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vZakat

I suck, Please give me pointers

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Sorry for making a new thread but I didn't really see one that fit as a critique thread.

Anywho, as the titles says, I suck and I want to improve so I was hoping that I could post some vids of me playing and y'all could give me tips on how to improve and what to work on (aside from being more consistent with chemical love ->air dash :v:).

Here are a few matches form a tournement I went to last week. I would greatly appreciate any input you all could give. :)

http://youtu.be/FQdaA1Y06B8?t=21m50s

http://youtu.be/FQdaA1Y06B8?t=45m10s

http://youtu.be/FQdaA1Y06B8?t=63m45s

There's random bad commentary on the vids so you might want to mute it. >_>

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I'm on a break at work so I'm limited with time. I'll comment on the first video since Sol is the matchup I'm most comfortable with, but I'd have to look into the other videos later.

Out of the gate: You keep using 6H. There's a time and place for it, but at the start of a match is pretty risky, especially vs Sol. What you want to do when thinking about the start of a round is look at it like... what are strong options for them, and what beats that? For example, Sol's f.S beats just about every poke I-No does out of the gate. For this reason, it's a very strong defensive option on his end, since I-No pretty much needs to block (instant block if you can). You can easily deal with it by blocking, but that doesn't get Sol anything other than pressure. So he'll take a risk at times on stuff like 5H, VV, Grand Viper, 6P, etc.

Again, if Sol uses VV you beat it by blocking. His interest in using it is if he thinks you'll jump, like using a TK dive (which can be a solid option on I-No's end). If the second hit of VV is a counter hit, it's untechable, meaning he's going to go into a burst-bait version of sidewinder loop that'll do 50% and end in knockdown, and reset you if you burst at the wrong time. This is a solid action on his part, but only if he expects a jump. It still ends in knockdown if you just try to poke him, but he doesn't get as good of a reward, so this is pretty high-risk unless you always poke out. f.S and 2S are better for this since I-No really needs to block those, and if you're conditioned to block, it's high risk for him to VV anyway.

If Sol uses any move slower than frame 9, you can poke with 2S > HCL to do some damage and knock him down. This is a solid opener in many matchups because of the range, but there's risk involved. If they're crouch blocking at that range, HCL is going to whiff. Most characters can't really punish it if they committed to crouch blocking, which is good, but some can deal with it. In this case, Grand Viper should beat it clean. It'll dodge 2S out of the gate, and he can punish the HCL if he crouch blocks 2S. However, random GV at the start loses to stuff like 5H, VCL, jump > dive, so it's really high risk to open with. It's safer for him to poke with 5H to fish for a CH and confirm into GV, but you can CH his 5H with 2P, which is a relatively safe opener that really only gets punished by f.S and 2S.

At this point, it's worth mentioning that you can jump > dive at the start. It'll beat several options and lead into a short combo whereas 2S > HCL will just knock down, but it's risky in this matchup.

Anyway, my lunch is over and I haven't even gotten started on the analysis. :gonk: But start there. 6H is good if you think someone is going to jump in on you, but that's unlikely to happen. It's our high-risk option to punish a jump in at the start, the same way GV is Sol's high-risk option to punish not blocking low at the start. Many things beat it, but you can do a lot of damage and get corner push if it happens to be the right move and score a CH, which it frequently wont be.

*Edit Update*

Ok, so think of match openers like this:

Jump > Dive is effective against GV (react to GV starting, you wont beat it, but you'll dodge it), 6P, 2D, Gunflame, dash in Wild Throw

Loses to VV, Dash in 5K or airthrow, jump-in anything

Once you start thinking about what your opener is good against, you can gauge which ones to use.

Next up... you sometimes use notes when you're too close. Sometimes you can note right in their face when it's unexpected like that, but for the most part Sol has tons of options to punish this. He can VV through it, hit you with 5K before it starts (his 5K is super fast!), GV on reaction will most likely dodge and hit you if you don't FRC to block, 2D > Gunflame FRC > 60% combo, 6P through it > intentionally whiff 2S > 2H off of the wallbounce into 50% combo, etc. Note has quite a bit of recovery time, even when TK'd, so you want to find the right distance to try to put one out when you haven't knocked them down. Usually you want to be at or further than 1/2 screen in this matchup since Sol has several options to get to you quick. In case you didn't already know, tapping up and down will make the note rise/fall faster than holding the directions. This is extremely useful for feinting one direction. Make it look like you're going to shoot it upward by quickly tapping up twice right as you do it, then drop it by mashing down as you're landing, or vice versa. It'll stay in the middle of the screen as it changes direction, making it hard to guess which way it's going to go, though sometimes you may want to just shoot it along the ground or in the sky to cover the area and bait them to approach from wherever you'll have the advantage.

When spaced properly Sdive is hard to punish, but it's not exactly safe on block when it connects high or up close. If you use that overhead or try to dive to punish a move and they block, you can poke out with something to be unexpected, but for the most part you're at a disadvantage and need to block. Kdive has less recovery time so it's actually + on block when done low enough and spaced properly, and can also be used to bait punishes for Sdive because you wont actually dive close enough for their punish to hit you. If Sol ever does a block string with gunflame and doesn't FRC, you get to jump > Sdive at him for free. Confirm 5K (or 5P > 5K) off of the counter hit and go into HCL > Airdash > corner push and damage. Just be careful. If he commits to pressure off of the FRC on autopilot you'll probably safely dive out of the way or possibly still even hit him, but he can punish you after you commit to diving if expects it, and Sol can also throw in Gunflame feints to screw with you and punish your dives. Sol is pretty much doing it wrong if he doesn't use Gunflame feint once in a while to keep you honest though, so dive at him for free till he learns. Sdive and Kdive are actually great at beating some 6P anti-airs because they'll connect with the other guy's legs.

Learn the distance you can use 2D from and still have it connect. You whiff it several times on hit and block, which is unfortunate. If you do 2H on block, you're probably better off letting your block string end there since it's +6. 2D has less range than 2S, and 2H will push them out quite far, so you might whiff your 2D and not get knockdown. Either go into it earlier, or when it applies to the matchup, go into HCL to combo for knockdown (that'll whiff on some people though). Getting the knockdown is always better than dropping something, so take what you can get early on until you're used to this. You're I-No. One good knockdown leads to an ass kicking.

You're making one major mistake that I didn't correct until recently. When you dash in, you're always doing overheads. Maybe not even intentionally, but because that's what you have to do out of a HD at that range. During the start up of your dash, if you press a button to do a normal at the right time, you'll start that normal really early. It feels like there's this tiny window where it'll work, and then if you do it later the input will drop unless you wait a minimum amount of time. What you need to do is practice timing j.H in that start-up window so you can feint moving forward and immediately land with j.H. This will let you do really strong high/low mixup by doing immediate j.K for the overhead or j.H > 2K for a low at unreactable speed. It will also let you land and start your dash from a different position. This will give you better spacing control since you'll be able to be where you want more consistently. You might get them to block a note at mid screen and then dash in, but from that distance you really only have overheads as an option since regular landing is too slow and j.H is going to connect, which they can totally block high on reaction. If you land prematurely this way and start a new dash, they might think you're going for 2S (which you should do sometimes anyway!) and block low, giving you free j.S as you get in, or if you know they're paying attention, go for the aforementioned j.K/2K mixup after your second dash. If you control it really well you can feint j.H at point blank such that it looks like they're going to have to block high, and while they're figuring out how to block, you've landed and thrown. Make absolute sure you learn the timing to do aerials on dash start up. Going into immediate j.H to land and block is extremely useful for baiting supers and DPs, which is highly important in this matchup. Simply dashing and falling out of it is too slow.

Careful with backdashing in this matchup. While it's useful, Sol can bait it by doing dash in 5K, it wont dodge gunflame, GV catches it most of the time, and FBfafnir baits jump outs and backdashes really well. You'll get punished for running away predictably in this matchup. A lot of the time, you were getting hit while jumping out or trying to retreat so that you wouldn't get hit. You can't be afraid to block until Sol gets pushed out. His mixup is pretty weak, so as long as you're prepared for his command throw, there's little to worry about. Just FD to push him out (don't waste all your meter though), and learn where you can poke or jump out. Don't spend too long trying to run to a safe distance. It can really be enough to just get a 2K in and go into 2S > 2D. Once you score that knockdown you're golden.

F.S is good in this matchup when spaced properly. Don't do it too close since he can 2D or GV under it. Otherwise, it can punish him for jumping in or IADing in carelessly, and it controls space well. Even if you don't confirm off of a CH f.S, you'll get untechable knockdown, which is what you want. Don't spam it like an idiot, but please do use it from like 2/3 screen distance.

As you get a lot of experience against Sol's, you'll be able to tell when Sidewinder wont Clean Hit. This will prevent you from wasting a bust (like that last one). Also, Sol can do Wild Throw > IAD Sidewinder as a burst bait. It'll clean hit, or go past your burst if you do it there. Set ups for clean hit Sidewinder off of j.S and j.D can also be burst baits since they're jump cancelable, so watch out.

Uh... I guess that's a start? I'll look at the other matchups as I find time, probably tomorrow at lunch. I might even revise or add more to this post as I think of things or rewatch the match.

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Wow, thank you so much! I generally just play with my group of friends (which I'm the best) so it's a bit hard to improve and this is a match up I know pretty much nothing about (like most match ups). I definitely be reading that post over 2-3 times so that I can absorb everything from it.

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