#Played almost 300 hrs of JP looking for ways to improve my game
13 messages · Page 1 of 1 (latest)
One thing I've noticed, and this may seem wild, seeing as you're lurking in Master, is that most of your damage stems from getting a really solid jump-in
Which means, if they're not in position to get hit by said jump-in or they get around it, you sorta fumble around and press buttons in neutral, getting clipped by their buttons instead.
I am watching through two matches against a 1360-ish Ken player and you're sorta standing around at the beginning of the match, ready to anti-air a jump-in, and then 3-4 seconds go by, and you do j. lk or j. hk to start the party.
Second big thing I've noticed is a sort of unfamiliarity with the frame data. You know that ken run tatsu is negative on block, for example, but you opt for the wrong punish when he does it, using st. hp instead of b+mp. As a result, he mashed out an OD uppercut and knocks you down.
Third thing: Optimization and corner positioning. You snag a DI to counter a bad cancel into Jinrai from Ken, but you send him full screen with microwalk st. hp xx hp spin when your back is to the corner. In that instance, you may want the side switch OD portal combo to corner him.
Fourth thing: There's situations where you don't really pay attention to your own drive bar, extending your long-range pressure with OD spike, but putting yourself within burnout range from a single blockstring. Opponent gets in after the od spike, you get burnt out and eat a stun. If you are going to burn yourself out on purpose like that, make sure you're ready to counter the DI with amnesia
Fifth thing: There's a famous statement by a top tier player, who I forget, that JP would become absolutely overpowered overnight if Capcom outright removed his command grab. You commit to hk xx hp xx od grab while your opponent is cornered, and they hop over your head and punish counter you and corner you. It wouldn't have killed if it hit, and the risk attached to it was enough to actually lose you the round outright.
Sixth thing: It wasn't until rounds 2 or 3 in each game where the opponent noticed your offense wasn't as tight as it really should have been. There were moments where you did dr xx st. hk post throw and followed it with a st. hk into cr. mp and got interrupted halfway through by a sly cr. lp counterhit combo (often into cr. mk xx dr xx stuff). If you don't represent frame tight offense with your pressure to start, there's a high likelihood that your opponent will notice and start mashing out. That being said, it's SF6, people are going to mash out anyways most of the time.
Anyways, I know that's a lot of words, but the replays I looked at were D3FA9EH9C and LL78GEG9K
thanks for looking into my replays. One thing is that I always get clipped by crouching attacks cancelled to DR most of the time
yep, again, that comes down to knowing the ranges where those moves work. You're never going to react to ken doing a cr. mk, it's 7f startup. You have to know the range where he wants to do it, and play around those ranges. That means creating strings that automatically space you out to make their cr. mk whiff when your pressure is over.
You can program the bot to do cr. mk in training to see exactly where you need to stand in neutral, as well as look at your options for crushing it when they use it mindlessly in neutral. Similarly for your strings.