I hope you’re trolling and not serious. He’s ranked 34 because nobody uses the character. That’s it.
-The first video alone shows that he’s doing unsafe slides, but the Ken refuses to block low.
-Failing to block cross ups. Failing to block in general. Probably too nervous and needs to play more calmer.
-Wake up command grab Ultra while the Ken is at the height of a cross up? There was no way that was going to land and if the Ken was good, he would have landed and Ultra’d him.
-I wish the inputs were turned on, but I noticed some reversals when the Ken hit him up close. It looks like he’s mashing buttons.
-Wakeup Super in the last round and blew all of his meter.
@TheSupaSage, try to play more patient. Hit confirm your slides and punish fireballs with slides. Don’t just throw them out. This Ken made you feel like what you were doing was right when it was Wrong.
Learn to anti-air. If you could anti-air, this Ken would kill himself by jumping to death. Better yet, make use of Hakans jump grab.
Learn to block and not mashing/churn 360 command grabs. Missing command grabs leaves you wide open for the most devastating punishes.
Some people when starting will have the “I have this powerful Ultra I need to use it every round” mindset. Don’t do that. Try using the Ultra when you know it’s going to hit or do an educated guess(Gotta know how to read your opponent/train them).
I was actually thinking the best way to learn to use an ultra was to do it in a real fight, but i looked up the situations so i just test in training room
i agree 100% with the slides practicing hit-combos as we speak
any of the other videos show anything?
The Balrog match. In the second round you pressed too many “Bad” buttons in the footsie range at the wrong time. So many counter hits. 1:11 mark of the video, while you were in the corner you were doing crouching heavy attacks under pressure. Again, I wish the inputs were turned on so that I can see the normal pressed during every counter hit situation. Heavy attacks have the slowest startup, so they should only be used as punishes or done at the max distance if you’re opponent is playing footsies. This Balrog had zero footsies, so blocking and punishing was the best option. He hit you with a focus into super(3rd round) because you used that kick too much.
At the end of both Ken and Balrog matches, you did oil up into Ultra. Now while the end of those rounds look awesome, the Ultra was extremely risky. If either of those players did a backdash or neutral jump on wakeup, you could have been Ultra’d by them. Players around their level are extremely unpredictable at low health. I’m surprised that they didn’t wakeup Ultra you.
Having footsies would have helped in the Gouken match. Faster normals are needed at close range.
1:10 mark of the gouken video, the gouken missed an ex tatsu. I’m sure if you did a level 3 red focus into Ultra 2, you would have killed him there. It looked like you went for Ultra 2 and messed up the input. Practice doing focus into Ultra or find strong punish combos after blocked upper cut moves.
Those flips from gouken could have been air grabbed. Think about trying that if a gouken spams that move. You caught him with it in the last round, but it took you too long to start doing it.
The slide at the end looked like you wanted to chip him to death? You misjudged the chip and threw the round away. You should have let him hang himself there.
Wait for a demon flip and punish.
Wait for a fireball and punish it with a slide.
Back away and wait for him to kill himself by doing something unsafe.
You had the life lead. He had to come to you. Patience would have won you that round.
Go to youtube and look up: mlswear hakan. He’s one of the best Hakans. Look at the normals and punishes that he uses.
Look at the good things that he’s doing and incorporate some of it into your game.
Any tips would be helpful. I feel like I am playing better now then when I uploaded these partly thanks to my old Sega Saturn controller and some of the things from various Juri guides starting to stick.
I guess you guys are using the upload feature from the game since the inputs aren’t shown. If you have inputs on in a replay, you can read what someone is thinking in every situation of a match if used correctly. Better match analysis.
Well in the videos it looks like you just wanted to rush down and press buttons. Everything was random. Unsafe dive kicks, wake up pinwheels, non hit confirmed pinwheels, mashing and accidentally getting supers, wakeup Ultra’s, dropped combos, and constant jumps. You also weren’t staying calm at all.
The Rose barely punished you for the mistakes and the Evil ryu did close to nothing as well. These types of opponents will breed bad habits for you. They’ll have you thinking that just because you beat them, you’re playing good.
I would suggest fighting a tougher opponent in endless for practice/learning. One that can expose all of your flaws and force you to break those bad habits.
I used to play like you in 2009. Until one day I found a really tough opponent and added him. He beat me over 90 games(A week) in a row in endless before I got 1 win. Then he beat me 40 more in a row. This made me have to relearn the game a different way, because I found out that this game was more then just doing special moves and getting lucky. I started to play more like him.
1.Find a friend that’s around your level. One that you go back and for with. Wins and losses.
2.Find a very tough rival and add him. The one that can expose your flaws.
3.Test out the new things that you learn from fighting the tough rival on random players(Like the ones in the vids) and your friend.
4.There are some really good Juri’s that you can learn from. Youtube Yossan Juri or any high ranked Juri. There is 5 years worth of Juri footage on youtube. So many combos, mixups, and setups to steal, and knowledge to learn.
I see some common Juri mistakes/habits in your vids:
Jumping too much, spamming pinwheel, and spamming divekick even on block. Once you minimize these behaviors and settle down and mostly let the other guy come to you and play your pace, I feel that your success rate will dramatically increase.
The other points were already addressed. Join us here in the Juri thread. If you have more to share and any question there are enough kind members over there who will be able to answer any specific questions that you might have.
Recent vids of the said good Juri players are in that thread, as well. Yossan is probably the best Juri in the world now imo; wouldn’t hurt to watch and absorb tech from him. :3
Yes, play online. If it’s that shitty, someone will kick you from a lobby. If it’s tolerable, they’ll let you stay. I’m pretty lenient.
@bixhd - I just started messing around with Yang a few days ago so I can’t help too much, but I’d say your biggest flaw was you had no answer for his dive kick pressure. I’m not sure what Yang could do, but he was dive kicking all over you and even though you blocked most of them, his pressure was too much to handle and eventually you cracked. He was far more aggressive (which I think Yang probably needs to be).
Against Yang i think that the key of the match is to just say " NOPE " when he tries to dive kick, you have the dragon kick thing and, i believe your St.mk can do anti air on this.
Also if i remember well all Yang’s rekkas are unsafe, moreover the second rekka of each serie, i think you should find a punish for his rekkas in guard ( cr mp => rekka works i think, if it doesn’t the cr lk=> crmp=>rekka should)
I saw you doing some Focus attacks that he broke because you focus’ed a bit too much and he had time to hit you a second time ( release a bit before, in the best of cases you get crumple by the counter hit if i am not mistaken , and then you can Ultra his face)
I’f fr from pro, moreover on Yang, and if something is incorrect in what i’ve said just tell me i’l lcorrect or delete the post if too much bullshit^^’
Hey, I’m a complete noob to this game, I’ve played around 19 hours and am learning the game with Ryu (although i probably won’t main him). I play on keyboard and so far I have only won 1 game. Please critique my match and tell me what I’m doing wrong. (I’m Ryu, opponent is Hugo)
Here’s the video: https://www.youtube.com/watch?v=v5dJWXzXJ7o
I’m not particularly knowledgeable with the Hugo match up; however, since he’s a grappler you don’t want to be right in his face, so you’re fireballs aren’t a bad idea. However, even against a grappler there’s a point at which you need to take some screen space from them. You can’t walk yourself into the corner like you were. In the specific instance of your match, the Hugo jumped at you once you established throwing fireballs, so I would suggest working on becoming more proficient with anti-air. Try and maintain the right spacing so that when you throw fireballs you can still anti-air, or, throw fireballs at ranges where your opponent is not likely to react to them. The fireball/anti-air meta game isn’t just relevant to Ryu, every character needs to be cognizant of their ideal spacing from certain other characters in order to effectively zone, whiff punish and anti-air.
Something else, there were two times in the first round after you walked yourself into the corner the Hugo player jumped behind you, into the corner, and you back threw them back out. I realize this might not have been intentional on your part, but if your opponent is in the corner you generally want to keep them cornered.
I want to caution this next piece of advice by stating that randomness in a match can be a good thing in very specific circumstances. However, you did several near full screen Tatsu’s, most of which worked because the Hugo player jumped, but that is something that I would definitely not get in the habit of doing often. Since you say you don’t plan on maining Ryu, I’m hesitant to give too much Ryu specific advice, but like any character, there’s certain moves that can get you into trouble if you try and throw them out without a good read. It’s best to learn why to use a move and not just use it because you can’t think of anything else to do in that moment.
You went for throw a lot. I think I understand why. You were going for throw because it seems like a somewhat guaranteed setup for calm. That Hugo player’s coming at you while you’re trying to throw fireballs and getting walked into the corner, so the throw feels like a reprieve, a moment to collect yourself. But when you’re up close to your opponent throw isn’t necessarily the optimal thing to do. Again, since you don’t want to main Ryu I’m hesitant to give too much specific advice, but suffice it to say that when up close poking with your character’s longer range fast attacks would be ideal, as this can position you to continue your zoning game, or allow you to land a hit and follow with a combo and net some damage.
If you notice in the second round the Hugo player starts to jump at you immediately and maintained a close distance and tried to jump at you from it. I would say they were doing this because you established a pattern of throwing fireballs without caution, and they were rewarded for that read. Ryu’s fireball needs to be thought of as a poke, and like any poke you don’t want to use it without thinking about why you’re doing so because you can be punished severely for it.
Overall, I would say if you worked on your anti-airs you’d see great improvement in your game. And as a part of that if you learned what pokes and attack strings provoked jumping from your opponent while leaving you at an ideal distance to do so you’d be all the better. If you play online people will jump, a lot. Even ‘good’ players will jump at you, if you counter their jumps you will force them to fight you on the ground.
Incidentally, who do you plan on maining and why aren’t you maining them now? If you understand why people suggest playing Ryu to learn to play Street Fighter you can apply the same strategy to learning a character you want to play.
@HeavenlyBlade Antiochli covered a lot, but I’ll add where I can (most is Ryu specific).
You need to use cr. MK A LOT more. It’s an amazing normal. You probably could’ve gotten a few hits while he was walking towards you. If you plan on sticking with Ryu, get used to throwing out a Hadoken right after the cr. MK. It’s a quick, easy 130 dmg (I think). Even if you don’t plan on using Ryu, get used to that motion because many characters have a similar 2-hit combo like that.
You threw out a st. HK at close range 3 times. That’s not good, it’s way too slow. At close range, just about any other normal is more effective. I don’t find st. HK to be a very useful move, but it could be used as a long distance anti air.
There were a few times Hugo hit you with a cross-up body splash. They all could’ve been SRK’d.
Throwing out a Tatsus (or many other specials) like you were doing is VERY dangerous.
I would’ve liked to see you apply more pressure when you knocked Hugo down.
In the last round you lost a lot of health in the corner. I think that’s a case of you need experience blocking his overheads (Hugo has a few).
**** I just rewatched video ****
I was looking at your inputs. Almost every button you hit was either HP or HK. That has to change ASAP. The only time you hit LP and LK is when you were trying to throw. You only hit MP once or twice and I don’t think you hit MK once. This applies to normals AND specials. Nearly every Hadoken you threw was a HP. If you mix up your Hadokens with all speeds, it’ll be harder for your opponent to jump over/predict.
I’ve already said this, but you cannot throw out a HK (no matter which character you pick) when you’re close to your opponent. Use your faster normals, like cr. jabs. Even if he blocks, it’ll stop his pressure and create distance so he can’t command grab you (even though he didn’t really try that).
@Greenwood@Antiochli Thanks so much you two you both mention spacing to some degree, however most of the time i’m just focusing on what my character is doing and what the opponent is doing and i don’t really notice how far away they are from eachother. Do you have any tips for keeping an eye on spacing/know any good tutorials out there?
Well, spacing is about advantage/disadvantage. It’s often match up specific, but the bottom line is that it’s about understanding the effective range of your character’s normal moves, and certain special moves. You’re using Ryu, so an essential spacing you’ll want understand is where his low medium kick will connect and where it will whiff. By understanding this spacing you can utilize fireballs, as pokes, to put your opponent on guard to allow you to momentarily walk into low medium kick’s effective range and hit your opponent with it.
However, this goes the other direction as well. Say your opponent is also using Ryu and they recognize you walking into low medium kicks effective range, what your opponent might do is walk backward so that your low medium kick will whiff, and in anticipation that you’d do just that they hit their own low medium kick, striking you in your moves recovery.
Remember: Poking beats walking forward, walking forward beats whiff punishing, and whiff punishing beats poking. But you must understand your moves effective ranges and your character’s spacing in relation to your opponent.
This is just one brief example, but the basic idea applies to almost all pokes in the game. Say you’re pressuring with fireballs, there’s a spacing where if your opponent reactionarily jumps over a fireball you can Uppercut them on reaction. If you were any closer they’d hit you. But even if you weren’t necessarily throwing fireballs there’s still an effective spacing that Ryu wants to be standing at where his Uppercut will be most effective as an anti-air move. Too close and it would whiff, too far and it would also whiff.
Every thing has an effective spacing. Stand jab is not effective at max screen. This is obvious. But it might be effective if you were playing against a Jaguar Kick happy Adon player. Spacing is about both the match up and about the area of the screen that the move occupies.
This video won’t answer every question you have, but it’s a pretty good approach to getting a feel for Ryu’s ideal spacing:
Can you elaborate on this - “walking forward beats whiff punishing, and whiff punishing beats poking.”
I must be missing something. To me, whiff punishing is something like st.HP > SRK. How does walking forward beat st.HP > SRK? And how does whiff punishing beat poking? Isn’t it risky to throw out whiff punishes?
If you and I are playing, and I’m throwing out a lot of pokes, a strategy to counter this is to whiff punish my pokes. Maintaining a certain distance by walking just slightly backward, causing my pokes to whiff and countering with your own.
On the other hand, if I see you talking a slight step backward in an attempt to cause my pokes to whiff I can just walk forward because you’re not pressuring me with pokes. Now I can poke again, or throw . . .
But then to complete the circle, if you see me walking forward like that you can now freely poke, because I’m not blocking.
Maybe we have a different idea of what a whiff punish is. When you say
do you mean whiff punishing with stand Heavy Punch and canceling into Uppercut, or do you mean punishing Uppercut with stand Heavy Punch. If you mean the first then the idea’s the same as what I was describing. Say Dhalsim is poking you with stand Heavy Punch, and you’re walking just slightly backward and trying to counter with stand Heavy Punch xx Shoryuken. This will work fine. But if Dhalsim walks forward he’s now back in poke range and can continue to do so, he may now whiff punish you if you still hit your stand Heavy Punch in anticipation of his.
This is not to be confused with someone whiffing an Uppercut and you punishing it. I’m describing a ground space control game, and poking/whiff punishing describes relatively quick normal moves trading blows as the players compete for control of the screen.
Sure. But it’s risky to throw out a lot of pokes too. It’s risky to walk forward all the time. It’s all part of the same overarching mind game. You’re not just whiff punishing, and your opponent isn’t just poking. You’re both doing all of them at the same time in order to control space and maximize the potential damage you do to one another. Remember, I said that walking forward beats whiff punishing, but poking beats walking forward. If you’re attempting to whiff punish my pokes that means you’re trying to maintain an optimal spacing, usually by taking a step backward. If I poke, you whiff punish. If I walk forward you’re no longer whiff punishing, you’re either doing nothing (losing to walking forward) or . . . you’re poking! Which beats walking forward.