DynastyK Posted October 5, 2012 Posted October 5, 2012 http://www.youtube.com/watch?v=DifXE5_yB3I I got a couple of matches recorded, albiet using a phone. And...I don't really have much to comment on lol, but I figured I'll post and see what suggestions pop up. Though I did see I pretty much went trigger happy on these, especially on Relius with 3C and attempted 6A getting hit every time.
Kiba Posted October 7, 2012 Posted October 7, 2012 Against Platinum: You use 3C way too much, and I'm surprised the player didn't punish you for all of that. Each time you were on the defensive you always got hit and it wasn't from mixup at all it was from stuff like a 5A on your wake up for example. You could learn to opt for alternative pressure options like using 5A/5B and I think you should work on you defense so you don't get hit a lot. The wiki provides a good example of your pressure options. Against Valkenhayn: Again I think you're relying on 3C too much, and I also think you should become more familiar with the matchup. Using 236X, 214X helps to work in your favour a lot in this MU because it shows the opponent that you have options against their movement, and stops them from getting too crazy. I also think when your catch Valkenhayn on the defensive you shouldn't back away because defensively he isn't that good and your gonna let him run again freely where he can easily get to you full screen away and dish out punishment. Against Relius: Over reliance on 3C, and even with the confirmed hit you didn't get the optimised damage. For example you could have done: 3C FC > 2B > 2CC > IAD combo, and if you're not very confident with IAD combos you could have used something like 3C FC > 2B > 2CC > 22C > 2B > 2C > special ender. After the 6A you could have optimised it too. @ 5:10 when you had Relius in the corner why did you back away? That was your chance to continue to the offense but you let him gt out for free. Using 6A as a combo/pressure starter when you're running into your opponent is a very bad idea. It's slow and 9 times out of 10 you're gonna get hit out of hit. You're better off using 5B instead. Against Arakune: It's more or less the same thing I said above. You could have optimised combos, Arakune is bad under pressure but you gave him too much space when you had him pinned, and you use 3C way too much. I also think you should become familiar with your combo potential, i.e, know what you can follow from (236A won't combo from 5C, but works from 5CC), and how you can optimise your combos.
DynastyK Posted October 7, 2012 Posted October 7, 2012 (edited) Okay, so far what I need to do is: Use 3C sparingly Learn more pressure blockstrings Work on optimized combos (I wasn't aware that you can dash 2B, 2CC after FC 3C, so that's good to know.) I usually have the tendency to back up especially when I got my opponenet corner to bait out the forward tech so that I can punish and keep them at corner. If that is back, what should I go for instead? Also, for future videos, should I record matches that I have won? Edited October 7, 2012 by DynastyK
Kiba Posted October 7, 2012 Posted October 7, 2012 Okay, so far what I need to do is: Use 3C sparingly Learn more pressure blockstrings Work on optimized combos (I wasn't aware that you can dash 2B, 2CC after FC 3C, so that's good to know.) I usually have the tendency to back up especially when I got my opponenet corner to bait out the forward tech so that I can punish and keep them at corner. If that is back, what should I go for instead? Also, for future videos, should I record matches that I have won?
DynastyK Posted October 8, 2012 Posted October 8, 2012 Here's my next patch of matches. http://www.youtube.com/watch?v=ZZutPzzNSfw
TheGreatReptar Posted October 8, 2012 Posted October 8, 2012 You let this Noel pressure you with drive strings way too much. She has a lot of gaps between drive moves that you can punish during. Anytime you block 2D for instance, you can sneak in a jab (or on instant block, 5C). The jab will beat any drive followup other than spring raid. You also need to work on punishing things. You blocked Noel's 214D a few times and just let the guy get away with it. Around 11:10 or so you use 236236D as a reversal. It worked, but remember it just comes out fast and has no invincibility. 236236C is a better reversal (although it's still pretty bad) and would have done 1000 more damage than the D version. You tend to do very reckless things as well, like random 214Ds, random 236X, and you press buttons a lot. One of the Noel matchups you got counterhit out of something when they dropped a combo, another I saw you mashed throw after a blocked 2D, and in the Litchi matchup, they did 6A into nothing then you did 2B rather than something fast like 5A, 2A or even 5C. Learn to not rely on 236X and 214X, as they're all pretty unsafe, and get a better sense of when to press buttons, and which buttons to press. Other than that, 3C usage, combo optimization, and pressure like Kiba said.
DynastyK Posted October 9, 2012 Posted October 9, 2012 Yeah, to be honest I don't really like her DDs in this as I feel they are lacking viability in form of damage, so I would use them sparingly only as a GTFO or in the scenario that it would finish them, other than that, I'd rather spend the meter for Rapids or Counter Assaults. However, that one round where I used the DD twice and failed to touch...I don't know why I managed to win that one lol.
Airk Posted November 27, 2012 Posted November 27, 2012 Not Tsubaki specific but whatevers. I can do stuff in training mode. I practice it. But I can't REMEMBER to do it in real matches. Sometimes I'll hold onto an idea for a bit ("I'll do a Mugen combo!") but if the opportunity doesn't arise fairly promptly, and I have to, you know, block or something, it goes right out the window and I'm back to the same stuff I've been doing. Super secret tips? x.x
kro_ Posted November 27, 2012 Posted November 27, 2012 The difference in real matches is that: 1) You have to hit confirm. 2) You need to know what combos you can do with various amounts of meter at a glance. Set the training dummy to CPU on hardest and make sure things like super meter and install gauge are set to default. Try to perform specific combos to practice hit confirming. CPUs are no substitute for real people, but it's better to practice against something that can hit back and blocks occasionally than to practice against a training dummy. This forces you to at least be somewhat aware of what people can do to retaliate against you and what you should do if your attacks get blocked. Once you can autopilot specific combos against a CPU, mix it up and just randomly do what combos you can based on the amount of meter you have. A good way to not 'lose your progress' is to make a personal list of combos. Start with the combo thread and trim it down to combos you think are efficient/cool and can perform reliably. Use at least one combo from each starter with a good mix of meterless and meter spending combos. Also practice a few midscreen and corner combos. Add more as you get more comfortable. Combos should be on autopilot. During a real match, you want to be focusing on what your opponent will do.
Airk Posted November 27, 2012 Posted November 27, 2012 The difference in real matches is that: 1) You have to hit confirm. 2) You need to know what combos you can do with various amounts of meter at a glance. Set the training dummy to CPU on hardest and make sure things like super meter and install gauge are set to default. Try to perform specific combos to practice hit confirming. CPUs are no substitute for real people, but it's better to practice against something that can hit back and blocks occasionally than to practice against a training dummy. This forces you to at least be somewhat aware of what people can do to retaliate against you and what you should do if your attacks get blocked. Once you can autopilot specific combos against a CPU, mix it up and just randomly do what combos you can based on the amount of meter you have. A good way to not 'lose your progress' is to make a personal list of combos. Start with the combo thread and trim it down to combos you think are efficient/cool and can perform reliably. Use at least one combo from each starter with a good mix of meterless and meter spending combos. Also practice a few midscreen and corner combos. Add more as you get more comfortable. Combos should be on autopilot. During a real match, you want to be focusing on what your opponent will do. Thanks; It's not -just- combos though. Sometimes it's stuff like "remember to use 3C at neutral once I have 50 meter" or "use 6A after 2B sometimes" but I'll practice what I can in training mode. I'm pretty good about doing combos based on number of charges and position, but I'm actually super terrible about keeping track of how much heat I have. x.x
Airk Posted December 30, 2012 Posted December 30, 2012 So, for Christmas, a PVR. Thusly, I now get to spam you people with videos me being bad at netplay. Critique welcomed. As usual, my execution is somewhat sketchy. vs. Ragna Note: I have no idea what's up with the black rectangle. More learning about Youtube is required.
Kiba Posted December 30, 2012 Posted December 30, 2012 (edited) I thought the Ragna was ok.... I'm not sure why he's using HF as a means of getting in, but you did the right thing by counter attacking with 214D. Also HF is punishable by jabs on IB so if you could do that it'll make everything a whole load easier for you because you wouldn't want to get caught in Ragna's HF 'mixup'. 236C is pretty bad in this MU as a way of getting in, and I wouldn't suggest using it unless you can cover it (RC or charge). If you wanna get in and about I suggest dashing and jumping around. There isn't a big rush to get in after all. Apart from that I feel you should work a little on combos. From an air throw you could've followed up with 6C© > 236B > 214B > 22B for a better position to charge/pressure. You could've also optimised your gold burst combo with an IAD combo, or if you're not comfortable with that yet, you could've used 5C > 2CC > 236B > 214B > 22B. Furthermore, You had so many opportunities to AA that dude. He was mostly getting in for free when he approached you from the air. I noticed the time you tried to AA him but he got CH, because you were a little slow with the input. Remember to be wary about your attack range too. Players who are alert will punish you for whiffed normals (referring to the 5BB whiffing). Edited December 30, 2012 by Kiba
Airk Posted December 30, 2012 Posted December 30, 2012 236C is pretty bad in this MU as a way of getting in, and I wouldn't suggest using it unless you can cover it (RC or charge). If you wanna get in and about I suggest dashing and jumping around. There isn't a big rush to get in after all. Yup. This is a bad habit. =/ Apart from that I feel you should work a little on combos. From an air throw you could've followed up with 6C© > 236B > 214B > 22B for a better position to charge/pressure. You could've also optimised your gold burst combo with an IAD combo, or if you're not comfortable with that yet, you could've used 5C > 2CC > 236B > 214B > 22B. I haven't really practiced gold burst combos, so I hit him too low after the burst to land an IAD. =/ I really need to learn a better air-throw combo too. Furthermore, You had so many opportunities to AA that dude. He was mostly getting in for free when he approached you from the air. I noticed the time you tried to AA him but he got CH, because you were a little slow with the input. I've been screwing this up a lot lately, and it makes me sad. Remember to be wary about your attack range too. Players who are alert will punish you for whiffed normals (referring to the 5BB whiffing). Yeah, this is starting to cost me a lot of matches. =/ Thanks for the input. More videos when I figure out the black-box issue.
Kiba Posted December 30, 2012 Posted December 30, 2012 You're welcome. I would like to point out that you have improved too.
Airk Posted January 10, 2013 Posted January 10, 2013 Yes, it took me this long to get some more matches where I felt I was playing to something near my 'best' - not that I'm shy of showing videos of other stuff, but there's not much point when I can watch them myself and go "Well, that was dumb, and that was dumb, and WTF was I doing there, and boy I dropped a lot combos..." So here we have: vs capsuletoyco (Jin) vs mac chaos (Of Dustloop fame!) and again - I was getting tired here, apparently, because my execution was going swiftly downhill. You can see it in several nice dropped combos in the second vid in particular. OTOH, I also teched more throws here than I think I've ever done before. :P
Kiba Posted January 20, 2013 Posted January 20, 2013 (edited) Sincere apologies for the lateness. Against Jin: If you are going to DP, have you tried not following up? Your air oki options afterwards if the player techs is good! You could go for an AA, an air throw, or j.AAA pressure into stuff if you get them blocking in the air. I noticed at 1:26 you attempted to AA him but if the 2C whiffs/misses I wouldn't advise following up (as you did at 2:01) as that leaves you in a more vulnerable position. When he had you in the corner pressuring you, you had quite a few opportunities to AA him, I feel he got away with those jumps. You just need to be more aware of that, and I feel you should be cautious about your 236X/j.214X approaches against Jin. You're using those specials to try to get onto him but you're applying them a little too late as Jin had already activated j.236D then. Unless you use 214D it's gonna be hard to get around. Against Mac Chaos: I don't feel you should use 236C in neutral, there is actually no real need to use it against Hakumen, but at the same time it looks to me as if it's one of your main ways of approach and I feel you should drop the habit. While it seems to be working for you ocassionally, you'll be punished if blocked and if you do not cover it, and w/o charge you may want to consider having your distance from Hakumen. 2:19 RC'ing the 3CC after that prorated combo was a huge waste . You also need to be careful with your jumps into j.C because Hakumen has D. I do agree with Mac Chaos' Drive counters however because I felt that at most times when he countered it was because you were quite obvious. I felt if you managed to improve your reactions and your awareness it'll help with knowing where and when you can AA in blockstrings. Unfortunately you didn't get many opportunites to inflict real pressure against both players so I can't comment on that because the opponents don't seem to have a hard time getting the momentum on you first. Edited January 20, 2013 by Kiba
Airk Posted January 21, 2013 Posted January 21, 2013 Believe it or not, I'm making a conscious effort to just move forward more. For some reason, that seems to be one of my major sticking points. x.x This probably contributes to why my opponents tend to get the momentum first. I'll try to find a video where I get to do "pressure" at some point. My other bad habit is that I'm mashy - I actually spam 2CC a lot less than I used to, even if it's still way too much. I've never experimented with air oki options after DPs - I've seen some players do very nice air throw stuff after it, but the couple of times I tried it either I got the timing wrong or the opponent teched the wrong way or something. Will have to fool with it in training mode. The 3CC RC late in the combo was a sort of autopilot "I don't really know what to do here, and the fingers say 'After 3CC, you rapid cancel!'" moment. I'll try to work on my AAing more. Doing it against Jin makes me a little edgy though, because of his stupid air sword shenanigans.
abadlime Posted January 21, 2013 Posted January 21, 2013 I've never experimented with air oki options after DPs - I've seen some players do very nice air throw stuff after it, but the couple of times I tried it either I got the timing wrong or the opponent teched the wrong way or something. Will have to fool with it in training mode. Be careful when doing this because people who tech so they land right away are able to dodge airgrabs and jump moves and put pressure back on you. Though a vast majority of people on Live don't so you should be fine. If it's the case though, end with j.214x. Was wondering what you were going for there as well. It's hard to land 2C on Jin unless it's pretty obvious via IAD or just patterns. They're pretty good at crossing up when you hit 2C or as said, shoots ice swords.
mAc Chaos Posted January 21, 2013 Posted January 21, 2013 (edited) lol wtf i just saw this since when are people getting matchup advice against me :P the MAC CHAOS matchup Also I thought her shield charge was safe on block. I used to think I could punish but every time I tried I'd get hit. Edited January 21, 2013 by mAc Chaos
Kiba Posted January 21, 2013 Posted January 21, 2013 Be careful when doing this because people who tech so they land right away are able to dodge airgrabs and jump moves and put pressure back on you. Though a vast majority of people on Live don't so you should be fine. If it's the case though, end with j.214x. The position you are left in after a standalone dp is far more rewarding than following up in terms of pressure advantage even if they dont air tech. The untechable time from j.214x is very short so normally what you're forced to do is air charge for a while an then IAD backwards to avoid getting hit due to landing recovery.
Surf Posted January 21, 2013 Posted January 21, 2013 Against Jin: If you are going to DP, have you tried not following up? Your air oki options afterwards if the player techs is good! You could go for an AA, an air throw, or j.AAA pressure into stuff if you get them blocking in the air. I noticed at 1:26 you attempted to AA him but if the 2C whiffs/misses I wouldn't advise following up (as you did at 2:01) as that leaves you in a more vulnerable position. When he had you in the corner pressuring you, you had quite a few opportunities to AA him, I feel he got away with those jumps. You just need to be more aware of that, and I feel you should be cautious about your 236X/j.214X approaches against Jin. You're using those specials to try to get onto him but you're applying them a little too late as Jin had already activated j.236D then. Unless you use 214D it's gonna be hard to get around. Id like to add that you may have been respecting his pressure a bit too much. He was constantly 6B'ing you to reset pressure when you should have been DPing him afterwards to teach him to respect, or calling it out and 5Aing his startup (which is risky but it works). As much as I would advise to never use DP too excessively, you really should have in those instances.
Airk Posted January 21, 2013 Posted January 21, 2013 lol wtf i just saw this since when are people getting matchup advice against me :P the MAC CHAOS matchup Also I thought her shield charge was safe on block. I used to think I could punish but every time I tried I'd get hit. Hey, I was playing non-terrible. No point in uploading videos where I play like "Whee, Derp, what iz comboz?" ;P (Which I pretty much started doing at the end of that set, but anyway...) It's not "help, Mac is destroying me!" it's more "Hey, I didn't suck in this matchup!" Shield Charge was plus on block in CS2, got nerfed into the ground for Extend, so is no longer plus at all, and only even vaguely 'safe' at very careful spacing. Id like to add that you may have been respecting his pressure a bit too much. He was constantly 6B'ing you to reset pressure when you should have been DPing him afterwards to teach him to respect, or calling it out and 5Aing his startup (which is risky but it works). As much as I would advise to never use DP too excessively, you really should have in those instances. I tend to "respect" Jin's pressure because I don't find it very scary. If I'm up against Ragna or Litchi or something, it's OMG MASH! but Jin? If he doesn't have 50 meter the only time I need to even switch blocks is when he jumps and I don't think I can AA in time. It's much easier for me to block Jin than most other characters (maybe I only play against bad Jin players?) so I feel much less of an urge to mash out of his stuff. Holy shit thats hype ...er?
Kiba Posted January 21, 2013 Posted January 21, 2013 (edited) I tend to "respect" Jin's pressure because I don't find it very scary. If I'm up against Ragna or Litchi or something, it's OMG MASH! but Jin? If he doesn't have 50 meter the only time I need to even switch blocks is when he jumps and I don't think I can AA in time. It's much easier for me to block Jin than most other characters (maybe I only play against bad Jin players?) so I feel much less of an urge to mash out of his stuff. Wouldn't it be more reasonable for you to mash against pressure you are comfortable in? If you're mashing against ragna/litchi they're probably getting a ton of CHs against you. If you're getting too comfortable sitting back against Jin you ARE without a doubt going to get overwhelmed. Surfeit is right, you need to retaliate where you can. Edited January 21, 2013 by Kiba
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