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...
Saturday, 16 October 2010
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.
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
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....
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.
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.
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.
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.
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