Would you want to do this with a bit of walking followed by a backlash at the last moment?
its like a stick wiggle, back dash you loose position
Would you want to do this with a bit of walking followed by a backlash at the last moment?
Not a whole lot I can add since I'm not familiar with Laura all that much, but I'll mention some basic pointers. Against Nash for example, a character who doesn't have much in the way of any wake-up reversal, you exactly pressure him with meaties, command grabs, electricity set-ups, neutral jump conditioning and so forth. He can attempt to escape with V-Trigger of course, but even before that I hadn't noticed much of it. Doesn't work as effective vs someone with a Shoryuken-like special move in their repertoire, so look into who you can and cannot in this type of scenario. In between both the Ryu and the Nash fight when they were throwing out their respective projectiles, I haven't really seen you make sufficient attempts to fish for an EX Elbow Bash opening; it covers a fair distance and it has one hit of armor, so it'd be good for closing the gap (with added benefits) against predictable patterns. Not much in the way of air control coming from you either; this is something any character in the game can establish, albeit at varying degrees of efficiency. Find out what her anti-air normals or air-to-air options are in others words. Some uncertainty in your punishes as well, looking at (for example) how EX Sonic Scythe only suffered a standard grab in retaliation.Again uploading 2 matches to see what's wrong with my play, how I should fix that and how I continue from a plateau
https://m.youtube.com/watch?v=EgCYR-nnoqA
https://m.youtube.com/watch?v=DnXs_OwZFok
- Little too frequent with the sweeps there. Not particularly safe.Hi guys, I was directed to come here for some advices. Here's a replay of mine:
https://www.youtube.com/watch?v=fA7TAW6l1T4
I'm the chun player, and tbh I pretty much feel like I can,t do anything vs anyone who rushes like crazy, this video is a good example of that. I start jumping like a retard and cant land anything
Anyone can give me some tips?
Yeah, I was aware. Made a ton of input errors myself; the pleasures of arcade stick growing pains.Btw crab milk, to explain the random air kicks and air stomps. It's an execution error. It means I'm trying to do AIL and fucked up.
- Little too frequent with the sweeps there. Not particularly safe.
- Pushing buttons when they weren't in reach (by quite a margin) got you in trouble a number of times.
- Virtually no anti-airs or air-to-airs: serious shortcoming that would've made all the difference vs this player.
- Inconsistent with your punishes and hit confirms. You weren't bad at it, but a couple of opportunities (some of which you even noticed) slipped by because of your execution. This'll improve over time.
- Speaking of: grabbing in response to an unsafe attack (barring circumstantial exceptions) is an auto-pilot thing you need to kick. Easier said than done since even I sporadically default to it still.
- Tendency to use specials when put in the corner; this is where you want to rely on footsies and well-rounded defence, especially against Mika.
- I feel like you could've used her grounded movement a bit more often, as sometimes you kind of rooted yourself in place.
I will add however that on a core level you had a decent enough understanding what to look out for and what to do with Chun-Li. Maybe there's character-specific intricacies that I'm not picking up on, so perhaps Cindi Mayweather could elaborate on her general game plan or what's solid on her. Outside of you not covering the aerial space, all this match really boiled down to was needing just a tad more finesse, so on an intermediate level you're on the right track as far as I'm concerned.
Much like my Chun vs Mika match I posted earlier, it seemed like the Mika was the one jumping. Mikas tend to do that A LOT. I find air grabs to be effective. The smart Mika players don't overdo it, but the over-excited ones never learn their lesson.
Im in big need of some tips how to tacke lame ass Ryo as Karin, especcialy the ones that spam Hadouken and just punch me when I try to jump in..
Also best counter for the Kens spamming the uppercut thingy..
Anyone up for some beginner matches?
CFN is NovumVeritas
Yea I've been doing lots of wake up practices into doing something like the command grab instead of a regular grab. Also been practicing doing the motion while the dummy blocks my jabs, that seems safe no? I'm new to grapplers so I'm grasping little by littleNot a whole lot I can add since I'm not familiar with Laura all that much, but I'll mention some basic pointers. Against Nash for example, a character who doesn't have much in the way of any wake-up reversal, you exactly pressure him with meaties, command grabs, electricity set-ups, neutral jump conditioning and so forth. He can attempt to escape with V-Trigger of course, but even before that I hadn't noticed much of it. Doesn't work as effective vs someone with a Shoryuken-like special move in their repertoire, so look into who you can and cannot in this type of scenario. In between both the Ryu and the Nash fight when they were throwing out their respective projectiles, I haven't really seen you make sufficient attempts to fish for an EX Elbow Bash opening; it covers a fair distance and it has one hit of armor, so it'd be good for closing the gap (with added benefits) against predictable patterns. Not much in the way of air control coming from you either; this is something any character in the game can establish, albeit at varying degrees of efficiency. Find out what her anti-air normals or air-to-air options are in others words. Some uncertainty in your punishes as well, looking at (for example) how EX Sonic Scythe only suffered a standard grab in retaliation.
Two additional bad habits I noticed: you liked to jump forwards a lot to avoid a Sonic Boom or Hadoken. This is okay when you're within safe jump distance, but the Ryu counter-acted accordingly and the further you get, the more often more experienced players will anti-air you. As someone like Laura, either neutral jump over them to lower the risk or be more patient. You showed some of the latter already, which is good, but you lacked forward-moving pressure like the one video example I linked in my Birdie post earlier. This is essential to any character with a variety of command grabs. The second one being you generally throwing out unsafe attacks willy-nilly, like Laura's lunging overhead kick. Either use those less often or practice spacing them to the point only the tip connects for if the opponent blocks.
-
Thanks for the detailed critiqueThe Birdie match is a classic example of how you defeated yourself. The reason why I'm stating this is because the Birdie... wasn't doing much in the grand scheme of things. He wasn't going on the offensive, he wasn't making the most out of V-Skills or V-Trigger, he didn't particularly defend much either up until Round 3 either so the large brunt of the damage he dished out came from you being rather haphazard at inopportune moments. It's good that you exercised some caution and tried to poke away at him with your longer range normals, some whiff punishes in places even, but eventually you started throwing out random special moves for the sake of it from quite a distance away from him. It would've benefited you if you persisted with a grounded approach until the Birdie shows that he's aware how to get around this, which he only did during the third round with the anti-airs he used. I recognize that some Spiral Arrow instances were attempts at hit confirms, which is fine, but tighten up the execution if you're confident you can open someone up. Bottom line: you sometimes had the right idea on what fundamental strategy to follow, but you didn't notice the player weaknesses. And with regards to character weaknesses: Birdie is rather vulnerable to continuous up-close pressure for a multitude of reasons. Slow V-Reversal, no special move he can use as a proper reversal either, slower normals than Cammy and his command grabs aren't impressive. Chains are also unsafe.
Regarding the Cammy mirror match: even though you won, you weren't particularly dangerous. You kind of just threw special moves on a whim (even blew all your Super meter!) which only worked because the other Cammy's defense was lousy, and you respected her personal space far too much by walking back as much as you did. Look up some match videos of professional players to see how they mount offensive pressure, take notes of what they inflict on others and gradually practice whatever fundamentals you pick up on. Don't worry about combos too much outside of basic punishes: it's more important you understand how a fight out to flow with a character like Cammy. Some re-occurring shortcomings as some of the videos above you as well, so be sure to read those for more concrete pointers.
Spent most of my playing time yesterday in the training room, definitely a little more consistent now in terms of some of my execution. Anyone want to do play some battle lounge tonight, preferably over PSN so we can use voice chat?
There are two elements.Would you want to do this with a bit of walking followed by a backlash at the last moment?
At range, Karin can anticipate when Ryu's going to throw a FB and just qcbP through the FB to get at a would be zoner. Gotta get the timing right though or Ryu can recover and DP you.Ryu's fireballs are not safe if you are close to him. You can punish them with cr.MK xx tenko/mujinkyaku among other things. If he's spamming at range, you just have to take your time with the approach. I believe Karin can neutralize fireballs with her v-skill. She can also neutral jump (jump straight up) over them. You can just walk forward and block a few of them if you can afford the life bar.
I'll join you later tonight if I'm not busy
Adding to what others have mentioned, her Orochi (qcf+k,down+P) passes through fireballs as well. Good to do from a distance and a safer option than qcb+p, just slightly harder to react with.Im in big need of some tips how to tacke lame ass Ryo as Karin, especcialy the ones that spam Hadouken and just punch me when I try to jump in..
Also best counter for the Kens spamming the uppercut thingy..
By the by, my CFN ID is markwaters if anyone wants to play! I'm on PC, and my Steam is markwaters as well.
I haven't had a lot of time to play since the game launched (most of my time logged is the game being on in the background), so I need matchup experience across the board. I'm chiefly playing Bison until Urien is released, but I'll likely mess with everyone while I wait for Urien.
You are correct with these introspective observations.Okay, I had a close match earlier that I absolutley wanted to hear from others about:
https://www.youtube.com/watch?v=hyWHWhwQyJs
I included the live match to show how jittery it got in spots, followed by the replay with inputs. Some of my observations:
- I still can't help but mash sometimes... a bit of nerves, a bit of lag. Because of that bad habit/anxiety...
- I missed a few big punish opportunities. I've really got to stay calm and focused to make the opponent pay for whiffing DP or CA
- despite the mashing, I'd at least spent quite some time (too long, really) practicing hit confirms from LP but did not do that once
- I didn't figure out the opponent's grab pattern fast enough, and when I did I couldn't react properly
- I didn't finish them when I had the chance and almost gave the game away trying to bait something punishable. I wanna say the winning move was a hard read, but there's a good or better chance I just threw it out there on a wing and a prayer.
- I still have to suss out Nash's most efficient and optimized combos. The only one I hit reliably is the Rapid Punch into MK Scythe.
I'm also interested in hearing what that Necalli did right or wrong, as I haven't really played around with that character too much. He wasn't half bad, that combo into Critical Art was pretty good, and I was sure it'd kill.
Going off of the Laura games, on a fundamental level you seem to have an alright understanding on what to look for. You're trying to apply correct spacing on certain moves and you play a prudent, reactionary style against this calibre of opponents and not overextending like this services you well in the matches you provided. It was basic, but it usually worked out for you. This isn't meant to be derogatory; I'm merely stating that whenever you had the correct idea, you often didn't push your actions hard enough when the ball was in your court or your finesse wasn't quite there yet. This is something you're definitely able to refine over time though, like gradually getting closer to maximizing punishment when an obvious opening presents itself (see: no Crush Counters on whiffed SRK's against both Ryu's) as evidenced by the dexterity you displayed behind that one Critical Arts combo you performed.Since a lot of people are putting themselves out there, I also decided to capture a few of my fights for some advice on improving my gameplay.
Laura Gameplay
https://youtu.be/w4O69rLail4
0.33 - 2:56 - Laura vs Ryu
3:20 - 6:48 - Laura Vs Vega
6:53 - 9:00 - Laura Vs Ryu
9:07 - 12:26 - Laura vs Nash
Chun-Li Gameplay
https://youtu.be/GLl7bKvC7JQ
0.06 - 3:09 - Chun Vs Rashid
3:11 - 6:02 - Chun Vs Vega
6:08 - 9:43 - Chun Vs Karin
9:50 - 13:09 - Chun Vs Jumpy Mika
Going off of the Laura games, on a fundamental level you seem to have an alright understanding on what to look for. You're trying to apply correct spacing on certain moves and you play a prudent, reactionary style against this calibre of opponents and not overextending like this services you well in the matches you provided. It was basic, but it usually worked out for you. This isn't meant to be derogatory; I'm merely stating that whenever you had the correct idea, you often didn't push your actions hard enough when the ball was in your court or your finesse wasn't quite there yet. This is something you're definitely able to refine over time though, like gradually getting closer to maximizing punishment when an obvious opening presents itself (see: no Crush Counters on whiffed SRK's against both Ryu's) as evidenced by the dexterity you displayed behind that one Critical Arts combo you performed.
However, I feel where you could stand to improve the most are the (relatively speaking) subtle elements of a match. To be more concrete, the overall behind-the-scenes decision-making that goes into fighting someone. My impression after that set was that you didn't really formulate a long-term gameplan and as a result, I feel a certain degree of strategy didn't really portray itself. Missing match-up experience, not knowing Laura's capabilities well enough yet, whatever reason it may be. Key examples I can give you:
- sitting on resources for a while from either the V-Meter or the CA / EX meter, limiting your options as you wait for a golden opportunity.
- working on getting Vega into the corner and then... letting him breathe. This occurred during Chun-Li vs Rashid too.
- utilizing Laura's electricity defensively, but not offensively (with the slower varieties) when within mix-up range.
- not pro-actively getting around fireballs; forward-jumping over them doesn't count since that can leave you vulnerable.
What I'm essentially getting at is: evaluate the strengths of Laura's arsenal. When can you take advantage of Laura's V-Trigger, beyond that one Critical Arts combo? How can she aggressively bypass her enemy's? For example: wielding her EX Elbow to counter-act fireballs from approximately half-screen! What are her choices to deal with airborne shenanigans like Vega's walldives? There's more to it, but you get the idea. Once you start dissecting this on a character-to-character basis, then you can begin figuring out on how to use your meters to secure or retain an advantage, how to exploit the downsides to a certain player's mannerisms et cetera. Meta objectives, separate from execution-oriented challenges. Once you have a more solidified idea of what the other player likely wants to do, this will in turn also have an effect on improving your defense, which had some glaring holes in it too like neglecting to anti-air on the ground with just her normals.
There's some overlap of the above in the first two Chun-Li matches I've seen as well, so hopefully this mumbo-jumbo is helpful between both your characters.
Depends on the character. Some just gotta block smart and wait it out.Hey you guys, I have three things I want to ask that would potentially help me come EVO (so help me God, I'm participating...):
1. MKX: if you get hard knock down and the opponent runs up and immediately start throwing out buttons to catch you before you're able to quick rise (im looking at you Cassie), what are some meterless options to get you out of that pressure?
https://www.youtube.com/watch?v=iu6iUrn9HIg2. SF5: I'm learning Rashid and I wanna know what's his BnBs.
You can get to the same place either way. (That's how I tend to do it since training bores me.) Looking at the frame data and doing some labbing can help shorten that learning curve however.3. I'm not a lab-monster, I can't spend hours in practice settings up frame traps, optimal combos and defending against strings. I'm a "trial-by-fire" type of person. Is there any benefits to playing off-the -cuff?
Is there a trick to hitting links? Like I could never do 1f links in 4 and I can't do 3f links now in 5. Granted I have the worst execution in history, but I'm just hoping there is some technique or trick to this and it's not just my useless ass hands failing me again.
There's only one round for the Ryu fight, but a couple of things that stook out to me:Okay, woke up, it's 7 in the morning, and I am at page 331 of this thread. Which means there's about 25 pages to read up on. I switched to Ryu for a little time, and finished watching the "Official Character Guide for Ryu", so I know his basics but yet my brain decides to freeze in an actual match. I got five casual online matches with him, lost them all, so I decided to share my fourth fight on my Youtube. I know I need to defend more, yet I think I'm getting better at this aspect, and need to be a little more patient. Please give feedback.
On another note, I just got my FIRST EVER WIN IN A STREET FIGHTER game ever. Any Street Fighter game. It was a casual online match, and I could see I were up against a super scrub but whatever, I take the win! And my first win at that. This time I were playing Charlie Nash, and I know I didn't use any meter in this match, but do you have any other feedback I can take with me? I shared that video on my Youtube here.
I can feel that I am not hitting the commands right sometimes. When I consistently do a light punch, it's because I'm trying to do a grab. If I'm punching downward, it's because I tried do a CA. And failed at both. Also, I think it'll help me, if I invest in a Fighting Commander 4, especially for those v-reversals.
Anyway, FIRST EVER WIN EVER!!!
First off: in case you hadn't noticed before, I provided some feedback on your previous video that is still largely valid here. Capcom also pushed out a Ken guide today to help bring your fundamentals up to snuff.One of my favorite fights. So clutch and so close! Critique away. I am Ken
https://www.youtube.com/watch?v=dK2D4mhgEHY&feature=youtu.be
My wins are now more tan my losses, and I'm proud, I am above average but no way competitive. I will aim to be in the 1000s until the noobs start dropping and the killers stay
- I jump too damn much. I blame that the SKRs here are horrid except a few chars. SRKs actually trade in some ocasions. I should use VSkill more
- Use Plasma after c. Forward to get more damage. Lost chances there
- I still don't find many Lauras but she has decent normals. I guess Tatsu + VSkills to get near will do. Her Anti Air is very good
- Could anyone explain the crash counter mechanic?
You tend to throw out specials / your V-Skill too often when you wanted to move forward. The Ken players weren't particularly consistent at punishing it, but as a whole it's very unsafe to do. Cammy has fast walking speed; utilize it if you want to inch closer to your opponent! Playing the grounded game (plus naturally anti-air correctly) is very important to Street Fighter V and Cammy has these bases covered in between her movement, having some good range to certain normals like standing MK, anti-fireball techniques and an SRK-esque move for air control. Only jump when you really need to in order to avoid something or when you want to attempt cross-ups; showing restraint and reacting to what other players do at this skill level will reap its benefits.Here are two ranked matches from earlier today, both vs. Ken
Win:
https://www.youtube.com/watch?v=LmhPpopN-6Y
Loss:
https://www.youtube.com/watch?v=pOZnEp0ubJs
My execution is still really poor. I work on it in training constantly, and I see improvement but it's still not good enough. Are there any new cammy vids out there? I'm only finding beta stuff.
Depends on the character. Some just gotta block smart and wait it out.
https://www.youtube.com/watch?v=iu6iUrn9HIg
You can get to the same place either way. (That's how I tend to do it since training bores me.) Looking at the frame data and doing some labbing can help shorten that learning curve however.
If you're short on time, all the more reason to make the practice count as much as possible.
That said, max damage isn't as important as consistent damage.
So as a Cammy player, what can I do when someone is just blocking low most of the time besides throw since she doesn't have an overhead? In matches where people do that I basically just hit a wall and end up having execution errors at some point which cause me to lose the match.
A universal rule of thumb regarding Training Mode: it's not mandatory to grind it out, fussing over frame numbers and the like, but it's in your best interest to still take full advantage of its features to help hone basic skills. Always enter Training Mode with a clear-cut purpose in the back of your head after wrapping up a fight. Uncertain what the best distances are for your character to anti-air? Go through a simple drill like this to get into the swing of it. Was there a particular move or strategy that was very problematic for you in a match you just won or lost? Immediately hop on and figure out ways to nip it in the bud or punish on block where applicable. Frame data is especially helpful for the latter to speed up examining this. Uncomfortable doing a particular combo in specific circumstances? Perform a 10-minute exercise session every now and then dedicated to this on both sides to grow muscle memory. Use training mode as a tool to figure out at which distances you can play the footsies game against x or y character with the moves you have in your arsenal, and many more other possibilities.Hey you guys, I have three things I want to ask that would potentially help me come EVO (so help me God, I'm participating...):
3. I'm not a lab-monster, I can't spend hours in practice settings up frame traps, optimal combos and defending against strings. I'm a "trial-by-fire" type of person. Is there any benefits to playing off-the -cuff?
Thanks for this, I'm gonna watch the crap out of these vids. And I was trying to increase the time window but I blow it so often I was starting to wonder if it was worth it or even safe to do. In a way I suppose it's good to know its yet another issue with execution. Also I watched the footsies video before those matches and I'm trying that out and failing for the most part but I wonder if im thinking to much about it now as I fight.You tend to throw out specials / your V-Skill too often when you wanted to move forward. The Ken players weren't particularly consistent at punishing it, but as a whole it's very unsafe to do. Cammy has fast walking speed; utilize it if you want to inch closer to your opponent! Playing the grounded game (plus naturally anti-air correctly) is very important to Street Fighter V and Cammy has these bases covered in between her movement, having some good range to certain normals like standing MK, anti-fireball techniques and an SRK-esque move for air control. Only jump when you really need to in order to avoid something or when you want to attempt cross-ups; showing restraint and reacting to what other players do at this skill level will reap its benefits.
How you wielded V-Trigger was also rather random, as you fell in the same pitfall as many other new Cammy players do by blowing their load immediately with a Spiral Arrow upon activation, followed by a Cannon Spike even when the first half is blocked. Sit on it for a bit, try to hit confirm or look for an opening if you're confident about opening someone up with a Cannon Strike too and alternatively, fish for a standard combo where you can squeeze in the activation before following up with a special move. Speaking of pulling out the V-Trigger: at one point you did so as one of the Ken's jumped in on you, which isn't necessarily a bad habit. If your intention here was to increase the time window to anti-air him with a Cannon Spike, then that's great, but if it honestly didn't cross your mind then be more aware about the gap between both players.
Outside of that you need to remain diligent about working on your execution, but you already acknowledged that.
Cobelcog has a solid Cammy and I believe Poongko plays her as well. Should look into his CFN replays if there aren't a whole lot of YouTube matches of him. I also commented on one of your previous posts here, and there's Capcom's Cammy guide for some more instructions for a foundation.
Practice, but pay attention to when the animation actually ends. Set the dummy to block after the first attack. If you input the link too early it wont come out, and too late, and the dummy will block.
So what are the best ways deal with super agressive play as Ryu? I played Vaudeville Villain last night (who has gotten way better than the last time we had played, while I, sadly, have not!) and got totally destroyed by his high pressure Cammy. I'm having a real issue of leaving lots of damage on the table when there are openings.
I spent 2 hours yesterday while the servers were down trying to do Necalli's HP->M.Stomp->cr.MP link like that, I landed it 3 times.
I just have to accept that I'll never get beyond my current level execution wise and stick to braindead characters.
Thanks for the info Fresh, I'll definitely check it out. To be more specific to question one, I mainly use Unbreakable Subzero and I've noticed that if I play another Subby they'll use slide to get me off of them, so I guess that's an option. Also, unless it's EX, his ice-bomb is too slow on start-up to do anything against wake-up pressure too. If there's any more tips I'm all ears.
So what are the best ways deal with super agressive play as Ryu? I played Vaudeville Villain last night (who has gotten way better than the last time we had played, while I, sadly, have not!) and got totally destroyed by his high pressure Cammy. I'm having a real issue of leaving lots of damage on the table when there are openings.
That one has an issue where it pushes the opponent back so the cr mp whiffs.I spent 2 hours yesterday while the servers were down trying to do Necalli's HP->M.Stomp->cr.MP link like that, I landed it 3 times.
I just have to accept that I'll never get beyond my current level execution wise and stick to braindead characters.
Just a hill to climb. Probably also gives the devs a chance to plan out a clearly broke character just for fun.And as an aside, why do so many fighting games have fucked up last bosses? What's the goal there? All it does is make me hate the game even if the normal fights are a lot of fun.
I love watching fighting games but man do I suck at them. I recently picked up Ultimate Marvel vs Capcom 3 and I'm doing alright for most matches, but I can't for the life of me beat Galactus. The first stage I can normally pass, but I'm finding Galactus himself almost impossible. The biggest issue is I can't reliably high jump. I don't know why, but it feels like it only works when it wants to, and I'm constantly getting grabbed by him. And his chip damage is so crazy even if I'm doing well, his beam spam will still kill me.
And this is on Easy! Which just makes me want to quit even more, lol.
Any tips?
And as an aside, why do so many fighting games have fucked up last bosses? What's the goal there? All it does is make me hate the game even if the normal fights are a lot of fun.
Thanks Crab, I appreciate you taking the time to give feedback on my (and nearly everyone else's) match! To me it's one thing to know what you're doing right or wrong yourself, but it's another important thing to know what the opponent is doing so you know what to keep an eye out for. I'm gonna try to pay more attention to holes in my opponents' strategies and take advantage of them sooner.You are correct with these introspective observations.
Regarding what the Necalli did wrong... He was very transparent with his intentions. His entire approach consisted out of three pillars: going for a grab as he walked or dashed towards you at close range, depending on his uppercut-esque attack as you tried to combo him and often attempting to tag you with horizontal claw swipe when more than half a screen apart. His neutral game was very lackluster and subsequently he struggled to deal with Nash's longer normals at times, which is why eventually he increased the number of haphazard jump-ins. The definition of a flowchart strategy.
Okay can someone give me a hand here? I want to work on my execution because if I can't even hit a spiral arrow out of crouching or standing medium punch (some of her best pokes) then why bother?
So I think I got those, kind of. I can do them 8 out of 10 times, so that's cool. But I can't make it happen from standing medium kick (maybe her best poke?). Is it just not possible? It has to be, right?
I captured a small bit of the training:
https://youtu.be/78WyJnhH0Ag
Any ideas? At what point in the animation should I be doing the spiral arrow?