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Shinsyn

[P4A] Yu Narukami - Critique Thread

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so ya, if you guys dont know, i'm on PSN now, so if you want help leveling up with whatever life P4U still has before P4U2 comes out, i'll help out on both PSN and XBL. NO MORE EXCUSES!!

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Hey I actually ran into you on psn the other night. Was wondering if I could add you and get some advice? I feel like my pressure off 5D is always really weak and I would love to get some sets in to practice ( really hard to find good connections like yours)

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go ahead add me, i'll play whenever!

again, i'll play anyone who wants to get better!

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You did pretty well against Kanji and you know your combos and some 5D Oki setups. I'd recommend following these advices, however:

-Instead of finishing random midscreen confirms with D Slide/214D, use C Slide/214C. You can, then, perform a dash j.B safejump to continue pressure. You can also perform said setup after CH B+D.

-Your 5D Oki is not bad, but can be better.

-Do not ever do Sweep> 5D on block, it's unsafe.

-That particular Labrys player was just jumping too much and you let her in 90% of the times. Work on using his 2B better, it could've beaten most of those jump ins.

That's it I guess.

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You did pretty well against Kanji and you know your combos and some 5D Oki setups. I'd recommend following these advices, however:

-Instead of finishing random midscreen confirms with D Slide/214D, use C Slide/214C. You can, then, perform a dash j.B safejump to continue pressure. You can also perform said setup after CH B+D.

ah nice never thought of that,

-Your 5D Oki is not bad, but can be better.

Yeah I've watched that vid a lot and learned atleast half of them. I think my main problem is that I have to mix it up more. Since I tend to do the same setups too much

-Do not ever do Sweep> 5D on block, it's unsafe.

Will keep that in mind

-That particular Labrys player was just jumping too much and you let her in 90% of the times. Work on using his 2B better, it could've beaten most of those jump ins.

Yeah I always have a hard time anti airing labrys for some reason she beats my antiair attempts a lot, guess I just gotta practice it in training mode

thanks

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You're not capitalizing off any of your sweeps, and you tend to let your opponent get away with otherwise risky stuff (ex - chie doing raw 236C and landing in punish range, kanji throwing out random j.214a/b). Most of your match against Kanji you just let him j.B you without punish, try 2B AAing him so he won't try to go for it as much. You also just... uh.. stopped attacking in the middle of strings. I'm not sure what happened but here's an example ( gameplan was incredibly predictable, most of the time you would go for the same string (5A >5B > 2B > 2A+B) and if blocked go into j.214A/B and back into neutral. Some of the stuff is just game knowledge, like against Kanji, j.214A/B will not hit you if crouching, or knowing how Chie's 236a/b hits with a low and high.

 

You also threw out random OMBs that didn't hit into anything a couple times (https://www.youtube.com/watch?v=TtNcPr2Af3E&list=UUD2ypaVjrmPtJuKTLD-XSAA#t=2m03s). Your mixup game wasn't really too hot either, try throwing in a 2A instead of a 5A sometimes to punish your opponent for not blocking low, and jump cancelling normals into j.B > 2A > etc or empty jump > 2a > etc. It wouldn't hurt to throw out an AoA on crouching opponents sometimes, because they do catch people and confirm into good damage midscreen. DO NOT use DP in blockstrings(

), it's pointless and gives the opponent a free CH combo on recovery especially against Kanji(or atleast a half decent kanji). Avoid throwing out too many random specials like 214C/D and j.214A/B, it isn't a terrible thing to do with meter to OMC if blocked but they are punishable, especially 214D in particular. 

 

 

Stuff to work on in my opinion:

  • Capitalizing off 5D oki opportunities (corner j.214B, Air hit AOA, sweep, corner throw, etc.)
  • Anti air
  • Mixups, use j.B and 2A more in strings
  • Combos and proper OMB/OMC usage
  • Relying less on raw j.214A/B and 214c/D

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Yeah the instances where I threw out sweeps were just minor little mixups that I could've continued off of with 5D. Also, when are some instances I could've used j.D for a setup? Ahh, yeah I gotta watch out for those more; Okay I'll try that out for better pressure. んん ah yep, the instances that I would stop were just waiting to see what the opponent would do, but I realize I should keep moving most of the time for pressure. Yes my play was really predictable, I should have a proper setup to go to after my blockstrings & definitely change some things up about how they start(as you mentioned). I'll also watch out for Chie's Dragon Kick & Kanji's dive variations more, thanks.

I was being really free with the OMBs lol, I usually use them correctly to continue with j.B and such. I guess it works as pressure but doesn't really help since bursts take a while to come back. I see that I gotta watch when the opponent is blocking more. Alright, I'll take that to mind. Ahh yes those DPs, for the most part I was fishing for B+D>D Cross Slash but yeah, B+D in a blockstring isn't the greatest; leaves you really open if it can't connect.

Thanks, I'll definitely work on all this and try to execute some combos with more dmg.

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Yeah the instances where I threw out sweeps were just minor little mixups that I could've continued off of with 5D. Also, when are some instances I could've used j.D for a setup? Ahh, yeah I gotta watch out for those more; Okay I'll try that out for better pressure. んん ah yep, the instances that I would stop were just waiting to see what the opponent would do, but I realize I should keep moving most of the time for pressure. Yes my play was really predictable, I should have a proper setup to go to after my blockstrings & definitely change some things up about how they start(as you mentioned). I'll also watch out for Chie's Dragon Kick & Kanji's dive variations more, thanks.

I was being really free with the OMBs lol, I usually use them correctly to continue with j.B and such. I guess it works as pressure but doesn't really help since bursts take a while to come back. I see that I gotta watch when the opponent is blocking more. Alright, I'll take that to mind. Ahh yes those DPs, for the most part I was fishing for B+D>D Cross Slash but yeah, B+D in a blockstring isn't the greatest; leaves you really open if it can't connect.

Thanks, I'll definitely work on all this and try to execute some combos with more dmg.

No problem. Yu's OMB is very valuable for damage because a simple 5C confirm with omb can excute into 6.5k+ damage. Personally I don't use j.D unless my combo ends in the corner with j.2A, otherwise i'd stick to 5D imo. Yu's DP is good, but very punishable. Use it sparingly, and it also is a good combo ender in the air. A good idea for blockstrings is to end them with jump cancellable normals so you can always jump and backdash away out of hit range. Always keep the opponent in check with Yu, force them into the corner and pressure them. Anyways here's an example of a good OMB damage combo i took off the wiki that's pretty practical on netplay and I personally use this if i can get the hitconfirm, granted the connection is half decent. Good luck with your Narukami :P

 

(Midscreen-to-corner, if you use 214CD longer range) 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - 5648 [ > Ziodyne 6559] 

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