents by surprise. A palm whiff into a dirty super is possible here too.

    I hope this helps! Nice work on the placing! Always good to see other demons go up against Dhalsims :D I think its a great match to play and really assists in building up your attack precision and patience.
    Guacamole is awesome.
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    Dan Is a really good Sim. Back when I could play this game somewhat competently, I could take a few rounds or matches off him but he would always take the set. It was a good set of natches you almost had him lol
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548




    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    NEC XV Casuals. This Oni is pretty solid.
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    edited December 2014
    My match against StaticGorilla, a Decapre. I dropped may too many links here



    My match against Snake Eyez.


    Things I noticed myself:
    - Stop doing st.hk. It's -2 and he'll SPD every time
    - Punish EX Green Hand on block with Demon. I didn't notice I just got Ultra at that time
    - Punish block EX Green Hand with anything better than a SRK. Coulda easily went st.hp into BnB
    - He's gonna crouch lariat. I'm not online anymore. Stop demon flipping
    - Don't jump back fireball when he's in range to go through and punish
    - Stop hitting buttons. More than half my damage taken was from trying to get away after I got hit with any kind of green hand. Stand your ground, stop giving up space
    Post edited by ClxJames on
    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • ClxJamesClxJames Still A Beginner... Joined: Posts: 2,548
    Well this thread seems dead

    Had a set against a Yun on Steam. First couple of matches are rough but I start catching up

    Not all 09's are created equally - http://www.youtube.com/user/SheltonShenanigans
  • CruzzyCruzzy Joined: Posts: 23
    Messatsu.
  • thebosstheboss Joined: Posts: 543
    Looking for some overall feedback on my game. In the first match I pretty much forgot what is an anti-air, lol.



  • ShabroutShabrout Joined: Posts: 1,448
    edited January 2015
    no throw game, no game :)

    edit : I think I'm at the same level you are.
    Post edited by Shabrout on
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