#1700 Ken/Akuma/Ryu Player Offering Coaching
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really think about using these tools and why you're using them
if your opponent is jumping, think about not using your neutral tools for a sec, and focus on anti air
if your opponent is DI a lot, focus on stopping your pressure short to counter DI
lastly, we need a punish combo
St. Mp > St. Hp xx run (light kick+medium kick) xx shoryuken
so m. jinri to lk, hadoden (does it have to always be hvy?), the third video skips, jumps then skips, and then mk, hk, target to the jinri,
last one is hvy hado to drive rush to mk,hk, jinri?
if someone does something unsafe and you're in range, try to punish like this
here, i'll add notation to the videos so you know what i'm pressing
Forward Jump Heavy Punch, St. MP > St. HP (target combo) xx medium kick jinrai > light kick (low ender)
this is that jumping video that was skipping ^^^^
so including this jumping video with the rest of the videos, use those tools in neutral
and use that punish video to punish when people do something unsafe on block
and remember to anti air with cr. hp or light shoryuken
for now, let's simplify your gameplay to this
and adapting to if your opponent jumps a lot
or does DI a lot
and we'll add more buttons as your gameplay evolves and gets more comfortable with the tools you are using
oh yeah, if you land a counter DI, do the punish combo video
ok
where u located? maybe we could do some friendlies rq
and ill play u using only these tools
so you can see what i mean
i'm east coast and ur central but, maybe we're not too far
texas
hrm, i'm toronto canada
i think that's pretty far right
oh yeah
that's far lol
well we could still try
with a bit of latency
if u want
I can later, was about to go to bed
np
hope these tools help u
u just need to simplify your moveset
but this time around, you know exactly why
and what ur doing
ok, Ill try all this later today, thank you
hey coach @sweet grove (do i even need to tag you, probably not? :D)
can you give me a specific combo that's a good and easy setup for the Super 1&2? (hope i'm not confusing super and special again)
For the Super 3 i will just go with 2lp 5lp, 623hp, 236236hp
or should i just do it after the m jinrai? I mean an alternative to the running Dragonlash, because i kinda struggle with the very close distance running to dragonlash
Because i realized i resort to spontaneous ideas when i try to utilize some of the supers, that result in loosing control by resorting to some mashing, which just brings me away from calm neutral
Also, what should i do when I have a enemy that just runs away and waits for me? Or generally plays very defensive?
Throw some fireballs and chill for a bit?
Btw, my personal to-do list:
- Cleaning up combo (esp. P2 side)
- Cleaning Fireball input, especially for fast input/combo
- Anti air training
In Matches:
- more block on wakeup
- Calmer plays
HW5W7D4SM
Would be a match where i would be very interested in feedback
no worries, it's better if u tag me since there are a few people i'm coaching in this thread
if ur having trouble with the run dragonlash it's going to be a bit tough integrating super 1 & 2 tbh
that's generally the best route to combo into supers 1 & 2
for now just do this
and maybe don't worry about using level 1 for now
as for opponents that just run away and wait for you, just slowly walk them down, while crouch blocking every now and then when they are in range to hit you low. as you walk them down, you are looking for 2 main things:
jump in
drive rush (or any kind of horizontal movement the opposing character has)
choose one and try to use most of your mental stack to counter it
if they jump, anti air
if they drive rush, exdp or check it with a button (such as cr.mp) if you feel confident
also, i just watched your replay, you actually played this really well!
u caught on to his DI, and you started countering
but you lost in the 3rd round because you started throwing out too many DI yourself, and preemptively trying to catch his DI
if you think your opponent is mashing DI, it's better to wait and counter than to preemptively do it
a good way to bait it out, is to end your pressure short, instead of commiting to your entire combo/blockstring
for example:
this video has 2 examples:
in the first example, i commit to my entire string and i eat the DI because i committed
in the 2nd example, i end it short by stopping with st. mp, which gives me time to counter DI
if you notice your opponent has the tendency to DI, you need to adapt by modifying your gameplan
otherwise, good stuff in that replay!
@main anvil
and remember to use a punish combo when you land a DI!
such as, st.mp > st. hp target combo xx run xx shoryuken
or even st.mp > st.hp target combo xx shoryuken
i also notice you going for pressure after you knock them down, if you want something safer than doing run kick, try doing raw drive rush xx St. HP
this allows you to continue your pressure into your BnB combo
and gives you time to react to DI
then i'll work on that ๐
I appreciate the feedback a lot, coach @sweet grove as usual! โค๏ธ
I'll properly integrate and reply to it this afternoon! ๐
something i'll also look into this afternoon is wakeup options, also could you give me a short rundown on the best options? (or options in general)
I know we talked about blocking more, instead of mashing/attacking
I got properly outplayed quite a bit yesterday by someone who knocked me down a lot ๐
I will check the replay later myself, but also send it in here to understand a bit better the plus and minus on wakeup, because i felt a lot on the losing end ๐
one of the best things you can learn on defense is what we call "delay grab tech" or "delay grab option select"
it's a technique where you hold down back (so that you are crouch blocking) and as your character gets up, you input grab slightly after your opponent would try to land a meaty attack (a meaty attack is when they place an attack to land right as you get up). this way, if they go for a meaty, you block it because you input grab later, but if they go for a grab, you are still within the window to tech the grab (break the throw).
in this video i have 2 recordings for a Ryu dummy
the first 1 he dashes up then grabs me
then right as I get up, he goes for another grab
the 2nd recording, he dashes up and grabs me
then right as i get up, he times st.hp to land as a meaty attack
pay attention to the frame meter, the top 1 (which represents me, Ken) and see how when i am knocked down, my frame meter turns yellow
then right as I get up there is barely any space between the animation I spent getting up (when it was yellow) to when I block his next attack/break his throw (a new bar of yellow)
if you want to replicate this, you need to make sure you record ryu doing both these things right as you get up
if this is too advanced at the moment, I advise you to just try blocking on wakeup
and if you really don't want to block, you can invincible reversal (OD Shoryuken)
i don't advise doing the latter too much
I know partly, I defaulted back to my bad habit of hvy kick spaming, but even then, Im not sure what to do verse this crouching Cammy
A4AYER8RC 9UAAK9MWX
@sweet grove
so i watched your first game. i would say, you really didn't employ any of the tools we talked about. the main reason why you lost is cause you used a lot of unsafe options, like run dragonlash, going through with your light, light, light xx shoryuken string even when it got blocked, using too much DI and you didn't' punish any of her spiral arrows
i noticed you using more cr. mk which is good, but remember throwing out buttons is about intention
you didnt cancel it into jinrai
you also didnt cancel it into drive rush
you were just sort of randomly throwing it out
if an opponent is just crouch blocking and spamming crouching medium kick like that, they are probably fishing for drive rush cancel
but she was sort of similar to you in that, she didn't have any intention with that move other than to poke low, that is to say, she wasn't cancelling it into anything
utilizing the tools we talked about, i would have jumped on her more
or did more raw drive rush
you really don't need to be doing all that extra stuff you're doing
like run dragonlash
if you want a horizontal moving move
that gives you free pressure
just use heavy dragonlash
if ur around, we can play a set
and ill use only the tools we talked about
so you can see what i mean
I can, Ivs just been trying to get that hado to drive rush thing to work
I dont use drive rush cause I cant relibly get it to work. I end up either doing a normal dash, or just standing in place and parrying
one easy way to get drive rush to come out from neutral is to input it like this:
foward, forward + parry
also, if you're in the middle of animation, such as in the middle of throwing a hadouken
you can just hold parry through the animation
and then spam forward
I can do them MOSTLY apart, but when I try to follow it after the fireball, not so much
ya, it will take some time to get used to, it's something you'll have to lab and practice
but try doing my suggestion, which is to just hold parry button through the hado animation
and spam the shit out of forward
while ur holding parry
u want to ideally practice the tools we talked about enough so that you're confident in doing them on each side
that way you're not wondering why it's not working in a real match
I will check it out later, and will say how doable it is ๐
I also want to check out frame data a bit, or at least get a better understanding on when do I have enough time to block, parry, throw, punish etc
Just like in which cases I usually have other options, if you have a good idea how to approach understanding that, lmk ๐
Although the delay tech is probably the most useful start, I might just play around a bit in the lab with with that stuff
Also, we at 5500 atm ๐
DW, i mostly look at my fundamentals, but the wins just show how the fundamentals are working ๐
I dropped from 7200 straight to 5k when I switched to Classic, that it just feels nice that Silver is a great starting point
watch this video to understand frame data
Fighting games are full of unique characters that boast an arsenal of moves they can use at any given time, and Street Fighter 6 is no exception. All of these attacks have specific properties and duration, which can be described using Frame Data; but what is it? Many people shudder at the sole thought of involving any kind of math in a videogame...
will do!
if u have any questions about it lmk
its good that ur tryna understand frame data, it's really important to understanding why u do certain things
Yeah, I want to figure out why I sometimes get punished and sometimes I don't, to help with my decisionmaking ๐
Also, I'd love to see some of your replays, just to see how you play ๐ I'd also love to play some sets with you sometime
id be down but, you're in europe right? the latency would be really bad haha
but i can definitely send some replays your way if ud like
but yeah one of the key things to understand about frame data (which will help your decision making) is just understanding the whole concept of + and -
one of the best ways to illustrate it, is imagine you're facing another Ken player
and the Ken randomly does heavy shoryuken
and you block it
even though his shoryuken puts you in a block state, it's only for a moment
meanwhile, he's stuck in the entire shoryuken animation
he's likely -36 or something like that
that means you have 36f to do anything
before he's finished his shoryuken animation
now imagine that when you medium jinrai kick, and you end it with the low ender, but they block it
it's -5 on block
it's the same idea as blocking the shoryuken, except on a much smaller scale
Would love to
I mean, I also have a guy from Japan that wants to run some sets sometime, I think that latency would be worse
Tbh, I just love the Netcode of SF6, I trust it
Hahahaha, I fuck up like that quite a bit
ya id be down to try
@main anvil
just lmk a good time for u
and ur time zone
im EST
i'm 6h ahead of you ๐ I'm CEST
I could for example offer tomorrow 11pm my time/5pm your time
Usually i can do well in afternoon/evening of my time, roughly 12pm(noon) - 5pm - your time
I got the feeling that i became a bit overconfident, which lead to quite a bit of fucking up and mashing, so I created a good lab plan for myself
To keep myself humble lmao
I usually need some structure and can't go into the lab without a plan ๐
and i will also look into wakeup and throw escape training quite a bit ๐
Be careful of autopilot mp target combo -> jinrai on block (not saying dont use it just saying to mix it up). Its a bad habit of mine to autopilot that since it worked so much in lower ranks and i get blown up by di a lot
Don't worry, there is a plan for that in there to keep an eye open on that ๐
First Circuit, last point
jot, do you struggle with the jamie MU at all i always feel like I just cant get in on him for some reason and basically need a sweep whiff punish to get my pressure started
hey @sweet grove , for the Super you mean target kombo xx Run xx dragonlash, not OD Dragonlash, right?
Because the OD Dragonlash I get, also how to get a Super from it, the run i will practice
hello! any advice for a platinum player here? my only way of opening up players is through cMK DR, but once my opponents start blocking lows, I start to have a hard time breaking through their defenses.
also, does ken have combo strings that I can use to create space traps?
yeah lowkey jamie players either got pretty good neutral or they rely on tryna knock you down ASAP with sweep, palm, divekick or DR so that they can get their drinks
if they are the latter, pick one and try to play around it/react
instead of trying to whiff the sweep, i usually just try to block it and punish
but honestly, before they have their drinks, their damage is pretty weak IMO so i'm not too worried if they get in with DR pressure, so I usually don't look for that option
this is my approach the MU at least
i also try not to let them get away with cancelling into the rekka for free
it's sometimes punishable
with st.lk
if they didn't space it right
If the sweep aint spaced, go for the st.hp xx med dragonlash route and make em eat it.
yeah target combo xx run xx dragonlash
what this does is it puts them in a juggle state
and you can follow up with any SA
oh yea i always forget about the PC HP combo, thanks
yeah this looks good! u put some thought into a practice regimen for yourself, nice!
yeah i'd say when you can do all the things we talked about very comfortably without much error
we can start to add other tools
it's okay if your main way of opening up players is cr.mk xx DR, most people do this. and if they start blocking it that's also okay, you get free pressure. you should study how your opponent reacts to your pressure/blockstring
and if they are really adamant on blocking lows, they might not be looking for other faster options
if you notice your opponent doing this, try mixing in some raw DR xx light punch
or try doing run overhead
if run overhead counterhits, you can combo into cr. lp
which can combo into target combo
alternatively, if you're in plat, it's likely that your opponent wants to get in on you too
so if you notice them blocking your lows
maybe try defending their offense instead as an opportunity to create your own offense
for example if they jump and you anti air with light dp
you get free pressure after with DR xx st. hp
lot of different ways to approach neutral but, best way to tell is by seeing one of your replays
Tbh, it's only the dragon lash and maybe adapting correctly with stopping the combo short
nice!
r u around today?
maybe we can play a few sets
i can see how far uve come with those tools
then we can adjust
yeah, i got time today ๐
I'm playing someone else for a bit, I'd say in maybe 20-30 min?
ya np! just ping me here when ur rdy
the master crown scares me lmao
the sa3 was and the drive impact was an accident ๐
and doing some jump ins
i think you gotta commit
to your jump in
like if ur gonna jump
press jumping heavy punch
lso
also
dont be afraid to do EX hadouken
when somebody is spamming
like i am
alright
u can follow with DR
good!
u probably u could have saved the level 3
but good job
commit like that
on ur jump ins
every time
one thing you can do
is if ken is spamming
target combo
into jinrai
DI after the target combo
good jumpos
very good jumps
good!
when u commit to ex fireball
to beat another fireball
drive rush after it
so u can get a combo
so
when ur in burn out
its best to just block
i see a lot of good options, but using them in the right moment is sometimes the hard part
yes! that will come with time
but i see quite a few good options in certain situations
but it's interesting to play against the playstyle that i learned from you ๐
the one takeaway i wanted u to see
is that u can even beat opponents
simply with hadouken
and shoryuken
so u dont always have to implement all aspects of your gameplay
its about implementing the one that will beat your opponent
for the hadoukens i have to find the right timing against you
i also have a combo idea i will try when i got you against the wall ๐
u started catching on
with some good jumps
the next step is
if you commit to ex hadouken
immediately follow it
with drive rush
cause it will lead into a combo
yeah, right now i feel that i use the drive gauge quite a lot
thats okay
so i'm sometimes a bit worried of burnout
if u get low
lets say 2
or lower
then use more conservative options
like cr. mk xx medium jinrai
or just hadoukens
and anti air
yeah, will do
haha
okay
we should learn
what a meaty is
let's go to a training room
when we get in
turn on frame meter
llmk when ur frame meter is on
is
okay
so im going to take u to the corner
oikay
what i want you to notice
is when u r knocked down
your frame meter
is going to turn yellow
do you see that
and it says -31f
so ur stuck in that whole segment
of yellow meter
in the knockdown animation
whereas i have 31f to do whatever i want
now what i can do
is place an attack right as you get up
and what that means
is that there's nothing you could actually press
that would be fast enough
to beat my attack
i want u to try mashing light punch on wakeup
u will get hit
everytime
if u mash
there is only one thing that will beat it
actually 12
2*
you can mash EX shoryuken
OD shoryuken
try that
thats the first option
its risky tho
watch
try again
whoops
srry
omg
srry lol
u get the idea
so
u want to be careful
about doing that
getting punished from a failed shoryuken is such a bad feeling lmao
because it feels like 3 seconds where you just watch your animation fail ๐
if it gets blocked
another thing u can try
is to parry it
perfect parry
lets try it
so
when u land a perfect parry
one thing to know
is that during that screen freeze
u can hold down a button
and it will automatically time
the input
after the scree freeze
so what you should do is hold down st. mp
and after the screen freeze is over
and you see st.mp come out
immediately press st. hp to get the target combo
let's try that
okay
i got a better one
im just gonna dragon lash
so try to perfect parry it
ya so
u wanna hold st. mp
as soon as u see the screen freeze
alright
ye
i just have to figure our the right moment for the parry
that i mentioned before
that is way better
and less risky
than both these options
it's delay grab
what i want you to do
is hold down back when ur getting up
and then press grab
like 5f ish
after a meaty would come out
like 5f after u would block
my meaty
what this does
is it will beat both a grab and a meaty
that was too slow
a bit faster
so what should happen
is u should only input grab once
and when the meaty comes out
u block it
and ur grab doesnt come out
if i grab u
ur grab input
will tech my grab
so im watching ur inputs
๐
dont spam it
too early that time
good
now im going to mix in
some grabs
and u will see
that no matter
if i grab
or meaty
ull win
u gota
let me knock you down
first
its only on wake up
haha
dont spam
dont want the grab to actualyl come out
when u block
my meaty
just a tad
early
its like
block on frame 1-5
then grab
on f 6
close
u get the idea tho
this is really good to learn
because it will make u
inpenetrable
for a long time
until u get to higher ranks
yeah, i think i will just try it with a dummy later to get the right timing ๐ and to learn this specifically
yeah it's a great defensive tool to learn
last thing i want to show u
is i want u to get comfortable
for a meaty, what is the right point for the next hit?
i assume it's usually a st hp?
sry im a little
confused what u mean by this
r u talking about when you are on offense?
when u knock them down?
yes
okay yeah lets go over that next
so i want you to observer
how plus i am
after i knock you down
with our bnb that we learned
like how to get the right timing to not wiff, and also be early enough
+36
actually +42
srry
i was using light
for now
i want you to get used to
timing drive rush
to come out right as they ge tup
may i?
nice!
that was good
so this is the first example of a meaty
but let me show you something now
so u can manually time
like we just did
but u can also learn what are called frame kills
so that you get the right timing every single time
i want you to observe
what i do
as u r knocked down
did u notice me
whiffing
2 buttons
yes
are they as fast as my getup?
to come out on frame 1
of their wakeup everytime
rather than me trying to
guess
and manually time
when i do this
i get my meaty to come out on the first frame of their wakeup
and i have the confidence
that there is nothing they can do
to beat it
unless they do OD reversal
like OD shoryuken
or perfect parry
so to get good at meaty attacks
how do i turn on your inputs? somehow i cant find it
u either need to really get comfortable with timing your attack
or you need to learn frame kills
nvm got it
i think thats the easier route lol
we can time our meaty
first thing we wanna do is
when we land our BnB on hit
lets add the heavy kick ender
to our options
actually nvm
i forgot this one has a delay
forget what i just said
lol
so for now
if u notice it hits
u stop after the first jinrai hit
then manually time your DR xx st. hp
like we did
good
now
look at the frame meter
you left me
a 5 frame gap
so it has to be a bit tighter
there
that time
it was on frame 1
this time
3f gap
if it's anywhere
between 1-3f
that's fine
good
look at this one
look at the frame meter
your active frames
completely cover
and surround
the moment i get up
do you see it?
right where it says 100
that's when i get up
and right where it says 5
and colored red
that's your active frames
so all those active frames
are frames that can hit me
so there's no gap
or way for me
to press anything
so now that you've learned this
what could you follow it up with?
nonon
here
let me show u
u can just
keep looping it
is that also the normal amount of gouge that i get back outside of training mode with the combo?
oh ya
we're in training
so
right now ur getting ur gauge back
but its okay
u can choose when u want
to continue ur offense
for now let's make this ur main option to get meatys
anytime u end with our BnB on hit
end at the first hit of jinrai
then follow with a drive rush st. hp
and that allows you to keep this offensive loop
the other reason this is good
is because
dr xx st. hp is + on block
so even if they block
you can follow through with your BnB
can you try it again?
u see?
yeah but u wanna
follow immediately
so that it combos
on hit
or on block
its a true block string
like this
yes
see tha ttime
u got a combo
actually for now
we'll make this the main way you get meaties
midscreen
now let's talk about the corner
okay
when u got them in the corner
and you do ur bnb
what i want you to do
is immediately hold forward jump
after the first hit of jinrai
and you'll get what is called a safe jump
u basically hold the jump input
and then input jumping heavy punch right as they get up
if it hits
you can do your bnb again
if they block
you are plus
yes
and also
this is safe against
OD shoryuken
try it again
srry
i should clarifyt
u want to do jumping hp
and also immediately hold down back
here
u try doing OD shoryuken
on wake up
can u do
OD shoryuken on wake up
so
do u see
how i blocked it
if u dont block
ye
this is btw also great frame meter training ๐
yeah!
its great to learn these things
to learn more about frame data
so yeah this is ur main way
to keep doing pressure
if u knock themd own
with ur bnb
in the corner
can you pls do both combos with me, so i can record them and save them? ๐
yeah this is how u keep your offensive pressure going
btw, i actually have a whole notion page for your coaching where i sort all this stuff ๐
haha nice!
i saw the notes u made earlier
good stuff
but yeah as you get better at the game
it's the same thing
that ur doing now
just with better tools
its just so i have everything organized, especially with the examples ๐
that can convert into more damage
so like ill show you what i would do
in neutral instead
it's so nice that ping is going so nice, the netcode is amazing
so its the same
core concepts
we're trying to win neutral
trying to keep offensive pressure
the only difference
is my combos convert into more damage
so just get good with the tools u know for now
and ull train the fundamental
philosophies
i think when i got meaties down i'd love to try the corner combo
then when u feel comfortable with them
u can add more to you rcombos
yeah for sure
can you do the corner combo with me? ๐
here try doing the safe jump thing
we just talked about
sure lets do that after
so
on block
or on hit
doesnt mater
immediately do your bnb after
ur getting closer
okay now one more thing i wanna talk about
is how do we get ourselves into this situation
from neutral
ill show you
lets say we're playing neutral
and im slowly getting you towards the corner
do you see?
so u do ur midscreen meaty
ye
and eventually when they are close enough to the corner
you can start doing this one instead
yes!
ur getting it
nice
i then have to watch out in the corner, because when i do the bnb combo in the corner i end it with mid
nono
u dont want that because
u want the safe jump
the safe jump is more important
and again
ye, thats why i have to watch out now, to prioritize that
its safe because
it wont lose to OD shoryuken
if ur hold down back
while ur doing
jumping hp
so try spamming OD shoryuken again
when u wake up
see
so
it's really strong
because
they cant beat it with any button
and they also cant OD reversal
but u have to make sure
you're inputting down back
while ur doing
jumping hp
okay, dumb question, does this work similarly for many others characters (as enemys?) ๐
try it on me
some
there has to be
exactly 42f
of advantage
when you knock them down
lets drill this a few times
im gonna mix it up
i think on my rank it will be useful a while ๐
between blocking
and od revesral
make sure everytime
you try to follow up
with the BnB
so
try to visually hit confirm
the jump attack
but the thing is
u dont have to hit confirm hit
its hit or block
if it hits or blocks
you want to do bnb
but if they OD shoryuken
u just block
ya u get the idea now tho
its just getting used to it ๐
ya it will take time
ur getting it
pretty frequently
okay
now let me show u the corner combo
and then maybe we run a few more friendlies
and that should be good for now
sounds good
so the corner combo
is
target combo
light jinrai
heavy ender
medium shoryuken
not heavy dp
medium
nice!
now let me show u how this loops into itself
yaaa
thats it
nice
so
what happens here
insetad of safe jump
i do a frame kill
tbh, the light punch for meaty timing is sooo goood
after u get knocked down
im doing
cr. lk
and st. lp
but
there's a secret here
ahhh, i didn't see the cr lk
what's happening
is
i'm doing cr.mp as my meaty
now normally
it's only +3 on hit
and 0 on block
but this frame kill
makes it so that the cr. mp lands
on the last active frame
when normals hit an opponent waking up
on their later active frames
they become more +
so actually this cr. mp becomes
+5 on hit
and +2 on block
but this is advanced
so i would say
for now
let's not use this
show me the combo a last time, and i will save the recording, but i think i will focus first on the safe jump ๐
hahah
lmk when ur recording
^ty
np
the frame kill is such a big brain move ๐
yeah this will be more common
as u get higher in rank
but dw
if u get good with
this safe jump
and the mid screen
dr xx st. hp
with the rest of your tools
i guarantee
u can get to plat
bathroom break, and then a few sets?
yeah for sure
damn
u know, my fav thing about fighting games is, that i suck at them, or at least compared to shooter. i played fps all my life, i could join new games and win against the average, getting into a game and having to learn every basic thing is so fucking exciting ๐
brb
haha thats awesome
im the opposite, i suck at fps
only other kind of game im good at is MOBA
i got 4.4kH in cs ๐
i have no idea the ranking system in CS but that sounds high
oh no
im so bad at FPS lol
4.400 hours i meant
but yeah, i was highest rank ๐
thats awesome
and to some extent, im sure its translating here
u have a really good self-learning approach
i can see the improvements ur making
from when we started talking
but there are many frustrating factors, outside of your own skill. teammates, playstyle of the enemy, communication
And here when i fuck up, it's me who fucks up, not a teammate not having my back, or somebody that plays widely different
ya that's the nice thing
i hated in League the feeling of losing
becuase of other factors
close!
i have no idea where the perfect parries came from, but im proud of them lmao
those were
some awesome pp haha
hoepfully
u can review these vods of ours
and see how im emplying
emlpying*
employing*
this gameplan
we are talking about
tbh, for a lot of stuff i right now also know the right decision
just a lot of info
brain tired :DD
but i can feel it ๐
doing a lot of what we talked about
if that makes sense
ya im down
nice!
u did it ๐
hahah
ookay
last game of the set
ill play
using all my tools
just so u see
what it looks like
gg!
it was a pleasure
bro, the first gameplay feels like 50h gameplay away ๐
yeah uve definitely gotten better
as u tighten it up
and get more consistent
ur rank will shoot up
it's so exciting ๐ i really enjoy it, and your support is a big part of this enjoyment ๐
yeah, i will do ๐
But for right now, i will have a break
have a good evening coach โค๏ธ

A98YHQYBD
i've met this guy 2 or 3 times before, and it's so weird to play against him, cuz his whole mental stack is throws and drive impact (which he doesn't follow up with anything :D)
it's just a weird replay to watch, nothing special ๐
(I've won the next two matches, and am silver 2 now :))
DQAW3E8CE
I didnt even get a single hit in
I have enough problems with getting ragdolled in the corner, but they were slapping me around everywhere
lol
i mean you're facing a 1715 MR master player
while you're silver
you have to set realistic expectations for yourself
@cursive wren
It's not that I expected to win. But normally I can at least understand enough of what's happening to get one hit in.
i mean that's fine but
i don't think it's useful to try to replay review this
if you just get dunked on by someone must more experienced than you
you're not going to learn much
for now just focus on trying to improve those points we talked about
against players at your experience level
i was sururpised why an unranked player had sometimes really good combos, but also dropped some stuff
200h Practice
2.5h casual
1.5h ranked
damn son
lol ya there are some unranked secret bosses
and battle hub secret bosses
just don't like playing ranked but still level up in other formats than ranked
DU5SAL65W
:)))
or wait
i would call this my first takeaway from yesterday @sweet grove
lmao, only when rewatching the video i saw his mashing :DD
Although my inputs could be cleaner, but i'm hyped either way
The relevant ones from yesterday were the corner -> safe jump
target combo xx jinrai xx dr xx hp
and the running dragonlash? i feel like there is a third, but cant remember.
Will check the videos later
its so hype ๐
another one :DD
Hope thjis is not unnecessary spam for you
Also, the second perfect today ๐ third with yesterday
not at all
its great seeing you level up
plus u gotta get all ur coaching in while u can before i jump ship
Akuma will unleash his rage on foes worthy enough to face him on May 22. Will you harness the power of the Satsui no Hado or succumb to the inner demon?
Owners of the Deluxe and Ultimate Edition or the Year 1 Character Pass and Ultimate Pass for Street Fighter 6 will obtain Akuma immediately when he releases. Year 1 Ultimate Pass owners will al...
ditching ken so fast when he drops
4ENQNVHRL Juri
So he kept throwing that ground wave thing, and if i jumped it, I got uppercutted, if I blocked it, he would drive rush in and either throw me or pressure me back
and I just got wittled down
not sure what to do
well, id say that's not the full story
it definitely was the story in the 3rd round
but you did a lot of jumping
and doing unsafe things
you really need to establish what your plan is in neutral
your plan can't only be, throw hadoukens
and everyone once in awhile do run tatsu
which is unsafe on block
you have to establish things to do in neutral that are strong and safe
and be confident in doing them
you played most of the round being scared of their pressure because you don't know what to do
so you were doing EX shoryu on wakeup
a lot of jumping
and a lot of unsafe things
and when she checked most of it
by the 3rd round you felt cornered
i really think you just need to simplify your gameplay
pick a few tools
some in which we talked about last time
and get good at them
really understand them
simple tools even
like cr. mk xx jinrai
cr. hp anti air
heavy dragonlash
you cant do it all at once yet
you need to pick a few options and then practice them so that when you're in a real match
you don't have to think of it
it just comes out naturally
im sorry if it sounds like im coming on a bit harsh but, you haven't really employed any of the things we talked about but you're wondering why you're losing in these replays
and more or less your gameplan looks the same as the last time