Tuesday 21 December 2010

Julia~


C&P from Zaibatsu. Credits to the Julia forums.
You don't have to mixup d,df,1,4,4,1+2 with d,df,1,4,2. You can just wait out the spin, i usually input some directional move but i don't know if it gets you out of it faster, and then just hopkick or ff+3 instead of that 2. Or you can just spin and then do mad axes or just do another d,df+1 if he keeps blocking. You can buffer mad axes in the spin and just throw it out when you're done with the spin. It's really neat. But it also starts to make them want to duck while you spin again, so then you just start to hopkick out of the spin and juggle them.

Other setup (and CH launcher) to WC df 4,3 is a straight up b+3. On CH you can launch by doing ff+1 at the right time.

It's also nice to get ur ff+1 going and if they get careless you delay the 4 (gives a wallsplat, in the open you can mostly get a ff+2.



I like to use 1,1,4 and then throw with whatever, MA i suppose is the obvious one...
Then as soon as they start to duck you can break out the hop kick launcher to lay on a juggle smackdown! (or do a low grab if you feel fancy).

Perhaps it's not great, I haven't checked frame rates or whatever... but it always works for me!

He's right. you can MA from everything.

d/f+4,2 MA
4~2 MA
d,d/f+1 MA
u/f+4 MA
ff+1 MA
1 MA
4 MA
d/f+3 MA
d+2,3 MA
WS2_d,d/f+1_1,2~3_4 MA
b+1 MA
ff+2 MA
u/f~n MA
d+3 MA
WR1 MA
W! 1+2,4 (opp tech) MA
BDC MA

Pretty much anything you want to do that doesn't have crazy pushback you can use it to disguise MA. Also, you have all the time in the world to hit QCB n then f+2 forever and a half later.
A lot of Julia players will buffer the command during a shotgun punch~spin. D, D/F+1, 4 (or 3) > Mad Axes. Trick is, is to press QCB during the entire animation of her shotgun punch~spin and then press F+2 after she spins.

Sometimes it works for tech rollers against the wall.

Also can someone confirm is you can buffer Mad Axes while in FC? If so then that just makes even more useful.
whenever df+3+4 is the second hit (like after ch db1 _ b1+2 _ 1,2,1,1)
you can always do this d,df+1~4, ff+1, d,df+1~4,1+2 b!
db22 is good on bt opponents!
Crazy combos
uf+4,3,ddf+1~3,1,ddf+1~4,1,d,df+1~4,1+2 B!

WS2,1 WR1
CH [ff+1]4 WR1
d/f+2,1 WR1
f+1+4 WR1
they work after f+1+2 on counter, and qcf+2. also the unblockable.
qcf+2, f+3~1, 1, f+3~1, ff+1, ddf+1~4~1+2 B!
qcf+2, f+3~1, 4, ddf1~4(~1_ff+1), ddf1~4~1+2 B!
qcf+2, f+3~1, 4, *
*1) d,df+1~4, ff+1, d,df+1~4,1+2 b!...
*2) d,df+1~4,1+2 b!


Tech Trap
there is the 4~2,1 _ df+1 tech trap

you can do any juggle
and after b! you do

d,df+1~4
now you have 3 options

they all start with a dash..

4~2,1 - tech trap
df+1 - tech trap
df+3+4 - reset

once you can make them lay on ground use the reset..but you have to master 4~2,1 for this..

4~2,1
FC d/f+4,3
If the opponent techrolls you can back dash one time to be at the perfect space.

CH 1~1,1
If the opponent techrolls you can back dash once to be at the perfect distance

WR1 on block
If the opponent continues to block slight SSR 4~2,1

d,d/f+1,4
If the opponent continues to block back dash and SSR 4~2,1

Saturday 11 December 2010

Vs Ling

Careful about sticking highs out due to AOP or random ss3 for the high crush.

AOP best moves are 1 and 3+4.
df1/d4 works against most options. What she does is really range dependent.

BT stance... watch out for the throw. Duck it on reaction. SWL
Don't hit buttons recklessly due to 4. Block and f2 it on reaction.
When her transits to BT are blocked df1/4/1+4 will work.

BT f+3+4,3+4
@ initial input is her BT roll towards you. Creates mental mind games. Can simply d+4 as soon as you see her roll.
*quick note* her roo kick out of the roll occurs in the initial animation of the roll. if you see her complete a roll that means she didn’t input the roo kick. So expect a mixup or take an initiative and throw out a quick mid to interrupt her.
@ on block the roo kick is 11 frame punishable. Or you can flash her as she is bt. And recovering, for a flash flea 3+4 combo 41 dmg + oki afterwards
 


Neutral. Look out for d3 which is a quite long chip low.
block ss3 on reaction
ss+3,d+1+2
@ on blocking the first hit juggle for free. (-23)

ss+3[~b]
@ bt cancel of the ss+3. Creates mixups. Just stand guard after seeing the low be cancelled. If ling ducks again, block low.

SWR overall..
ff3->SWL onreaction if possible

1 df2-> BT~twirl do not pursue.

Thursday 9 December 2010

Vs King

Very strong character overall. Has high damage 2 hit strings at range 1 with good crush frames to make his offense respectable.

In this set I played.. I should have f2 the King for every ff4 he threw out while spacing but it's pretty linear anyway. However, Asuka definitely can f2 this move due to the range.

Most of his long range tools are damaging but they're linear bar fc df1. King can opt for a close in throw/mixup game to cover up these holes.

We shall look at his stuff.

b1- Excellent in frame traps. This move is the reason why one shouldn't press buttons against King for no reason.

df2,1 is an excellent mid high string with good tracking. 2nd hit is duckable but it doesn't matter if it can be used to intercept sidesteps.

b1+2 grab-> Can't seem to break it so well. However, the followup that knocks down allows him to followup with 2 more throws.. guess between 1 or 2.

1+2 1/3-> By the wall this is a reason to respect King. NC and wallsplats for huge damage. Linear but it's especially good when used for post oki mixup. Fuzzy after the first hit. The mid is -13 but can be safe due to pushback.

Hopkick has an amazing hitbox.

GS/iSW- Same arms different break = Free mixup right there. Also has hopkick protection which applies to b3 and cancans. Gets especially tricky at range 1-2. Otherwise it is possible to tell which one he is aiming for.

ws2- Long range deadly CH fishing launcher. Linear but beware of using high moves when he's fishing out for that. Safe on block.

fc df2- The launcher version of ws2. Linear but quite unsafe on block. Good as a poke to beat out committed closing in. Very long range especially deadly when used in combination with his 'command sidestep.'

fcdf1- Best used in oki. Possibly the longest low in the game. Very safe on block  + pushback which can setup b1. See that coming, hopkick him. Asuka can b3/cancan that on reaction too. Leads to a combo so look out for this move esp when he's far.

d1 n2- Excellent panic move. Jab punishable but doesn't matter if used for it's intended purpose.

df1,2- Might be jab punishable but again it's NC too.

df3,4,3- NCc does not jail so duck the 2nd hit and ws4.

db4- Pretty seeable on reaction but deadly as an oki tool. Hits otg.

db3- Sneaky long low that can be used to close in. On block, punish him as hard as possible as King has little stuff that can be launched punished.

ff1 - Homing mid that knocksdown. Pretty good move, safe on block. Quite easy to see coming. Prone to low hitbox attacks.

f4- Homing sobat that low crushes. On block he cannot do much to continue pressure.

 ffn2- Resembles ws2/fc df2 but it's a low and King will use this to close in. On hit, even at -3 it sets him up for alot more things.

If King is using his command sidestep. Sidestep into his direction and f2 his face.

db2 actually has a role here due to his greater use of mid/high mixup.

Saturday 27 November 2010

The rules of the Asuka mirror

When you put 2 counter type characters in 1 space it turns to a long battle of attrition

1) Keep a strong mind and do not press buttons after blocking moves unless they're unsafe.

Moves to use b4,2 on:
1,2
1,2,3
1+2
3+4
Cancans

2) Punish with no hesitation!
Therefore here's her stuff that are punishable by something:
 f2= f2/df2 on block
 b3= simply f2, ff3
 2,3= f2
  3~4= ws1,4.. ccf2 
 d1+2= ws1,4/ws3
  whiplash d4= ws4
 db1,2= LP 2nd hit
 ss2= b1+4/df4
 1,2,4= 4
b2, 1+2, 4/ff3= 2,1/3
uf4/3,1/db2/b2 1+2 = 1

df3= safe due to pushback
3) Any time leg cutter hits always always block low.

4) when closing in watch her movement. Sidewalking means f2/1+2 will come. Backing off will mean b3 will come. So 2,1 against bdc asuka while stop to block as they ss.

Saturday 20 November 2010

Fuck Jack Fuck Jack Fuck Jack Fuck Jack

Fuck Jack Fuck Jack Fuck Jack Fuck Jack

Anyway gameplan is to rush him down.. Wait out abit for a response.

Hitting him between his strings are very risk.

db1 is extremely good so that's another threat to take into account.

It's either stay out of the range of his db1/ff1 so he's more inclined to use bigger attacks like debugger.

One way or another frame data is utmost essential.
1,1= -12 on block ws4 for everyone.
df2= Long ass df2, -14 Asuka:2,1/2,3 Jin f1+2 Nina f3
b1,1= -14 Refer to above.
db1+2,1+2= -14
Cannon arms f1+2 = -19 
ff2= -16/-17 Non charge use df2 for most characters. Charge = long range punisher.
db1112= last hit is -14 and mid
db2 aka low cyber arm= -23/-29 = big punish
u1+2= launch punishable but I doubt some Jack will use that randomly.

Every string that ends with low cyber arm = big punish

If ff1 gets blocked pursue him with 2,1 for Asuka. 

You just need to play outside d/b+1 range and make sure you do not make any rash decisions as d/f+2 has a lot of range and that move can be punished with f+3 anyway. Any moves that he does which give you good frames to start something you should try and pick away with d/b+3, then you can move in with fast mids, the occasional d+4, etc...
 versus d/b+1 anyway you have u/f+1
Schwerlmetallritter says:
 uf1?
 you mean uf3?
LV20 says:
 which means you could be seeing more jabs out of Jack, which is what you want
 no, u/f+1
 Nina u/f+1
Schwerlmetallritter says:
 oh lol
 im talking about asuka here but i see your point
 but the general gameplan should be the same
 since both are poking characters with a quite tight CH game
LV20 says:
 u/f+1 should make Jack do more jabs to hit you out of the air, which is better than getting a full launch
 and you will be able to use ss+2 more as a result
Schwerlmetallritter says:
 the uf1 got some juggle protection right there lol
 Any moves that he does which give you good frames to start something you should try and pick away with d/b+3<-
 ff1 on block?
LV20 says:
 If I am close I start with some crap fast low or a mid, nothing too flashy
Schwerlmetallritter says:
 what would you use for a fast low with asuka
 db3?
 it seems to be better for closing in with a low
LV20 says:
 d/b+3 or d+4
 same thing really

 so when youre upclose against jack
 will you pull back
 if your pressure is not really going anywhere
 since ff1 feels lke it clips backdashes from upclose

 Jack does not really have any good means to get out of pressure, so you should try stay on him and use a move that puts him away
 rather than you backing off


Armor King
Massive gimmicks don't let him close in too easily for a mid/throw mixup.

Very linear but he can mixup with closing in to realign and hopkicking.

Saturday 6 November 2010

Roger

SWL?

Specializes in frame traps at range 0-1. Try and parry the 2nd hit of the front kick stomp on reaction. b1, 4 works against options nicely.

LEarn to block tail sweep on reaction.

Max range homing tail whiff punishable by ws2.

Setup more whiff punishes. b1,

Mash 1 during throw attempts esp when 2 arms are out.

Kuma: Patience. df2 crushes nearly everything. HS is seeable w/customs on.

Crawl- Cancan his face.

b df2- React to the low in this string.

Tuesday 2 November 2010

Vs Steve

OK, basically play linear.

FLK has no mixups, no lows, only one throw which is always 1+2. so just block if he goes to FLK with advantage. most of his moves which manually go to FLK leave him with disadvantage on block anyway (b+1, 121, 11d+1) apart from 2,1, so even then you can attack. generally something which crushes highs works well against FLK, such as generic d+4.

PAB is the mixup stance. the low tracks both sides, and most other stuff can be walked left, so mixup walk left with low parry. it is also hard for him to beat duck jab in PAB. common ways to go into it are PAB d+1 (the low), ss shoulder, and 2,1. dragon punch is -15, PAD df+2 elbow launcher is -10, and if he does the PAB df+1121 (mid mid mid mid) string you can parry the 3rd hit, or the second if he delays it.

in general he tracks really well so play linear unless he goes into PAB. if you backdash cancel instead of freezing up when he gets near you it will be very hard for him to footstomp you.

re: your other post, yes spacing is very hard but also very important. whiffing stuff to make people run in is very worth doing, you just have to make sure you don't do it at a range where it's pointless (too far away) or gets you killed (too close).

Saturday 16 October 2010

Importance of Action and Responsibility

Yesterday, I caused a minor accident. The accident is a quite common occurance among inexperienced drivers. However, the biggest mistake I made was my lack of knowledge in handling it and not telling the truth in time.

I was a fool. My hesitation and desire to act on my own accord aggravated the situation.

I swear then to be fully responsible for any accident regardless of the damage caused. No matter small or big, I am liable and I must pay. If I was at least more decisive in settling the situation, it wouldn't get to this point.

15th-16th October 2010 marks an important day in life, the hard way.

Remember, taking action immediately might cause a few inconveniences but it can save oneself from further problems. When in doubt always ask someone close to you or whom you trust.

I deeply apologize for my mistake. I hope the little risk I took in reporting late will be a great blessing if I can get off lightly based on my inexperience in the matter at hand. I will pray for the best.

The wait will be long...

Tuesday 12 October 2010

Jin feedback

http://www.youtube.com/watch?v=bGFwokkwe5k&feature=related
As far as 1,2,3 goes...sidestepping is tough timing on the 3... on block...if they block... you could of followed up with a 1+2 assuming they'll try d/b+1 you or just 1_2_1,2 in attempt to push you back... you could of also done a throw after the 3 was blocked, or even d+3,3 for mix up.

in the first match you played, when marduk did the low kick... a 1+2 would of definitely helped you out...and it would of hit him out of his animation...his d+4 is i14f...jin's 1+2 is 12f, it's a good follow up post 1,2,3_1,3~b_1,3~3. also use more mix ups between d/f+1<4...it tracks so it'll help stop sidesteppers as well as stand 4.

just a quick note some things to mix up: 1,2_2,1_d/f+1>4_1,3~b_1,3~3_3,1_1,d+3__d+3,3_2,4 (i mostly use this for post parry or punish...10f is quite sexy)

jin's got moves that hit mid...so use them. also. the d+4. nice to use, but if they start predicting they'll parry it for a free combo...use b+4 for pushback on block and it hits mid...so if they duck they'll get smacked, or if they switch to high block it'll push em back for safe spacing (safe enough at least, they won't be in your face). you could also use WD,f+4 or WD f,+2 as well...i switch between wd+3_wd,f+4_wd,f+2_f+4_b+4. those are your safest bets if you're trying to play safe.

use throws in your mixups as well...

Also use the parries on the last hit of their strings...that way you dont get smacked if you try to throw out 2,4...I spent a lot of time practicing timing with the majority of characters vs jin in training...it pays to study other characters as well as their hit properties.

overall your gameplay just needs a little more variety...e.g. b,f+2,1 [stop], then maybe 2,1 or something else... utilize ewgf more for pushback and spacing. you could try delaying the 4 in d/f+1,4....sometimes ppl will try to jab you out of your short strings like 2,1 etc.... if you delay the 4 just right, you can get some damage in. -- use cds / cds cancels along w/ your WDing too...good for bait

practice more movement too...didn't see much bdc or sidestepping...your gameplay seemed somewhat linear.


http://www.youtube.com/watch?v=zIvE7zQMHn4&feature=related
1st vid:

1st match:
Again...still a lack of mix ups - towards the middle of the video...IPTF noticed you almost always finished your 2,1,4 or 1,2,3... off course you wouldn't to be predictable cause then you could be read.

Slightly more movement but still not enough to make a difference (e.g. cause whiff, or keep you away from the walls or keep him against the walls).

off a CH d/b+4, you can get a free b,f+2,1 or a b+2,1 (with marduk i know the timing is tricky for one of those...can't remember which).

2nd match:
try using 1,d+3_d+3,3 as well...I didn't see you use either of those in your mix ups...IPTF knew you would throw 1,2 more so than the rest of your other short strings... he anticipated, ducked and punished you because he could read you.

Also...another thing I noticed...you stay committed once you throw a move when you're close enough. You should try going in just outside the mid range and back out to bait him in. From your play style, you'll 90% of the time come in with a committed jab or b+2,1.

b+2,1 would be the safe option to close the gap between you and your opponent, but that leaves you in their face after block. (assuming they block)

again lack of ewgfs for pushing and spacing.



http://www.youtube.com/watch?v=Ds0JYpak5qU&feature=related
1st match:
repetitive use of d+4 will get you punished...switch up with b+4_f+4_ f,f+4 so you can leave your opponent guessing.
and again when you're in lead with health...you'll tend to rush in and try to rush down your opponent, or if you have low life... play it safe and back up a bit...make him use a move you can read easy..parry and punish or wait til he whiffs hard to launch punish...this is where spacing is important

2nd match:
Too aggressive tbh. That wouldn't be an issue if they didnt know how to play against YOUR jin...but I'm assuming you and IPTF are dailies. I think you need to re-evaluate your play style kage, and try to adjust for your weaknesses as of now.

3rd match:
Seems like you rushed in a lot on this match too...it costed you a match point . And it seems like your play style hasn't changed much from the 2nd match .

my personal analysis from your vids uploaded so far:

1. lack of mix ups - leads to predictability
2. lack of defense - chip damage in the long run will hurt.
3. over aggressiveness - if a player with good D can shut you down, and you only play in one style mostly...it'll be easy to pinpoint what you abuse/do often and take advantage of it. or rather expose your lack of skill in another area (e.g. defense)
4. lack of spacing

one thing I also noticed was you roll a lot to get up...try just mashing 2 and up til you get it up (quick getup command)...its a lot quicker than rolling and could let you block in time.

also after 1,3~b...when IPTF was throwing punches in..1+2 would of caught him...or even 2,1_b+2,1

If you block a low that seems quick as well, ws+4 will usually hit for some chip damage(i11f).

also you were lacking eCD+1...good for whiff punish too.


just remember:

ws+4 =11f
1+2 = 12f
ws+1>2 = 13f for first hit
ws+2 = 14f
standing 4 = 13f


2,4 is -13f on block... I noticed you somewhat abused that during the last two matches...you could use d/f+1,4 as a safe alternative...and d/f+1 as just a little more reach than stand 1. so you won't have to be in as deep to get a hit confirm.

and also...jins 1 & 2 are both 10f... if 2,4 you won't think will connect, use 2,1 so he won't duck the 4. or 1,d+3. to catch him off guard.

my advice for now:

...work on your defense and broaden your play style more as well as the above mentioned in my earlier post...I don't mean any offense to you at all...but right now I think you're lacking some elements of foundation.

Jin may be easy to play but hes tough to take on in the long run...work on that foundation and you'll be a much stronger player from what I can tell.

Sunday 26 September 2010

Spacing

Stop bdcing x n. Learn when to move and not to move. Learn to stand ground and stick a ws move when an opponent commits to closing in.

Saturday 4 September 2010

SO SHIT TODAY

I'm never going to oversleep before a session day ever again as it mars performance like shit. Might as well be eating shit.

Lei- Seriously. Razor rush is linear but once the timings change its hard to say. It crushes lots of shit too but this is Lei's primary form of pressure.

Hopefully Dino can give me some tips in time. There's nobody in here to discuss the game in technical terms...

Wang- 112- Punish with b2
d4,2- f3/d4,4 - ws2
Unblockable.. sidewalk.

Which direction to sidewalk against him since his linear moveset seems to eat through a hell lot of pokes.

What's this string that ends with a headbutt?
df4,1 is -9 so the power to mixup is less in his favour and it is possible to move/hitbuttons.



Bryan- Work on movement to whiff shit.

Believe in the power of 1+4, d3 and movement.

People are getting accustomed to ss2. Conserve it more for setups esp after landing several chip hits.

After f3 it's a matter of straight mixup or an attempt to react via closing in.

Don't blindly close in. 

Tbh I need someone to find the tiny brick walls in my game. Getting demoted really feels like shit since it shows I don't deserve that rank in the first place. Not to mention my winrate is getting lower. This will be fixed.

It has to be done to ensure that I have reached that level where everyone is confident that I can represent Brunei in major tournaments such as EVO (USA), SVB (UK) and Tougeki (Japan). Wonder if participating in Crash is possible.

Why I am so into this comes next time....

Thursday 2 September 2010

2nd September 2010

Messed with some of the 2ndaries.

Anyway. The power of sidewalking is apparent.Gotta use 1+4 on block more to look at habits. Against ws4, just block and regain frame advantage there.

Julia- Seriously need to bait more hopkicks against this one. Kept on getting hit by dash punch->low kick/mid palm. Supposed to be a very linear character. d4,4 stuff just duck low. 1,2 react to the low rather than try and interrupt the canned mixup as turn-> hopkick will crush it.

ws4 is  -15 but safe due to pushback.. what can punish it from so far.

Stay out of her good range if anything.

Lili- Sidewalking is definitely the answer to her bs.

Xiaoyu- Sidewalk owns her lows. When BT3+4 is blocked, used 1+4 to shut down another 3+4 rather than f3.

Saturday 28 August 2010

(28/8/2010)

Can't believe I got on a losing streak early on in the session. Later on things picked up nicely but the fact IS a losing streak occured, indicating holes in my game and sloppiness. Should really learn to maintain my cool in clutch situations.

Lili-
qcf1,2  is -14- Punish with f3/df34, NOT df2
After 3+4 is blocked, this guy likes to use b1+2. Side walk around it.
Why are her BT moves so gay esp on oki.-> Sideroll away when on the floor. Take the d3 hit and get up.
BT d3,4- Block that on reaction as much as possible.
db3+4 is linear- Sidewalk around it then punish it as it whiffs.
If space needs to be opened up sidewalk first then backdash. The other way round is liable to get tagged by df3+4


Alisa-
See ws1 (elbow) DUCK the 2nd hit
See f3 low parry the 2nd hit
b3+4 (equivalent of Lar's uf3),3+4 sidewalking to the back doesnt really guarantee anything.

Lei-
1+4 eats his lie down stuff.
Interrupt his stances to prevent mixup.
He's quite linear

Marduk
VT stance mainly used in oki.

Bruce
Urgh cd3
Low string starters are followed by a high.


Self- Use d3,2 way less since anybody who doesn't know frames is punishing it unless its used on oki esp to CH wakeup kicks.

Use more lows during sidestep cancel stuff to keep people guessing esp from b222~ss or d4,1~ss

d4,1 doesnt hit grounded, picks up back roll/getup, CH wakeup kick... Possibility that d4,1 can be cancelled and whiff a delayed wakeup kick.

d2 more, Test how people react to a forward dash .

ff3 is pretty good for wall pressure esp a long range mid.

df3,2 from 1+3 isn't reliable unless a backroll is read.

Use db3/wtf for otg more. d3+4 doesn't give good distance/advantage unless its for the kill.

Wakeup low kick has longer range than mid kick.

Thursday 26 August 2010

Today's games (25/8/2010)

Alisa- df3,3 is a mid low. Low parry the 2nd hit.


Hwoarang- His pressure is stop cold when RF df4 is blocked. 2,4 transits to an uninterruptable df4 so respect that.

Heihachi- Punish 2nd kick of hellsweep with ws4. Backflip whiffs Hellsweep->Uppercut

Devil Jin- Range 0 definitely works so far. Watchout for panic 112 and cyclops.

Jin- This player likes to clutch alot. + frames is where he'll go for throw or df2. Likes Hellsweep on oki.

Bob- When his sweep is blocked watch out for the block animation. Pushback = hellsweep, no pushback= string. Bait twin pistons when in doubt. Ivory cutter is safe from d1's phantom hitbox.

Dragunov- Passive wr2 buffer results in getting rush'd down. Mash 1+2 as db3 comes.  String variation mixup with b4,3 (M.H) or b4,2,1. PUNISH FF2 WITH SLAPS!

Lili- Respect her pressure game. Worse thing that can happen is to hit buttons and she goes for a crush. Not worth trying to interrupt what she does unless she's at +. Defense and movement beats alot of her crush attacks.

Marduk- f1+2 on block, db3

Zafina-  Backdash is beast!

Paul- DUCK DUCK DUCK ff2,1

Oki thoughts-
1+3- IMO better to use ss WTF, d3+4, db3 for grounded.

Use d4,1 for the pick up option esp if they dont wake up so it's possible to ss cancel into ws2.

df3,2 picks up better but it's beatable via lying down or side rolling.

uf4,3,ss cancel works as a reset too.. Decent combo ender to transit into ss1 cancel mixup.

Saturday 21 August 2010

What's going on

Looks like I'm getting predictable with the ss2 stuff. Better stagger my offense to vary the timing.

Also more lows will help against defensive opponents.

Poke more.

Matchup thoughts
Baek

Devil Jin- Once iws4 pops in it gets crazy.

Dragunov- Handling wr2.

Hwoarang

Heihachi

Jack

Kazuya

Xiaoyu

Thursday 19 August 2010

today's games

Work on execution for WTF wall oki.

Don't rush to people after a knockback combo from mid screen. Space forward, see what they do then move back if not sure.

Where does b1 come from again?

More cd moves esp on post oki mixup to keep them guessing.

It's ok to end blockstring with ff1+2 by the wall as the immense pushback can still be used to setup whiff punishes.



Bryan- Watchout for moves with immense pushback as that sets up uf4/snake edge. Try move and bait these options more.

Dragunov- df1 blocked, OS w/qcb to duck the 2nd hit of df1,4 and block df2s in time.
Anticipate ff2 and slap them.
Side walk more as his long range options are more linear. His best game comes in close range.
When db3 pops up, block low and mash 1+2.

Feng- Sidewalk moar. Low parry db2 (jab punishable, 2nd hit launch punishable but hitconfirmable).

Lee-  qcf3 looks good in closing in on him esp if he fishes with f4
d3- If it hits try and swr to beat fishing with 223
f4,3- anticipate the next move.
b4- SWL punish with df2. 
1+4, shuts his frame traps
block db3, WTF him in hitman stance/close range- iws1,1+2

Leo- Quite linear.

Ganryu- b2,1,2 string d1,4 the 3rd low hit.
His rapid slap tracks well and stops ss2 (try earlier timing)-> -14=df3,4/f3 on block

1+2 ->NCs , 2nd hit at -13 guarantees df1,2/iws1, Transits into his ub w/ fake options but theyre all high.

Sitdown- Mid is slower than the low. Low is more unsafe. Blocklow, react to mid.


Miguel- 1/df1 blockstring beats db1/uf4. Make sure not to whiff upclose.

Duck the 2nd hit of df1.

Marduk- 3,2,1 string, duck the 3rd hit.


VT stance- Sweep low must be punishable. Linear?

Paul- DUCK 2nd hit of 3,2 and ff2,1!
Punish barge with b1+4 properly.

Tuesday 17 August 2010

Oki writeup + Plans for next session

Oki
Okizeme is a term to continuously pressure a waking up opponent. Nina is strong in this department as she got good assortment of moves to pick up an opponent and also do damage if they remain floored.

From a 1+4/d434 spike
- d4,1/df1/d2 catches back rolls/fast getup/-pops them up into another combo.
- d3+4/db3/uf1 against grounded opponents for damage




- Delay db3/ss1 b~u for post oki mixup.
ss+1+2
-ff+1+2 is guaranteed

ch qcf+3
-d+2 is clearly the best option youve got right here because it is guaranteed. it hits stayers, siderollers and picks up backrollers and those trying to stand up
-if they know this already and almost never stands up, you can now put in more damaging moves for stayers like ff+1+2

WTF options

-wtf, wtf is guaranteed (but the opponent could lessen the damage by trying to move)

-if that's the case, you could relaunch them using d+4,1, df+3,2, 1, 1+4, B!, ws+1, ff+3 if they try to stand up or backroll

you can also use cc, d+2 into juggle for backrollers and d+2 also hits stayers. its up to you what to use, but i personally prefer using d+4,1 over cc, d+2 because d+4,1 is hit confirmable (you can choose not to hit 1 if the 4 wont hit making you safer) and has triple purpose (hits siderollers, launches both backrollers and those standing up

-finally, ff+1+2 for massive damage for stayers. also safe if you guessed wrong

d+3,d+4 wall tech trap

BASIC: when you hit an opponent with wtf (d,df+4) against the wall, d+3,d+4 is guaranteed

ADVANCED: after wtf, d+3,d+4, you can do a tech catch by doing UF+n+4. What will happen is that you will hit the opponent with the UF+n+4 leaving you both in BT position. after this, you may do a throw from BT position to back throw the opponent. =)

Spike Ender Mixups

BASIC: when you hit an opponent with uf+2,1 against the wall, d+3,4,3 is guaranteed

ADVANCED: since d+3,4,3 spikes the opponent in the ground (no techroll), we can mixup after that.

  uf+3 or d+3,d+4 (other options would be db+3 or uf+1+2 or d,df+4).
After a spike ender on the wall, majority of the opponents like to sideroll. uf+3, wtf, and d+3,d+4 all hits siderollers in any direction while db+3 is safer, it only tracks sideroll left but still leaves you safe if they sideroll the right way.  The siderollers are left with the option to stand up, or to stay down. If they stay down or sideroll, d+3,d+4 will hit them. and whats the good thing about hitting the d+3,d+4 other than it being guaranteed? the possibility of a tech trap of course (read d+3,d+4 wall tech trap). 

If the opponent chooses to stand up, the options here are very rewarding. If they choose to stand up and and block high, wtf will hit them, then another guaranteed d+3,d+4, into tech trap option again. uf+1+2 is kinda self explanatory. uf+3 gets them re-walled for some awesome damage if they choose to duck after standing up.




CH bait with 332/432, the first hit will whiff , this fakes an opening which might trick the opponent to use wakeup kick. The 3,2 will launch CH them.


kick~roll wall techtrap

BASIC: if you get to have a wall splat, you can tech catch them with a 3~roll and have them BT for you to enjoy. 

For example, juggle, B! then end with ws+1,1+2, W!.. hit them with a 3~roll. when the opponent techs, they leave their back towards you allowing you to get a free df+3,1,2,f+1+2 after the tech catch to get them to another wall and cause larger amounts of damage.

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THROW OKIZEME - for those who dont know, okizeme is "the art of damaging your opponent while he is getting up off the ground" and quite commonly called "wakeup games"

1+3 / df+1+3 followups

f+1+2 - huge damage for siderollers and backrollers

ss, wtf - hits stayers and siderollers. (the ss part allows wtf to hit siderollers becuse ss realigns your character to the opponent)

db+3 - safer alternative to ss, wtf

d+4,1 - picks up opponents trying to stand and backrollers into pickup d+4,1, df+3,2, 1+4, B!, d+2,3

*2+4~,1,2,1,2,1,3 and df,df+1has no okizeme options, the opponent could just stand up safely*

df+2+4 followups

same options with df+1+3 and 1+3, but better, because:

-d+4,1 hits the opponent backturned if they try to standup
-f+throw will backthrow opponents trying to stand up



 Plans for Next Session
Use more Hayashida during spacing.

More ws1 to advance forward with a mid.

Poke more diligently with df4/b4. Use way more low pokes like d3,4.

Frame trap with d3,2 if df4 hits.

Have more faith in df1 for rushing down. Use more 1+4 while rushing down to lessen the panic options available to the opponent. Conditions them to use ws moves allowing ss2 to be setup more.

Mixup ss1 cancel move instead of just db3. Use more mids after a ss1.

Against cornered opponent try using sway4 as a launcher.

Matchups 


Bryan: df1 him alot while pressuring him. This should stop uf4/df3 in attempts to crush out of pressure. Watch the distance so that df3 won't hit as the leg part will go right under it. Occasionally bait the punch parry. Nina lacks reliable mid kicks so try 1,2,3 as he mashes the punch parry.

 ss2 might pop him out of snake edge at closer ranges. uf4 is the one to watch out for in this regard. 

1+4 should shut him from using snake edge. If he insists on hitting buttons then punish with ss2 or block punish.

uf4 does not track to his right so ssl2

Respect b1. If the range is quite far don't risk stuffing it or sidewalking it on reaction. Just prepare for the mixup afterwards as he has no fast enough low/mid that leads to damage on hit.

Zafina: Avoid using highs as much as possible other than magic 4.

Drag: d1 after a blocked b2 to shut his options out. Mixup only pops up on hit.

Wang: Poke away, watch his movement then intercept.

Saturday 14 August 2010

Today's games

Good to see the place being quite packed today and met alot of old faces. Got on a losing streak when I'm tired and got tense due to my silly ego which I have to get over.

Got the DBD outfit for Nina too. 2P outfit is pretty sorted now. 1P outfit is gonna require the Racer Jacket, might 'browse' around to see what I want but the cash has to be regained.

Bryan- b1, uf4 and Snake Edge are literally giving me a headache. I'd love something to really shut those 3 things nicely while I'm doing pressure.

1 w/ df1- Stop's b1 and uf4 cold but dies out to Snake Edge.
Against Snake Edge I suppose I have to learn to really react to that thing. I can stuff it with d1 but that's where uf4/b1 comes in and crushes me despite being in frame disadvantage.

What's a good move to reliably stuff b1 other than 1,2? It crushes lows it seems as I can't d1 out.

d3,1+2 cancel- b1+4 that shit esp on block.

b2 looks like the anti ss2 move even if ss2 is done following 1,2 on hit.. I hope it's just me not doing it fast enough.

Argh I've played this character so much in UK, I have to really break him down especially if I get clear reads. Hmm what to do.

Dragunov- iwr2 changes alot of things. It's like Bryan's b1 on steroids. ff2 is unsafe -12 but it resembles wr2.. Must try and sidewalk more against him.

If he tries to crawl away on wakeup esp after 1 throw. Run in df3,2 for the juggle.

Hei- Twin pistons on block = free ws4. Seems to track pretty well when I tried to use ss2 after 1,2 on hit.
His mids are beast by the wall. Due to start up it is possible to avoid their range. df1 is his fastest mid too.

Zafina- b1+2 is definitely an annoying low poke. It might be linear but it will randomly hit as I'm spacing and uf1 just goes over it.
Her df1 tracks to her left well and it beats ssr 2.. I could have not done it early.
It's either that or eat a df2 for more pain.

Her 1+2 4 4-> 1+4 can interrupt the last hit of this string on block.

Feng- Very linear but hurts one way or another. L2 block ss4 and his other lows on reaction. Also if he's baiting b1 that's where WTF comes in.

ff3->flip = very unsafe, other than the fact it's linear.

iws1 has a possibility of beating b1 clean during mixup due to ws1 crushing highs.

Leo- Need to know defense against her. The vid is here for a reason I suppose.

Jin- Linearity is definitely the issue. Blocked ws3 = mixup. b1 stance stuff isn't very threatening. ss2 and b1,2 will whiff each other.

AK- Again another victim of linearity. Not to mention he's pretty high risk. db3 on block max range should be punished via cc into b1+4 or uf2,1.

Thursday 12 August 2010

Today's games

Hmm there's been alot to write but today's games literally helped me feel out the basic aspects of Nina's game alot better.

One of the things is the power of ss2 for mixup. When she's in an advantage ss2 is guaranteed against people who press buttons in an attempt to interrupt. Best part is that it's even possible to react to the attempt at retaliation. Therefore, if the opponent is observed to be passive the situation at worst resets to neutral.

Nina's high and mids are better equipped for straight forward mixups. db3 is an excellent low but not something I'd use against the twitchy opponent unless it's from f3 or 1/df1/df1,2 CH.

ss1 is awesome for oki which will be my next writeup.

Here are the characters encountered.
Zafina- I really should punish her -14 stuff alot more consistently with f3 or df3,4. MSC 4 should be punished with b1+4 automatically. This particular player will always go low from far range if I'm at low health.

Wang- Able to react to his fc mixup so that's a free launcher. The first hit of his sweepbang is pretty safe on block and worse of all there's the threat of the 2nd hit which launches. 2nd his is less safe.Need to know exactly where to ss so I can avoid more of this player's near random mixup game based on frame traps lol.

Jin- Don't ever let this guy get into the range of his 2/3 hit strings.4 is his only answer to the ss2 setup but he is a linear character otherwise esp at mid range. Try not to over use df1 in blockstrings as df1+2 is a good panic button there. This is where lows or f3 comes in. f3 has to be parried twice too.

Dragunov-

Heihachi- He hurts. Need more info in this matchup other than the standard anti-Mishima strats. Has pretty high reward off his mids. Twin pistons might not launch but the kd gives a nice oki position.

I want more roulette. :(

Wednesday 11 August 2010

Mid-range game

Nina's real specialty comes from her mid range game. She has a huge arsenal of pokes to keep the opponent at bay. This combined with her fast movement + Hayashida step means that she's very hard to actually get into under the right hands. Not to mention that charging into Nina is literally asking for death as her mid range setups can lead to the juggle one. Her pokes can be so annoying that it can condition the opponent to be more passive and bait for it. This is when Nina can swoop in for the mixup. How Nina will do that was outlined in my previous entry. The spacing part of Tekken is probably the most indepth or perhaps open-ended part of the whole game as there are alot of possibilities to earn the advantage from the opponent.

So in this post we will look at her mid range tools:
df1- Other than a mixup tool the speed itself makes this a reason to not get rush into Nina.
d1,4- d1 is a favourite panic move and having a 2 hit d1 string gives Nina a good panic move to stick out to interrupt an opponent and deal damage.
ws1- Advancing Mid that crushes highs.
b1- Against a very aggressive opponent who charges straight on. This is a good tool to use to punish them into a juggle. It is a sidestep move, which means that using this in conjunction with a sidewalk will improve the evasiveness of this attack.

ss1- When used during spacing the cancellation allows Nina to conceal the animation in some of her moves. Also cancelling the ss1 nearly eliminates the recovery so it's a good move to whiff as long as the opponent is not actively looking out for it. Handy tool in determining the habits of your opponent.

d2- Used for getting in via a low. Viable tool for mid range because it advances her forward with a 2.
db2- Homing attack that resembles d2 use this to catch random ss and go under high pokes.
df2- Generic df2s are launchers. Nina's df2 is shorter than average but it's still useful in punishing a well read close in.
ss2- Has better risk reward than b1. As it is executed from a sidestep it's excellent against impatient opponents during the spacing game.

ff3- Long range poke but not too good on block.
df3,2- Long range advancing poke. Against more experienced opponents take care when using this move on block as the 2nd hit can be ducked.
df3,2,3+4- Advancing string which punishes conditioned opponents.
d3,4- Generic low with an extra hit. More range than db3 so it's more useful as a poke
d3,2- Same reasons but executed with the confidence that the opponent presses button

4- At i11 this is a great poke to use for fishing CH and sticking out randomly. Just don't get high crushed.
df4- Another excellent zoning tool. Pops out fast, good range and safe on block. Linear but difficult to ss on reaction.
b4- Another high poke. A tad slower than 4 but the reward is better. On CH it guarantees b1+4 which leads to Nina's more damaging juggles.
WTF- Only for high crush.

I have yet to establish my game clearly in what sequence of moves can be used to create a strong setup but these are the tools outlined for Nina.

Monday 9 August 2010

It's time for the Surreal Black Onyx

This blog will be used as a space for various fighting game stuff. One way or another it's about time to concentrate on 1 game to reach the goal.

Despite that this blog will contain writeups of a gaming session and gives me a space to plan out the next. Efficiency is the key especially that my time allows me to play fighting games with people once or twice a week. So it'll be worthwhile to make use of such time.

Anyway.. Tekken 6 Bloodline Rebellion. It's been a while since I played after all the travels and drooling over KoF13. The rust has to be shaken off and this was sped up by a local Zafina who's pretty good at using d1 to interrupt pressure and knows when to block.

Crouch jab is a good panic move since the old days of Tekken. Being i10 it's ideal for interrupting stuff. It puts the defender in a crouch state so it will beat high attacks. On hit it gives enough frames to enforce a mixup with quicker mid/lows like Zaf's df1 and d3( the low that transitions to scarecrow stance).

One way or another the amount of things that move alone stuffed did get into my head and disoriented my offense at the very least.

It's a good thing to encounter this so I can learn to establish stronger frame traps using a sequence of moves to ensure that my opponent's defensive habits are kept in check. Also this series of matches provided me abit of insight on what exactly is my opponent thinking during a spacing situation and what matchups mean in this game.


Later on, I used more low crush moves like uf1. It works against the d1 as it's a special mid. However, despite the good risk reward carried in this move, I need to establish my offense upclose.

So first we will look at tools that are handy to close-in with for the mixup.

Closing in

uf1 is a good mid that crushes lows and it's quite safe on block. It does have startup.

df1 itself is +5 on hit and this is a good value to begin mixups. Since the opponent tends to d1 in an attempt to escape. I could learn to hitconfirm this stand alone when i close in for the mixup. Besides if it's blocked there is the 2nd hit to take into account so there is a threat of taking chip damage though the 2nd hit does not offer much frame advantage unless the df1,2 lands on CH which mainly results from subsequent mixups.


b2,2,2 good string to use to advance forward but beware of high crushes. Also her only 12 frame punisher.

d2 is a nice low that advances forward.

db2 is a homing mid that advances forward. Due to it's slow speed it's blockable on reaction. It has pretty good reward on hit and a knockback. Goes under highs too and it looks similar to d2 so with some conditioning it's possible to setup hits with this.

f3 is a good move to setup a guaranteed mixup situation on block but as it's high it's hardly a threat to the d1 lover. However, in the event this gets blocked it's a free mixup.
db3 is a great move to use after closing the gap.

4 I literally need to use this more. Longer range than a jab, has frame advantage as close as a jab on hit, launches on CH. Can't say no to this other than the fact that my opponent loves to do high crush stuff.

fc df4 aka WTF is a good long sweep that catches people off. It is blockable on reaction so it's better to use it after certain moves or slightly off axis in order to conceal the animation abit. Crouch dash and d2 are very good moves to use in conjunction with this for this purpose. Hayashida step into wtf also works.

Now assuming most of these have hit, leading to frame advantage, here are a few moves that can be used to continue with the pressure.
df1,2 -> With anything that's +4 at least this is an invaluable mid for reasons previously stated. Now if the opponent is twitchy it's very possible to net a CH df1,2 which is a whooping +9 on hit giving the attacker another opportunity to mixup with abit slower mid/lows.

Some more the animation of the move can be used to mask some throws esp dfdf1.

ss df2-> If the opponent likes to respond with a jab or a d1 immediately this basic manuever can net a juggle.

ss 2-> Same reasons especially with Nina's fast sidestep, this is an effective tactic but it's jab punishable on block so take heed about when to use it.

db3-> Great low to use in a subsequent mixup. +6 on hit is a reward worth taking and it's quite hard to see.

db4,3-> With some space and abit of risk for extra reward this is another good move to use when you're sure your opponent is twitchy.

ss1 b~ss-> Once your opponent begins to respect the mixup. This is a handy tool in creating a very tight pressure game. ss1 has some startup but if it does go through a mixup situation will be created very strongly in Nina's favour.



Other notes:

I really shouldn't be freezing when spacing. It doesn't hurt to stick out limbs in the anticipation they will close in. After all, it is better than giving them a free entry to close the gap.  Zafina got tonnes of high crush moves but a good portion of her movelist is unsafe and linear. So if I do intend to poke it's better to use df4 or possibly df3,2 but that on block might get d1'd. Zafina's df2 crushes highs and has immense range but it's not the safest thing too. In spite of having this knowledge I would rather do something that makes sure he's kept honest with his approach...

Blah that's it for now but I should keep my entries more focused next time. Next step, the mid range game.