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.