Jump to content

Archived

This topic is now archived and is closed to further replies.

KentoHardRok

[Xrd] Sin Personal Video Critique

Recommended Posts

My idea for this is for us to post our personal Vids (since PS4 makes it so easy) for the purpose of getting feedback from everyone else on what we can improve and how we can switch up our game. I know I have been trying to improve and my time to get offline matches in is very limited. So record and post your vids and hopefully everyone else can weigh in and say where we are making mistakes or even where we are doing well. Soemtimes just seeing styles besides the Mikado sets can/should be helpful. 

 

Here is a link to my Youtube which has all of my vids from old to new. 

 

https://www.youtube.com/user/PhilipeC1/videos

 

Please check it out, tell me what I can do better and post your own and weigh in!

 

 

Share this post


Link to post
Share on other sites

My idea for this is for us to post our personal Vids (since PS4 makes it so easy) for the purpose of getting feedback from everyone else on what we can improve and how we can switch up our game. I know I have been trying to improve and my time to get offline matches in is very limited. So record and post your vids and hopefully everyone else can weigh in and say where we are making mistakes or even where we are doing well. Soemtimes just seeing styles besides the Mikado sets can/should be helpful. 

 

Here is a link to my Youtube which has all of my vids from old to new. 

 

https://www.youtube.com/user/PhilipeC1/videos

 

Please check it out, tell me what I can do better and post your own and weigh in!

 

Hi there, I've watched only 2 matches, but so far there are some things I'd change in terms of combos and in terms of gameplan.

 

in terms of combos you had good opportunities to do huge damages, some of them were difficult hitconfirms while others might have been exploited better.

 

In terms of gameplan I see you often end easy confirms with 236HS(2Hits), I would suggest you to use 236HS(1Hit) and then cancel it into hop/214HS, you're keeping the opponent within your normal range, so you can harass them with pokes or get closer with hops and 236K. Also, try to add more stuff when you try to hit someone, like blocked 2HS(2/3Hits)>JD/236K, 5K>3K>6HS>JD/236, JS>close to the ground JD and then JD>236236P or 2D>236K ecc, more stuff you do, more difficult is to predict where you're aiming.

 

I hope you get something useful from my critic  :psyduck:

 

https://youtu.be/8x8At44MOmY?t=372instead of doing 2S after 5S I'd do 236k>236HS on Ky, and 5S>236K>236HS(1hit)>236K>236HS(1hit)>214HS on everyone else

https://youtu.be/8x8At44MOmY?t=403you were too far for a wallstick with 236[HS], on that 214S CH I would have done

214K>5S>5HS>6HS>JS>J6HS>J214S>J236HS, 226 dmg on Ky 300 Cal, or 199 dmg 1000 cal if you just do 236HS after J6HS

https://youtu.be/8x8At44MOmY?t=406this 2D could have been exploited better on that distance from the corner,  

2D>236K>623S>214S>delayed 236[HS]>236[HS]>214K[6]>JK>5HS>214HS, 218 dmg

I see that you use 236HS(2hits) often after a 236K, I'd do 1 hit and hop/214HS, I'd like to keep my opponent within my normals/specials range instead of launching them away,

https://youtu.be/8x8At44MOmY?t=420JS>236236P, or JS>J236HS>R.T.L., you had enough tension to win the match

https://youtu.be/8x8At44MOmY?t=4832P>2K>2S>236K>236HS(1hit)>236K>236HS(1hit)>214HS, you're eating anyway and you're keeping Millia within your range doing more damage

https://youtu.be/8x8At44MOmY?t=492the same, more damage out of 236K and keep Millia nearer so you can bullbash/do something as soon as she wakes up

https://youtu.be/8x8At44MOmY?t=500you had enough tension bar to do R.T.L. and enough hunger meter to not worry about eating

https://youtu.be/8x8At44MOmY?t=5216A there was your best option

https://youtu.be/8x8At44MOmY?t=5246A again

https://youtu.be/8x8At44MOmY?t=5326A again

https://youtu.be/8x8At44MOmY?t=572after that 236[HS]CH run 2A 5S>5HS ecc

https://youtu.be/8x8At44MOmY?t=608this 214HS with that much hunger meter was uselessly risky, unless you would have YRC>236K or something like that

 

To catch on jumping/airdashing opponents I'd do 2368HS if they're quite far for 6A, or bullbash but it's slower and easier to see.

Share this post


Link to post
Share on other sites

Yes! Using 6P more has been on my to do list for a while. Right now I have to learn how to combo off of it! Its such a situational move that I need to spend some time practicing with it on different characters. I do see your point on maximizing my damage as well. I have been told that I need to use normals more and not using specials so much but using Sin I think I have developed a bad habit of using his specials more often than not.  

I will in fact take your advice on incorporating hops more instead of 2 hit 236HS. This would definitely mix things up a bit as well as open me up to more combo potential! Thank you for taking the time to type that up, once I get the chance to improve a bit I'll add a new Vid. 

 

I hope other people will post their matches on here as well, its like having someone proofread your work.

Share this post


Link to post
Share on other sites

Hey, Sinners, here's the grand final set from our South Australian monthly 2 days ago that I'd like to submit for critique. I was in winner's side and after a bracket reset, switched from Millia to Sin. Upon rewatching this set, some 'bad eats' definitely got me hurt a few times. Sorry that it's a big twitch archive btw :) This is my first GG so I'm sure a lot of the issues are GG fundies and matchup related.

 

http://www.twitch.tv/safgc/v/5124416

3:20:30 is when the bracket resets.

 

Thanks in advance!

Share this post


Link to post
Share on other sites

Hey guys,

 

Just had a long set with arguably the best Bedman in the UK (and probably the best player in the UK) and would love to hear your feedback on how I played. I got a few ideas in terms of personal critique but the main issues I feel like I have are that I get frustrated too easily (the 5 streak loss was painful to rewatch), I challenge bedman too much in the air and I respect him too much at times.

 

https://www.youtube.com/watch?v=vBmN8-Ahf8Q

 

My in-depth thoughts:

 

  • Once he does an instant overhead, his pressure should stop unless he has a deja vu covering him. Me not punishing that is really poor on my end
  • I also spend too much time trying to challenge him in the air although I did stay on the ground more later in the set and it helped a lot
  • Not DPing his airdash cancels during pressure is bad too, its just letting him continue pressure and gain a lot of meter to do stupid shenanigans with later. I know 6P loses to airdash buttons but there is definitely a gap I should be able to DP him out of
  • I need to IB his 2D as well, I suspect I can mess up his pressure that way too because I'll be able to slide under the fireball much faster and put him in a worse position, even if he YRC's
  • Even though I didn't go hungry in that set (which I'm really proud of) I still made poor decisions regarding calorie management like cutting combos short because I wasn't aware of how much I had

 

Share this post


Link to post
Share on other sites

Hey guys,

 

Just had a long set with arguably the best Bedman in the UK (and probably the best player in the UK) and would love to hear your feedback on how I played. I got a few ideas in terms of personal critique but the main issues I feel like I have are that I get frustrated too easily (the 5 streak loss was painful to rewatch), I challenge bedman too much in the air and I respect him too much at times.

 

https://www.youtube.com/watch?v=vBmN8-Ahf8Q

 

My in-depth thoughts:

 

  • Once he does an instant overhead, his pressure should stop unless he has a deja vu covering him. Me not punishing that is really poor on my end
  • I also spend too much time trying to challenge him in the air although I did stay on the ground more later in the set and it helped a lot
  • Not DPing his airdash cancels during pressure is bad too, its just letting him continue pressure and gain a lot of meter to do stupid shenanigans with later. I know 6P loses to airdash buttons but there is definitely a gap I should be able to DP him out of
  • I need to IB his 2D as well, I suspect I can mess up his pressure that way too because I'll be able to slide under the fireball much faster and put him in a worse position, even if he YRC's
  • Even though I didn't go hungry in that set (which I'm really proud of) I still made poor decisions regarding calorie management like cutting combos short because I wasn't aware of how much I had

 

 

Incredibly solid play with Sin ! you play the character really well ( a lot better than I do that's for sure xD), with a good defense, solid execution, and good offense,  and you also clearly showed you have a good grasp of the matchup, especially how you played the neutral game  ! You already covered  the few things you could have done. I just will add a few points, mostly little details

 

5:29 :  You missed you air chain, I'm not sure if it's just an execution blunder, or if you were surprised by the wallsplat. In any case, whenever you're not sure how the corner will mess with your confirm, you can do whatever into>j.P> j.S>j.K> jump cancel> delay >j.S>j.K> j236H.

8:23 : Great Elk Hunt YRC here ! against Bedman you should replace the j.P by a j.K if you jump cancel forward to avoid him going the other way and keep him in the corner, or use a neutral jump with your j.P

9;23 : Nice pressure patterns ! when RISC is cranked up like that, consider using rising j.H, especially after j.6H : if both Rising jH and j214S counter, you get huge meterless confirms for something your opponent will likely not expect.!

 

For the rest of the video, Here are a few pointers that might help you get better results

 

-You have a very good guard and play patient when on the defensive which is a really good point when you're a Sin player. However, you should try to escape pressure a bit more actively : if you don't want to commit to DP, don't forget  you have backdash YRC which is very useful against mixups, and fuzzy jumps : Bedman's airdash pressure loses to these, and they are not too risky to throw out every once in a while..

- Be really careful with Dusts, Sin's 5D is safe but still means a relatively free escape if blocked. It's very slow and telegraphed, so better players will block it most of the time. The more you used it, the more it played against you.

-As far as the matchup goes, your neutral was right on point for the most part. While you played the pressure game really well, I feel you missed a few occasions to apply more pressure. You don't really want to play the neutral game against Bedman, given how he can get a snowball effect from one hit, so don't hesitate going in whenever you have 5k calories or more (which you did quite a few times). Bedman being slow and having only one bad metered reversal means he is one of the few characters on whom you can go to town without spending too much calories on special cancels, so you should abuse that

Share this post


Link to post
Share on other sites

Hey guys,

 

Just had a long set with arguably the best Bedman in the UK (and probably the best player in the UK) and would love to hear your feedback on how I played. I got a few ideas in terms of personal critique but the main issues I feel like I have are that I get frustrated too easily (the 5 streak loss was painful to rewatch), I challenge bedman too much in the air and I respect him too much at times.

 

https://www.youtube.com/watch?v=vBmN8-Ahf8Q

 

 

 Let me start by saying great Sin! You had great reactions which led to solid combos, I especially liked the string of Beak Drivers off of the throw around 30:30. I wish I could say you made a lot of mistake but I think the only problems you had were just being caught in the gameplay. Its not as if you didn't optimize most of your combo's or you didn't use a specific move enough. Sure in hindsight you can see a moment where he airdashes at you and maybe a hawkbaker would work better than 6P but when your playing you are just feeling and reacting, there isn't a catch all. I do agree that at sometimes you gave him too much respect, by that I mean you were caught waiting to block something and he punished you for it rather than taking advantage of an opening. Another critique might be to use some of the options people were talking about in the other thread, using his command hops to get you out of sticky situations in the corner rather than just in combos. I think the one thing I have the most trouble with in this game playing sin is getting caught in the corner. So many players depend on that corner game like any Ram or El player especially, being able to get your spacing and play to Sin's strengths, that mid range. You had a few times where you followed mid screen Beak Drivers>wallbounce>214k>6H>5H etc. and that was something I need to do. 

Personally I don't think there are too many adjustments to your overall gameplay though, just keep playing with that confidence like your up 10 games to 1 and you probably will be.

 

Giggles454 - for some reason I can't get twitch to play your video :/ maybe someone else will have better luck

Share this post


Link to post
Share on other sites

Here's some footage of an online EU mini-tourney, with my terrible Sin gameplay xD

 

https://youtu.be/l9rKcwUj__A?t=7117(Sin vs Ky : 3 matches)

https://youtu.be/l9rKcwUj__A?t=9745(Sinvs Ram : 2 matches)

 

I already know these need URGENT fixing

- Overusing backdash and  K Leap + j.6H : I really need to use true jump-ins and be more patient at neutral instead of yolo approach and retreat

-Too predictable on neutral : not enough dash brakes, not enough patience, and not 6P fishing.

- I usually vary my pressure a bit more, but I know it's an issue with me, and it showed a lot here

- some crazy chokes most notably against Ramlethal

- Missed some easy hitconfirm or went for the wrong enders.

- It's online, but I should still block more mixups than I did.

-Generally grew too impatient when on the defensive, and didn't implement IB and FD well enough (mostly due to MU inexperience but I still could have done more there)

- subpar meter usage, notably throwing Dead Angles and neutral YRC like candy

- Bad or debatable Bursts.

-Calorie management, in more ways than one (suggestions are welcome)

 

Got really jumpy in the first match, but I played Elphelt in the previous sets, and didn't adjust properly ! I know there's a lot more I probably didn't spot, so please, go ham and tell me all the things I did wrong and let's hope, a few things that were right !

Share this post


Link to post
Share on other sites

 

I already know these need URGENT fixing

- Overusing backdash and  K Leap + j.6H : I really need to use true jump-ins and be more patient at neutral instead of yolo approach and retreat

-Too predictable on neutral : not enough dash brakes, not enough patience, and not 6P fishing.

- I usually vary my pressure a bit more, but I know it's an issue with me, and it showed a lot here

- some crazy chokes most notably against Ramlethal

- Missed some easy hitconfirm or went for the wrong enders.

- It's online, but I should still block more mixups than I did.

-Generally grew too impatient when on the defensive, and didn't implement IB and FD well enough (mostly due to MU inexperience but I still could have done more there)

- subpar meter usage, notably throwing Dead Angles and neutral YRC like candy

- Bad or debatable Bursts.

-Calorie management, in more ways than one (suggestions are welcome)

 

Got really jumpy in the first match, but I played Elphelt in the previous sets, and didn't adjust properly ! I know there's a lot more I probably didn't spot, so please, go ham and tell me all the things I did wrong and let's hope, a few things that were right !

 

If I recall correctly you have a good Sin with some "weird" air combo with K (that's cool I go for the easy undroppable stuff JS>JS if i'm doing air finishers xD), we played some mirrows recently.

On the maches in those videos you pretty much figured all the things you had to correct/improve, so I'm just answering to the Calories management part.

I wouldn't spend 7000 Cal doing 236HS>236K>236HS>214S on block (I saw this on the Ky match). you're keeping the opponent there but unless you fish some CH using 214S>YRC that's quite dangerous since you're literally burning your gauge without making progresses in opening up a defence, a blitzshield on 214S and you'll have to defend after with low Cal after a combo>knockdown. I found myself in some tough spots as a result of dropping some 236HS corner loops or wanting to end some wallstick combos in cool ways (iad JK>JS>JK ecc), and you did pretty much the same against me xD I'd suggest to take less risks if you're not really confident on difficult routes. I'm not saying you're not capable to do this and that, I'm saying that of all the combo you can drop those are deadly, you're consuming much Cal and you can't afford to end those combos with drops, 'cause you're putting yourself in a difficult spot with low calories for the loop, or you're missing a safe 214HS with a dropped iad JK>JS>JK loop. 

 

Apart that, you're the best Sin I've met online so far, so... chapeau! 

Share this post


Link to post
Share on other sites

Hey, Sinners, here's the grand final set from our South Australian monthly 2 days ago that I'd like to submit for critique. I was in winner's side and after a bracket reset, switched from Millia to Sin. Upon rewatching this set, some 'bad eats' definitely got me hurt a few times. Sorry that it's a big twitch archive btw :) This is my first GG so I'm sure a lot of the issues are GG fundies and matchup related.

 

http://www.twitch.tv/safgc/v/5124416

3:20:30 is when the bracket resets.

 

Thanks in advance!

 

Just saw that nobody got back to you yet, so I'll give it a go. I'll give overall impressions but if you want more specific advice, feel free to ask !

 

The Good

 

-You have a good grasp on how to cover space with Sin

- Generally, you make good reads on defense (Nice DPs there !) and on offense (baiting throws with DP, calling out jump-outs)

- even if you dropped, you showed you knew your confirms !

-Nice use of jD mixups.

- You have good skills at adapting between matches and trying things to counter your opponent, which is great !

 

 

Things to improve

 

- Food management : nobody can be optimal on this because things happen in matches : However, you should never eat at your opponent's face : either try to eat after a max range Beak Driver, preferably with YRC cover, or try to get a basic knockdown with 2D/236K to get your fill

YRCs : mostly a consequence of food management, but some YRC didn't grant you much, or were a last resort to avoid getting punished for refills. Optimizing your meter usage will allow you to FD more/use Overdrives and Dead Angles when needed !

- Careful about Beak driver's use : this move is good but you need to use it when you're sure the opponent will block it. you got whiff punished quite a few times for this

-You need to be more conservative on defense, especially against Sol and his frame trap galore. you should only mash if you really called out something incredibly obvious, otherwise it's always better to FD/Fuzzy jump.

- You'll have to use more safe-jumps and bait/staggers. It's not always good, but it was in this situation since the Sol player kept disrespecting you.

-Generally backdashing a bit too much (I do too, xD) our backdash is godlike, but it still makes us lose some momentum we could have used better. The Sol player caught you up on that in the later matches.

- Punishes I think this was the turning point in those matches. A lot of missed punishes gave the Sol confidence to disrespect you. Had he eaten the damage of full punish combos more often (you showed you knew the combos) he probably would have calmed down a bit !

 

Overall, I'd say well-played ! You showed you knew the basics of the game, with a great mindset. The "things to improve" part might seem big, but I honestly think you can fix all those quite easily, as you look like an overall solid player ! I'm eager to see your improvements in the future !

Share this post


Link to post
Share on other sites

Ok I'll just higlight some key moments  and give a few general pointers.

1:35 : jumping without FD is suicide against Sol in the corner, careful since it happened a few other times in the set !

2:38 : this confirm is finnicky, and you can't get your calories back if you miss : you should stop the combo at the 214S : you lose like 10 damage for stability, and more importantly, a better okizeme

3;37 : jumping was a good choice here. If you see another Bandit Bringer like this (because of YRC or read, don't forget you can either IB> backthrow to punish it, or jump> airthrow it sometimes !

4:04 you had some trouble closing out the round, probably because you wanted dat burst really hard. Don't forget that R.T.L is unburstable once the animation is triggered, so you could have gone with that to end the round cleanly. You got the round anyway so it's fine

5:44 good backthrow in the corner, plus trying the optimal confirm, but you missed. Since he had his burst, I recommend doing Throw > RC > 236[H]>214S>236[H] : it does a lot less damage, but is super easy, and most importantly, is burst safe !

7:05 nice confirms and awareness on how to use R.T.L extensions, but you need to close out the round here : a 236H at the end would have done the trick !

7:57 I love IAD loops too, perhaps a bit too much : it worked a bit against you later like it does to me. If you're this close to kill him with 50 tension, just R.T.L him !

11:35 IAD loop here was a great choice, but you were too greddy : two IAD loops into 5H> 236H is already prorated a lot : pushing it further gives tons of burst meter to your opponent for inconsequential damage and bad oki. More importantly, you can set the Voltic Dein after the second loop to pretty much force him to pop his burst or die.

8:11 FINALLY a 6P ! Well, this Sol is playing a very grounded game, but don't fear to pop your 6P more instead of backdashing ! You'll find yourself cornered less often, and even if he doesn't jump it's still okay as a ground-to-ground normal

13:30  Well this happens to everybody, but it is still really bad nonetheless xD.

14:03 After several matches of clean calorie management, this happening twice in a  row. Luckily it didn't have too much of an impact on this match, but you got to be careful with this !

15:46 Nice 6P ! you're protecting your ground by doing this and got away from the corner !

16:41 Going for IAD loop here was really bad : you didn't get punished too hard for dropping them previously, but this one cost you the match

20:00 I think you're respecting/backdashing Gun Flame a bit too much in this set. I mean sure, Sol can YRC it and all to blow you up, but if you jump barrier, the only thing he can do is airthrow you or extend his pressure a bit, and more importantly, he is blowing up his tension for this. You can also alternate between simple jumps, double jumps, IADs to try and mess up with it. Even if you get blown up sometimes, it's better than to find yourself ground blocking Gun Flame YRC into High/Low/Command grab all the time !

22:35 Great awareness and simple, but clean and efficient hitconfirm !

23:35 Just kill him with good all 623(crit) combo. This round was as good as won, and you had the resources for it !

The rest of the set is pretty much the same thing as above, so onto the conclusion

Overall I'd say you played quite convincingly ! Your biggest problem at the moment is being flexible with you combo routes : You need to know when you need to do the IAD loops, when to settle for 623S Critical combos, or when to settle for simple air chains. All of your bad drops and you going hungry are a result of that. it cost you a few rounds, sometimes matches. Keep in mind that the better your opponent is, the less chances you'll have to open them up often with Sin, so you have to make every hit count, even if it sometimes means settling for simpler combos !

You also showed you know how to deal with Sol's stuff, but you can further optimize that :

-IB bandit Bringer all the time, or airthrow/j.P it if you see it coming

-IBing Fafnir makes it -1 in the current Xrd build, use it to your advantage

-Always put up your FD when jumping in the corner against him

- Don't respect Gun Flame too much : at some distances, you can IAD j.S>j.6H to punish and that leads to huge damage midscreen, if he YRCed it, he'll get about 100 damage on you, less if he airthrows. If he doesn't you get something like 260 damage on him, with corner carry. It's a bet, sure, but take it everyonce in a while ! as said, 236H is also a great option

-Try not backing away too much in this matchup. Sure Sol's options are great, but Sin has everything he needs to fend them off. Whenever you played more aggressively, running towards him, it paid off ! You also get to punish some panic reversals in the process. So yeah, try to apply your own rhythm more often !

 

 

Share this post


Link to post
Share on other sites

I saw him use Gun Flame a lot in the mid range, just Beak Driver if you think he'll do it or you can react. You'll get that juicy wall bounce into serious damage.

Share this post


Link to post
Share on other sites

Oh by the way Giggles, if you want people to help you with your matches, you should re-post it, link was killed by Dustloop update, so either edit it and include your link again, or report it so that it gets fixed !

Share this post


Link to post
Share on other sites

Oh by the way Giggles, if you want people to help you with your matches, you should re-post it, link was killed by Dustloop update, so either edit it and include your link again, or report it so that it gets fixed !

Ah, thanks! I've got a tournament this Sunday so I'll just post that footage instead later.

Share this post


Link to post
Share on other sites

Voila, latest tournament match. Grand finals vs Nerk (Sol) @4:55 http://www.twitch.tv/safgc/v/16908523

First round is very messy, including a danger time...

 

-First, I'm really happy to see you improved a LOT compared to the last video. Overall, you fixed and improved everything I mentioned, while keeping the good points, and you're getting mostly good results (seriously, the bracket reset was yours, if not for the heartwrenching comeback during the second match
 
-You also got good knowledge about the Sol MU (5K round start, how to stop Sol's pressure in general, better use of FD) so that's good
 
Now for the things that could help you :
 
-You could be more "shifty" in the way you play. By that, I mean you play a texbook Sin, by punishing stuff and getting momentum from spacing, which is great. Now you need to add some randomness into that, like, when they begin to respect your Beak Driver, you can run straight up in their face. You can also Leap or double jump every once in a while on neutral (as long as you do it sparingly), well be a bit unpredictable !
 
- Even if Sin is a grounded character, I think you could chase him with airthrows and air normals a bit more, if you fear hitting a divekick in your 6Ps. with the right angle you can bit every of Sol's air normals with j.K and use j.Pand j.S to pressure if blocked. As said before, 6P and Bull Bash can be also useful(Seriously, Nerk kept double jumping in Bull Bash range and I haven't  seen you attempting it even once : It may be punishable, situational and stuff, but the reward on it more than makes up or it). Sol has strong tools, but it doesn't mean you can let him do whatever he wants on neutral, so try and force him to deal with your offense !
 
-You've got the jumping out of pressure well. Now try to add some variety to your escapes : you can double jump, High jump airdash, IAD through, use jD YRC to hover, or even run FD brake sometimes. This will help you not getting stuck in the corner while getting your tension drained at terminal velocity.
 
-You're clearly evenly matched for the most part, except for one point : burst awareness. Nerk bursts at the right points and is very unpredictable with it, whereas you had quite a few questionable bursts. Conversely, Nerk actively wants to kill you for your bursting habits while you fail to get a read on his. This will come with experience and training mode, but here are a few tips.
     Just burst generally when you see a special, even if it's at the end of a combo,or at the beginning of the match (generally between the hits for multi-hits ones, and when you see Fafnir/Bandit Bringer's startup frames). Only exception is Gun Flame, for obvious reasons. Only burst at these points for some time, and once you can assess when to burst, you can take risks and burst at other points.

     When in doubt, or facing completely burst safe stuff, don't hesitate to OTG burst (burst when you're knocked down after a combo): even if your burst whiffs, all the following hits your opponent does will count as hitting you OTG, meaning you will only sustain minimum damage, and be able to tech very quickly. Worst case is burst startup being thrown, but it's not as bad as a full punish, and your opponent would need to be a psychic to choose run/airthrow over OTG gun flame oki.

Share this post


Link to post
Share on other sites

Uhh can you just choose a couple of matches for us to look at? 10 videos seems a tad excessive and I can't really provide focused critique since you're playing against so many different characters.

Share this post


Link to post
Share on other sites

Online session against Alioune. It was fun but I got destroyed as per usual xd ! The thing is really long so I'll put three matches here (knowing I only won one in the entire thing xD) one in which I did well, one that was so-so and one in which I  died a horrible death^^

The not-so great match

The Alioune plz match

Atm I know I need to brush up on my defense and my confirms (I'm so greedy on IAD loops + so many counters left unconfirmed or dropped midway) and  more importantly, use 6P and confirm it better (I'm always weirded out when I CH air Bridal and constantly go for the wrong confirm)

Any situational or general advice is welcome, you can also pick other matches of me being destroyed to comment them if you want^^

Share this post


Link to post
Share on other sites

Haha yeah, so greedy on those IAD loops, as you said. Especially since it's netplay, keep it simple, I think.

Now I know that it is online play so perhaps my suggestions would be fixed if you had those extra 2f offline to work with, but here's 2 things I picked up.

1.) Anti-airs.

You didn't really limit Alioune's air mobility and as a result he had a lot of sky real estate to utilise. Try some more j.Ps or air throws to control the neutral a bit better. Also, you really let him just bridal express and air dash all over you. As you've acknowledged, you really need to 6P more. Sin get's sooo much reward for anti-airing and personally, that's always something I'm looking for to get a hit.

2.) Defense

Yeah, I think you got hit by Elphelt 6P a bit too much. I think DPing a bit more would've been really useful for those times when he's in shotgun stance and getting really close (i.e. after Shotgun Stance S).

I'd like to see some offline footage as that 2f delay can make all the difference.

P.S. the first and second video links are identical.

Share this post


Link to post
Share on other sites

Haha yeah, so greedy on those IAD loops, as you said. Especially since it's netplay, keep it simple, I think.

Now I know that it is online play so perhaps my suggestions would be fixed if you had those extra 2f offline to work with, but here's 2 things I picked up.

1.) Anti-airs.

You didn't really limit Alioune's air mobility and as a result he had a lot of sky real estate to utilise. Try some more j.Ps or air throws to control the neutral a bit better. Also, you really let him just bridal express and air dash all over you. As you've acknowledged, you really need to 6P more. Sin get's sooo much reward for anti-airing and personally, that's always something I'm looking for to get a hit.

2.) Defense

Yeah, I think you got hit by Elphelt 6P a bit too much. I think DPing a bit more would've been really useful for those times when he's in shotgun stance and getting really close (i.e. after Shotgun Stance S).

I'd like to see some offline footage as that 2f delay can make all the difference.

P.S. the first and second video links are identical.

Thanks for the input !!

Well, even if it's online, and 2 frames, It shouldn't hinder from 6Ping more, even if I whiff it or stuff.. For the rest, I really agree with what you've said, except the DP after SG S in this situation : Alioune LOVES to backdash after SG S, especially when he gets a grenade ticking on you, and if he does, the punish on this is humonguous, that's why I prefer to play it safe and look for occasions to jump out. But yeah I could've attempted it on occasion I guess^^

For the video links I'll fix that real quick for any other people that'd like to give me advice

Unfortunately, I don't know when I'll meet up Alioune for offline, attending a UK tourney soon though, so I guess you'll be able to judge me better on that if I don't get blown right from the start^^

Share this post


Link to post
Share on other sites
14 hours ago, Chewie891 said:

https://www.youtube.com/watch?v=6qhTVgnwkO0 Here is one of my videos against slayer let me know what you think and any advice 

Please eat!

After you grabbed the burst you had about 5 opportunities in which you could've eaten but chose not too. Also, even when you have no food and do a special move, you can RC it and eat without going through the full starvation animation. This comes to mind as you did a Beak Driver on no food and didn't cancel, despite having over 50 meter.

Share this post


Link to post
Share on other sites

Oh that I know I got excited and started making bad decisions. I do need to improve my meter management with tension and food bar 

Share this post


Link to post
Share on other sites

×