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poon

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Everything posted by poon

  1. poon

    What's your favorite version of GGXX?

    no because ogawa beat them all
  2. poon

    GGSlash May: Match-Up thread

    a combo is a combo. if all your combos start off a 2k but you land lots of 2ks then you should take them as you get them, not be upset that your combos are prorating
  3. Big Red has power that most mere mortals could ever dream of also Big Red and potemkin are totally different characters so maybe that is what is confusing you
  4. if you are looking to speed up your stagger do not use 6464646. make circular or triangular motions, this results in hitting the most directions with the least travel time.
  5. tribal it is totally dependant on your character. they have different minimum IAD heights
  6. poon

    The Good, the Bad, and Ugly as Hell Baiken Matchups

    Yes doren, you can dust loop off any baited burst with 5s, so i would probably recommend not ever doing what you've been doing
  7. poon

    California Love: The SoCali Thread

    ken I beat you guys? oh man get back to practicing
  8. Hard Drive Hard Drive Hard Drive Hard Drive Hard Drive
  9. poon

    British Columbia Match Vids

    KK i am posting in response to stuff! First off I know who the players were i just felt like talking based on the characters its pretty easy to remember player names when you make it so easy (JOfan, POscrub, Mrdolphin, TEYAH) that i couldnt forget if i wanted to. SECOND! To POscrub AND Teyah and everyone else: What you are saying about how the mixups you use seem to be fine and the strings seem to be safe ETC. in response to criticism: This is EXACTLY RIGHT. These strings are sufficient, and safe, and work great AGAINST EACH OTHER. The real problem is that you guys are a fairly isolated community, and thus you have limited interaction with different playstyles. Regardless of how good you are, there are going to be certain aspects of the game that simply don't surface in a limited number of players confined to a specific region and that is going to keep you from reaching the next level unless you can find a way to expand your COLLECTIVE games. Now this is incredibly hard to accomplish without actually travelling. Why? Because the stuff you are doing DOES work, within the system. Since everyone blocks and pressures and mixups up in essentially the same ways, you are never going to notice that something is missing from your game because the best players will still tend to win within that confined system and community, and improvement in other areas of gameplay will still very clearly and obviously result in wins, losses, and establishment of a sort of logical pecking order amonst your players. For example, lets say you live somewhere where there are 4 players and NONE of them really use frame traps. You are not ever exposed to frametraps so you don't really know what they even look like or how they are effective. Everyone does a short blockstring and then the match is sort of reset. The best player is still going to win. Better mixup and combos will still earn you more wins and give you an edge over other players. In fact, your game could improve indefinately without EVER incorporating frametraps into your game. On the other hand, the very first time you encounter a Ky or a Sol or anyone who performs basic broken pressure, you're going to die. Terribly. And you aren't going to be able to respond in kind. You might have better combos, and you might be more technically skilled, but you've failed to develop this portion of your game EVEN THOUGH YOU'VE NEVER STOPPED IMPROVING. This is what I see happening with your blocking and mixup patterns. They are reaching a stagnation point because you are able to take certain things for granted. Teyah, your Millia combos and execution are great; you would, however, likely never crack the guard of someone who had seen you play once or twice before and was used to the Millia fight. You would also, from what I see in these videos, have problems with varied and advanced mixup and pressure patterns. REMEMBER, this is just my commentary from a single string of videos, but it highlights an important (and unfortunate) point: it is almost impossible to advance beyond a certain level without contact with other regions and tournament settings. If you guys want to make it to the next level, and are unable to travel to experience what that may involve, it's going to take someone buckling down and honing their defense to a point that FORCES everyone else to completely change their approach style. You may not see immediate results because defense is an extremely hard area to hone on its own without specific incentives to do so (especially if you are already winning most of your games) but it is THE key to being great and not just alright.
  10. poon

    British Columbia Match Vids

    K I'll shut up now thanks for the vids i enjoyed them much! Good stuff in there but you know what it is so hope you don't hate me now hope to see more some day somewhere out there :O
  11. poon

    British Columbia Match Vids

    I am going to stop here but here is a general note to everyone! You guys need to work on your bursts, burst baits, spacing and movement, as well as teching. These are all small things but add up to a lot. Check out how often someone was landing predictable airthrows, for example: this will happen occasionally, of course, but there were generally several in a row, match after match. People were also countering bursts with bursts. Why would you do this? If you get hit with a burst, and you failed to bait it, why would you immediately burst back? Why not first try BLOCKING when they go to Oki, and then (if you fail) burst there? Don't be so eager to throw your burst away when you haven't even taken any damage or even any pressure yet! I see people bursting other bursts when they are way in the lead - this doesn't really make sense, especially if can survive another 2 combos. If you are in danger of dying from 1 single followup combo, then sure, do what it takes to get free, but if it will take 2 then you have plenty of time to determine if you should blow your burst or not if they actually crack your defense. Basically my biggest piece of advice to you guys is to work on your defense. Right now, there isn't much mixup to anyone's pressure. This is because your defenses aren't tight enough to really require it. However flashy and damaging your combos are they will not matter if A.) you cannot land them except on people who do not defend well enough; and B.) you are unable to defend against other players' mixup because you don't see enough variation amongst the people you play with. Good defenses will prepare you for both consequences. Good mixup requires good defense or you will never stop using poor mixup. So block block block, and remember that while you DO have easy outs sometimes (DA, Burst) they are not remotely as important as good blocking and reactions to predictable pressure!
  12. poon

    British Columbia Match Vids

    KK this is for the first two buri vs eddie matches in the next set. Buri you need to vary your approach a lot more, and be ready to adjust your pressure/combo based on what happens and not have it predetermined. I saw you OTGing after 7 hits with Kickstart. Don't do this! It's a free combo if they know how to tech. Also, you tend to attack using the same string whenever you go for a Boxing roger, and you didnt ever jump while doing this. Jump/crossup/high-low is better than just high-low alone, especially if you mix it up. Also, I didn't really see any tick throws. Buri also wasn't setting yoyo except off knockdowns and blockstrings for the most part. Having a yoyo sitting midscreen is ALWAYS good and can scare opponents into bad play. Teyah: it seems you don't really use Eddie all that much compared to your other characters, which is fine. If you plan on sticking with him, you need to work on your spacing and throw game, and not dropping combos. You had the game at several points and whiffed something, which is =[
  13. poon

    British Columbia Match Vids

    im skipping the next match with reload millia nice combos and you anti aired more poscrub mixup more! dont just attack also work on defense guys! blocking is better than getting hit even if it's scary and not fun
  14. poon

    British Columbia Match Vids

    Next match! Poscrub, you make good use of hammerfalls. However, J.h is pretty easy for millia to anti air. This is something I see in all the matches so far - you guys don't really anti-air as a group much (excepting Teyah's sol). 6p and 5p from millia can shut down so much, and other characters also have all sorts of options that I just don't see exploited enough. Pot CAN jump in with j.h, but really he should be forced to use j.s and other options because she really can shut that down without too much of a problem. Also, poscrub, you didn't really tick. If you went low, you always continued the combo, and you didn't use 5p much. However, this could just be this specific match. Both of you guys need to work on your spacing, whiffed busters aside there are certain points where it would have been pretty easy and/or safe to escape pressure or counter an attack (millia at full screen who jumps a slidehead = free airdust!) but missed it or did not try for it because you were unsure of spacing. Still, best vid ive seen so far.
  15. poon

    British Columbia Match Vids

    The dizzy again: Don't punish with throws if you don't have to! Punish with DEATH COMBOS. Dizzy creates a lot of opportunities where you have all the time in the world to punish a mistake: do your biggest, nastiest combo or you're wasting that chance. Also NEVER finish a string with a fish summon against a blocking Ky. Free stun dipper on reaction. You should only use punch kick close slash type stuff on him unless you land a hit or are going to FRC. Both of you guys in that match: work on your spacing and reactionary throws a bit more. Several places where people weren't playing as safe as they could or were in range of a free throw and didn't do anything or get punished for it. Punish! The Ky: Man I would have kept doing S. Stun edge forever if he just kept blocking :P
  16. poon

    British Columbia Match Vids

    May: your throw game could use some work, this may be getting used to the new dolphin spacings but you had several opportunities you did not capitalize off of. Also, you tend to only tick off your first hit or a slash dolphin ride: May has so many good opportunities to tick because people can't and don't mash throws against her. HOWEVER, this only works if you are landing all your combos and scaring them from running blindly. As of now I see you missing almost all the air combos and to play May you really have to have those around 100%. I know they are pretty hard but May's big staple is huge damage combos and if you aren't able to land those consistantly you aren't going to be able to compete with her. Work on those and put fear into peoples' hearts and then your other stuff will work out even better. Finally, May, your game is currently looking fairly predictable. May has the ability to be all over the place extremely fast, and if I can spot and predict the majority of your dolphin rides and attack patters then you are essentially standing still for all intents and purposes. You currently have an overreliance on dolphin rides, especially from neutral and at the end of strings, and don't tend to FRC them into safety or more pressure. This is a really easy way to lose rounds against people that are quick to 6p dolphin across or have good punishment options for a blocked dolphin upper (or against a Dizzy 2s). Work on eliminating predictable dolphins and you will find yourself landing a lot more CHs off the rides. Johnny again: 6p dolphin across for free combos. You seem so anxious to read opponent errors that you occasionally miss predictable approaches that, while done properly, are easily countered if you are looking for them. You have good combos and convert well, but you also perform questionable OTGs and give up pressure a bit too readily.
  17. poon

    British Columbia Match Vids

    Comments as I go! Dizzy player: Learn your throw followup combos better, vs Johnny you ALWAYS do standing slash without a 2k or a 2p leadin. Learn your spacing and if you establish range on Johnny SPAM PROJECTILES. Johnny has a very hard time closing this distance and you do NOT want him to be on top of you without having a smokescreen up or being the one doing the pressuring. It's clear you know what you should be doing in a lot of situations but you need to be less predictable, be more patient, and do the right strings whenever you have the option. Practice will help your game a lot so no real worries, just stay calm and remember to keep working on these things. The Johnny: You are occasionally wasting tension or movement when you don't really need to, you are also missing setups to land an OTG coin or other useful setups when you have the chance. This may be because you were having such an easy time of landing tech throws, but if your opponent simply mixes up their tech times this could really screw you out of corner pressure. I'll comment more when I see more games. The Sol (Teyah?): work on your pressure and mixup beyond the first hit a bit more - you rarely went back in for a mixup without a gunflame if your initial mixup failed. More throw mixups = more Sol wins. Also work on your blocking a LOT, I think it's your biggest weakness right now and your game would look a lot more polished if you spent some time on it. You get hit on wakeup WAY too often and that will absolutely kill you in tournament play and against many characters in general. This includes getting hit when you are too far away to accomplish anything on your wakeup, so there's very little excuse for allowing this to happen. If you are going to take a gamble on wakeup make SURE that your reward for succeeding is worth the risk of getting hit or baited. The Eddie: You need to use your Eddie more/better, especially from full screen. You only summon off knockdowns and specific block strings - this is silly! The Eddie should be out AS MUCH AS POSSIBLE because it is awesome and makes your game 100 times stronger. You also, and I think people said this before, need to dead angle more when you have a chance and no one is stopping you.
  18. poon

    British Columbia Match Vids

    yes tier lists are out. watching the last 2 sets of vids
  19. There are other ways to jump install. For example, you can essentially "dry" jump install, where you don't actually cancel an initial jump and then input a second jump later. Basically you do this by completing the input for a special move before you leave the ground from your jump input. For example, with Chipp 228H, if done fast enough so the H is entered before you actually leave the ground, will jump install his teleport. Super jump installing is when you give a superjump the properties of a regular jump, using the technique described in the earlier post by Tritone, except you finish by jump cancelling into a super jump. For example, Ky hits an airborne opponent with close slash, 2h. During the close slash, Ky inputs his first jump motion, but hits 2h before that jump can take place and so the gatling continues with a jump install stored. Then, he super jump cancels off the 2h, which now gets the properties of the jump install. Now, you can actually super jump install off a single jump cancellable move. You simply have to enter the jump and following superjump motions extremely fast. It is not terribly hard on a stick once you are used to it, however. It is easier with heavy characters that have slower jumps.
  20. poon

    California Love: The SoCali Thread

    i seriously have no idea what that number is from or why it is on my clipboard
  21. poon

    California Love: The SoCali Thread

    Posting CAPS and whatever is on my clipboard 100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816100301251816
  22. Most important overdrives, in order: Dark Angel (venom) Puffball super (Jam) Dizzy's wave super (one of the rays i dont know which) Pot's supers Me and my Killing machine (buri) Raoh super (zappa) and only this low because he doesnt get raoh all the time prolly sacred edge (Ky) then whatever, testament has some supers, jam has another good super with no startup, Slayer has 2 useful supers, but they arent dependant on them.
  23. i think there has been miscommunication
  24. That is not a tier listing there! It is a set of games played by people and the results!
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