#1700 Ken/Akuma/Ryu Player Offering Coaching

1 messages · Page 4 of 1

sweet grove
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if you heavy demon flip after

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tech courtesy of @hardy parrot

limber basin
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hmmm okok

limber basin
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@sweet grovethe fucking blockstring and the ramifications are go fucking useful

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jumpin into TC and then FB or Tatsu is so so nice, and even in neutral if they do some dumb shit

sweet grove
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let's go

rapid comet
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@sweet grove got a vod uploaded on YouTube. I just started palying the game bronze 4 Ken. 10 hours in. Interested in giving a guy some tips? If you are I can link the vod

sweet grove
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how much fighting game experience do you have?

rapid comet
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I do have a competitive gaming back ground magic the gathering and league of legends. I do know how to vod review and practice game theory.

sweet grove
# rapid comet Let’s just go with 0. The last time I took fgc seriously was like third strike a...

Np, I only ask because I just want to get an idea of where you're at. I have a few other preliminary questions:

What do you know about frame data? What does frame data mean to you?

How familiar are you with common fighting game notations? (Like, Cr.MP, 5MK, etc)

How familiar are you with some common fighting game concepts? Like, frame traps, whiff punishing, special cancelling, hit confirming, etc

rapid comet
# sweet grove Np, I only ask because I just want to get an idea of where you're at. I have a f...

I have a basic understanding of hit confirm. Like I know you can do CR MK into Tatsu/fireball.

I’ve can do CR MK. In L Tatsu into M DP in the practice tool.

I can do DI into into Dp cancel into lvl 3. Not consistent on the DP. But I can do DI into lvl 3.

Frame data I have a very basic understanding. Like I knows move that is -3 on block is safe to just throw out.

Whiff punishing is when they throw out CR MK whiff and you respond with 5 HP if your spacing is good? I think. Or they just throw out a random DP and you have a lot of frames to do whatever you want.

sweet grove
# rapid comet I have a basic understanding of hit confirm. Like I know you can do CR MK into T...

Hrm, okay I think we might have a few terms mixed up, or there might be some misunderstandings to what some of these things mean - and that's okay! Just wanted to get an idea. I do want to clarify some of these terms though since they will be useful for us going forward:

Hit-Confirm is when you visually see that a move hits (rather than being blocked) and you follow through with something else, usually in the form of cancelling into a special move (such as hadouken). Some moves have a larger cancel window than others, which allows you more time to react and hit confirm. One good example of a hit confirm you can try for yourself, is St. MK. If you see that it hits, you press St. MK again followed by St. HP (St. MK > St.MK > St. HP is a target combo). If the first St. MK instead gets blocked, you don't follow it up with the rest.

Special-Cancel is when you cancel a move early into a special move. In our previous example, you can cancel St. MK into hadouken. Not all moves can be special cancelled.

Whiff Punish is when you see that an opponent whiffs a move (as in, they press the move and it isn't close enough to hit you or for you to block it) and, you catch the tail end of their move with your own move. If you play other games like league of legends, then what I want you to imagine is Volibear missing his ultimate, and then you hitting him when he whiffs.

For now, I don't think it's important for you to focus on whiff punishes or difficult hit confirms. Instead, I think we'll work with tools that are strong and that work both on hit and on block.

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What I'd like for you to do, is to check out the pinned messages

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have a read through those and take a look at those videos

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i think the easiest way to start playing/understanding fighting games

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is to have a solid/strong gameplan

rapid comet
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The more advance stuff like jinrai loops. Run Tatsu/DP. Omega lost. I’m not sure how to use drive rush

sweet grove
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try to incorporate those things into your gameplan for now

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and if you have questions about them, let me know

rapid comet
sweet grove
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yeah for sure

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check out this threads pinned messages

rapid comet
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@sweet grove when you say “st” you mean standing?

sweet grove
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yep!

rapid comet
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What do you think about throwing out a fireball and running in behind it

main anvil
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not jot, but thought i give you a fast reply since i just saw it

sweet grove
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yeah harmy has the right idea

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basically, just know that generally speaking

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a jab is the fastest thing in this game

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(4f)

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so if you heavy dragonlash, not only is it safe but it puts you in either a +1 or +2 situation

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at +1 your jabs will beat their jabs everytime assuming you time it right. this is because it effectively shaves off 1f from your startup, making your 4f jab now a 3f jab

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at +2 your 5f moves like st.mp will come out before their jabs because it shaves 2f off making it a 3f st.mp

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so the idea is to just follow up heavy dragon lash with 3 jabs

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and if you see the jabs hit and combo, then you cancel the last jab into light kick jinrai

sweet grove
main anvil
clear creek
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ive truly hit rock bottom

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played some ken after akuma today and it just feels like hes so limited in what he can actually do

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🫠

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its joever for me, boys

clever reef
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While ken might feel limited in what he can do he still remains really good and covers much more than akuma. They're just played so differently that when switching it feels worse than it actually is

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I get so confused when switching between them too especially with the walk speed

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Akuma is so fast

main anvil
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I mean, switching between two characters that have different muscle memory and different combos and are not played the same, there will be some sucking after switching back and forth

Has nothing to say about skill LUL

clear creek
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Still just struggling to fight Akuma’s air fireball alone

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And like yeah it’s really good and there are some angles/ranges where you can’t actually DP him for it

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I guess you’ve gotta be on TOP of the reaction and DI?

clever reef
sweet grove
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as opposed to lets say, cammy instant air divekick

sweet grove
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u can call him out and land a full jump in combo

main anvil
clear creek
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At least usually I just see people DP through it and at least when I go for it he’s never actually close enough to hit, sadly

sweet grove
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2_PeepoShrug Again, I've only mainly been playing the mirror but, when I do, I anti air it with DP pretty consistently

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but other suggestions in this thread by harmy and carrot man are good too

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not downplaying its usefulness but i personally would rather deal with air fireball

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than cammy divekick anyday

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or checking drive rush

clear creek
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Cammy divekick requires a degree to stop often tbf

sweet grove
clear creek
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At least it feels like it with how fast it comes out

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Or I’m just really bad at it.

sweet grove
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no, im in agreement that its hard to check

clear creek
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Maybe I’m just dooming for no reason tho

sweet grove
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i just dont actually know what u meant

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u said requires a degree

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a degree of what

clear creek
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Feels like you need a college degree to be ready for it often

sweet grove
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o

clear creek
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It was dumb dw

sweet grove
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i feel like its a bit of a non sequitor but i get the sentiment haha

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yeah in short, its tough

clear creek
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It’s the early morning and I’m just sayin shit On my way to work lol

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This sucks cuz I refused to play Akuma at combo breaker till I was out of bracket so I could work on him a lot

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Then after I pretty much only played Akuma, now my Akuma is okay but I think I need to play only Ken again to get him back up lol

sweet grove
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ya thats kinda how it goes with fighting games unless ur experienced with playing multiple characters lol

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im the same way

clear creek
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Yeeeea

sweet grove
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except im sticking with akuma

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i personally think it would take me too long and take too much mental power to play both

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so just trying to rewire my ken brain

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almost there

clear creek
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I guess that makes sense. Ken is just my favorite SF character and I refuse to drop him

main anvil
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Just my overall thoughts in this scenario, or different reactions I have to the air fireball

I either:
Neutral jump + down kick
OD fireball

Block the fireball, and hand out a good poke to stop their momentum -> even just a jab works well depending on their follow up, if they do the overhead, just blocking, waiting for their push and punishing with a jab works phenomenal for me

Just hold block and wait for what they want to do.

Block the fireball and neutral jump after to disrupt any thought they have in their head and land with either hp down or a throw

Depending on situations ->

If you have a good distance, and they have the tendency to do air fireball, jump more often with them for air to air, hk is awesome for that
Usually hits them before their fireball can hit you and the ball vanishes

If they are very combo happy, block fireball, di for their rush in.
Block fireball and ex DP

If they just poke around with fireball
Block fireball and ex fireball for any follow up ball and give pressure

Ex fireball, dlash throw is also great, cuz if they see your fireball they usually land blocking, and if they don't have a good reason to do otherwise, the block is often crouching, so you're plus 2 and ez throw 🙂

Dash back few steps and reset

Jump backwards and poke

Or, the greatest, perfect parry fireball, and go to offense cuz they expect you to stay in the same place
Just following with a running tatsu, or running shoryuken is extremely high risk, but funny af.

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If you don't know how they play, block, check what their follow up is, and either continue to block or punish gaps etc

clear creek
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Most the time I end up blocking the air fireball, he’s either plus and close enough to do something about it, or plus for a drive rush and I get clipped. Really stressful

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That move is juiced, it like ties the whole of Akuma together.

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I’m definitely gonna have to just sit down and go through all that though, cuz right now I just try to DP, block it, or jump at him and hope he did throw it

sweet grove
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yeah if u have trouble dping then it will for sure make it difficult

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try to call it out once or twice with a counter jump

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make them think twice about doing it again

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key for any hard reaction tho, is u have to be looking for it

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meaning you use a lot of your mental stack

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but your opponent doesn't know that

limber basin
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@sweet grove anything more optimal I can do out of 2MK drc 2LP ? I wanna get smthn that leads into a safejump/good oki

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right now I got (...) 2LP 2HP light tatsu and sweep

sweet grove
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into 5MP TC

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but if you wanna do 2LP

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to keep it tight

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and prevent a reversal

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it's +9 on hit

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and +3 on block

limber basin
sweet grove
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so you can go into a lot of things

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after that

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it's just that it's a tight link

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hard to hit confirm

limber basin
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yeah

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rn I kinda wanna set dummy on random block

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and just react if it's a block or a hit

sweet grove
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but just fyi, it's not actually possible to hit confirm Cr. MK DRC

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you're hit confirming the entire Cr. MK DRC Cr. LP

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still harder than Cr. MK DRC Cr. MP but still doable

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i would only start doing the former if your opponent is reversaling your Cr. MK DRC tho

limber basin
limber basin
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@sweet grove so in some matches I think I started to get a feeling for the airfireballs angles

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and also doing driverush something after doing it, if the spacing allowed me to do so

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thoughts?

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I also did a bit of the commandgrab after the opponents was parrying my fireballs

sweet grove
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yeah so, 100% it's a good idea to know when to drive rush after a fireball

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but it's extremely variable on

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what fireball you use

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and what distance you are from the opponent

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the heavier the air fireball you use

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the less + frames you'll have if they block it

limber basin
sweet grove
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but heavier fireballs also catch them from trying to air to air you sometimes

limber basin
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no idea for the air ones

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i was doing air fireball, probably the light one, when I was a bit further than the screen start distance?

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cant remember too well

sweet grove
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yeah i would say, screen start from training mode is a good range to setup an light/medium air fireball

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if you input it as fast as it is possible,

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you can drive rush jab to make it a true block string

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heavy air fireball is more for catching them trying to anti air or air to air

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since it travels further and faster

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I personally have been going for F. HP target combo after a medium air fireball from that range

limber basin
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yeah I figured out how good light air fireball was for pressure

sweet grove
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easy to hit confirm the medium air fireball

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and the first hit

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of F. HP

limber basin
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ill try it out in the lab

sweet grove
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it's also a true blockstring from that range

limber basin
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gotcha

sweet grove
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if you do air fireball instant

limber basin
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ill note it down what you said

sweet grove
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but honestly, in my experience people just walk back if they're not ready to anti air or air to air

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in which case, it sort of messes with your setups

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but that's fine

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because if they walk back

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you are winning the spacing in neutral

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they are going to the corner

limber basin
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unrelated, but how reliable is command grab for punishing people parrying my fireballs? obviously not across the screen, but one square or smthn like that more distant than screen start?

sweet grove
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the one that works more often than not is neutral jump OD air fireball

limber basin
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makes me safe

sweet grove
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if you notice they are just holding down back

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maybe waiting for DI

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or a whiff punish

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you can decide if they're going to be able to react to it

limber basin
limber basin
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like, idk, varying my approach with air fireball felt good

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since using 5HK, 6HP or making them do smthn with fireball

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is good, yeah, but idk

sweet grove
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yeah these are great observations that you've found

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it's part of his strength for sure

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but yeah it's a bit variable

limber basin
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also slowly trying to do 2MP after 2MK DRC

sweet grove
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since they can also walk back

limber basin
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my AAs felt very good in those matches

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very proud of those

sweet grove
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nice man 😄 awesome to hear

limber basin
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but my confirms and poking, yeah, that's the next step

sweet grove
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underrated poking tool

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6MK

limber basin
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I've begun thinking what they will do upon me throwing fireballs

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not much but it's smthn ig

limber basin
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when to use them, approaching and safe offense with those

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etc etc

sweet grove
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akuma mainly wins neutral by poking with fireballs, poking with some of his longer range normals, and most importantly is threatening space with his really great movement speed

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which he can whiff punish with a lot of tools

main anvil
sweet grove
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and then once you are dominating neutral

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you can get in their head with some of his other tools

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like demon flip

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and air fireball

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and command grab

limber basin
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yeah I kinda think I get it

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Im not doing raw demonflip yet, tho

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maybe in the corner off 5MP TC but even then

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gotta practice to get in the distance for 5MP

sweet grove
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nice

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you guys are leveling up

limber basin
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he was ahead of me by like

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8 wins at some point

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brought it back to almost 50-50

main anvil
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I have enough excuses, don't hurt me 😦

main anvil
main anvil
limber basin
main anvil
gusty schooner
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@sweet grove Hi Jot, thank you for the thread regarding coaching. I've just came back to the game after playing it for a few hours on release but not really enjoying any of the characters. With Akuma's release i'm now back into it and managed to get to plat 4 so far but i want to level up more. Is the coaching via this thread or do you do spectating or sets to help give feedback as well?

sweet grove
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I do offer playing sets sometimes but replay review is where we usually start

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I might also ask some preliminary questions but seeing as you are plat, I'm going to assume you know a few things about fighting games

gusty schooner
sweet grove
sweet grove
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for those of u interested in akuma tech

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something ive been sometimes doing recently, is if u noticed your f.mk whiff punishes

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and lands a punish counter

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if ur in range u can confirm into sweep

rapid comet
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@sweet grove if opp blocks H dragon lash. But I’m able to catch them with a 5LP what are some options I can route into?

sweet grove
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so you might as well buffer a few jabs and then make it a multiple hit confirm

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for example, you might do like 3 x 5LP, then cancel into shoryuken or light jinrai from the last 5LP

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if you see that they hit

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you can also do 2LP, 5MP TC

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because if 2LP hits, it puts them in 5f of blockstun

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allowing it to combo into 5MP

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but if they block 2LP, they can interrupt you if you try to press 5MP after

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but largely, you buffer more than 1 jab and make it a multiple hit confirm

rapid comet
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Is there a better button I can press than 5LP

sweet grove
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and when you see all 3, or even 2 of them land, you can decide how you want to combo

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all the jabs are samey, just depends on what routes you want to do or what distances you want to cover

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#1227912851637927946 message

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if you watch this video

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the first thing I do is a situation after dragonlash

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i basically just buffer 3 x 5LP

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and then on the last one I cancel it into light jinrai

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if you want to simplify, you could do this for now

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and if you want to practice hit confirms after a dragonlash you can try this:

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at the same time you can practice reacting to DI

rapid comet
sweet grove
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and to make sure your timing is tight, unlike the video, you could set one of the slots for block reversal to be a 5LP

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so that the dummy will interupt you if you didnt' time it right

rapid comet
sweet grove
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yeah 5MP TC = 5MP Target Combo = Chin Buster

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so because 2LP links into 5MP,

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you can do 2LP into chin buster

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into whatever you want

sweet grove
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Thought I'd share some corner tech I've been labbing:

After any relatively point blank OD Hadouken that hits you're +55 so if you frame kill with st.lp, you can get a safe jump.

After any OD Adamant Flame, if you do Cr. HP xx Heavy Adamant Flame, you're +41 for another safe jump to OD DPs.

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i fked up the combo at the end but you can do l. dp xx level 3

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imo this is pretty practical scenario for 100 - 0

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since u have 2 safe jumps in this sequence

sweet grove
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I rescind the first part, doing the st. lp frame kill - i didn't realize you could juggle after OD Hadouken LOL

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it's strictly better to just follow up OD hadouken with medium tatsu

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for more damage

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and +41

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easier to do too

rapid comet
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Is the Ken VS DJ MU horrendous? I’m watching daigo play the Ken side and it looks like he is struggling to get an opening.

sweet grove
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uhhh, personally I find DJ tough yeah since his fireballs have 2 hits

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he has a lot of mixups to look out for

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i personally choose one to hard call out and focus on that

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so if i find out he likes to sway after a certain button

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or from a certain range

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then ill wait for that

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and try to whiff punish

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but yeah its hard

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if u can get a read on where he likes to sonic boom

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try to EX hadouken

rapid comet
sweet grove
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yeah it's tough

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i think you need to try to be proactive against him so he can't set fireball pressure

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or know the ranges in which you can safely just parry/block his fireballs

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and still be able to check his DR

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not easy

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but DeeJay players

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can't resist DR St. LP

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so if you know ur range to check it

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and ur ready

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u can blow him up

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@rapid comet

sweet grove
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found another setup in the corner:

OD Adamant Flame, B. HK xx Demon Flip (Any), Kick Ender (Dive Kick)

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gives real safe jump +42

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at the cost of some damage

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so if your opponent knows the first setup from +41 loses to 5f dp

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then you can just do this one

cursive wren
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aLOT of akumas do that command grab as Im standing up after knockdown. Is there a way to avoid that?

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And that double spin kick, is that not blockable while crouched? (I thought I was blocking but not really sure)

sweet grove
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and assuming they didn't time it meaty, which is not likely

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you can just interupt them

cursive wren
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so I need to be holding to jump back as my standup animation starts?

sweet grove
sweet grove
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or if he didn't time it meaty

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u can just mash to interrupt

safe ruin
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hey not sure if coaching is still being offered. Currently on my last wits struggling in plat 5. Been working on frame data, BnBs, etc and I've taken a plummet to the bottom of plat 5 from almost making it to diamond 1.

sweet grove
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if you have replays to share, let's start there

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let's pick 2

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1 where you felt like things went accordingt o plan

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and another where you felt like you were struggling a lot

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and that those struggles are things that you'd like to address

safe ruin
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First off, appretiate the reply. Akuma main. Right now I'm going to have to hit the hay but I'll watch some tomorrow so I can give you some good ones instead of just randomish ones.

sweet grove
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sounds good!

covert bison
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Hey man, would you be willing to teach me ken from the ground up? I don't really know anything about him and just switched to a new controller, so learning a new char would go well with that

woven valley
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If you're willing to start Ken, i'm available this evening to start with the basics

covert bison
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aight, I'm going to the gym from 6 to 9 MESZ

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when do you have time?

woven valley
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Should be there after 9

covert bison
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aight perfect

umbral plinth
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Silver Ken looking for some help!

mystic sedge
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Also, i noticed that sometimes my jHP doesn't connect on a +41, does it require a specific timing to press the button after jumping?

shy comet
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anyone help a 1400 mr Ken getting smoked as soon as he got into masters

stone tiger
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Hello, I'm new to fighting games and I started a few months ago with SF6 and I'm loving it, I currently play with a leverless and I got used to it and I started with Zangief and I'm loving it, but now I wanted to start playing Ken and I wanted some kind of help with the basics because I tried to play with it and I didn't know what to do 😅

woven valley
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Same for Sijebi, I can find some time to train you with Ken

stone tiger
hardy parrot
mystic sedge
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Åh.
So like ryu L DP hits, but M/H/OD are blocked

hardy parrot
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Yes

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In the s2 patch they made most light dp's 5f

mystic sedge
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Aha

finite goblet
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Hello, I just started sf6 as a newbie and am looking foward to learn Ken from the ground up. Currently in Bronze as him and still struggling to get the flow of the button

hardy parrot
sweet grove
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Hey all!

Sorry for the radio silence - summers are usually busy with a lot of work for me as a gigging musician so I haven't had a lot of downtime. This upcoming week is a lot slower so I'll have time to respond to those of you who have reached out to me, either through direct message or through a tag. Sorry about that - I'll respond to you soon!

spare aspen
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Hey, I'm somewhat new to sf6 as well, despite owning the game since launch, I havent played much and only started playing more the past few weeks. I decided on Ken and somehow made my way into plat 1. Would love any help I can get forming a proper strategy and plan to stop getting bodied by friends(and in my ranked matches as well).

woven valley
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in the abscence of Jot, I can take care of the players who wants to learn Ken

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so either DM me with replay code or post them here

spare aspen
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here are some of my losses, not sure if i should find some close wins too if that matters. V4RJ98DLY 8EXWRU9XC HLFVQV9KW

woven valley
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I'll take a look at it asap

spare aspen
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thanks!

sweet grove
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as for getting the J. HP to connect, yeah it's 100% a timing thing

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but yeah like 99% of people don't know it's 41f lol

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if they do, u can sacrifice damage from an OD adamant flame with B. HK xx Demon Flip xx Dive Kick ender to get a true 42f safe jump

sweet grove
sweet grove
sweet grove
sweet grove
sweet grove
woven valley
woven valley
# spare aspen thanks!

Ok so after the three games you've sent I have noted several thing :

  • You're focusing on the neutral/footsies which is a good point
  • You need to spend some time in training mode to practice your confirm combo, you did a lot of partial combo without and ender
  • When you hit midscreen on target combo, go for run up tatsumaki instead of shoryuken / hadoken, this will lead your opponent in the corner, where you want him to be.
  • Normal shoryuken are not invincible on wakeup, if you want this "get of me" button, use the OD version
  • You're using st.mk too much and a lot from an unsafe distance, you're opponent doesn't seems to know but on higher lvl you can be hard punish on this move.
  • Your general gameplay, dumbly speaking, is to bring you opponent in the corner with TC run up tatsu, and then Ken is shining, grabs, jinrai, strike, you can mix the shit out of 'em
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On the plus side :

  • Good use of the jinrai kicks
  • you have good reaction on random opponent DI
  • Good AA for a platinum but try to be more consistant especially on zangief
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  • Youre spacing is good, minus the use of st.MK
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on the video you can see the corner carry you gain plus after 2 dashes you have an auto time meaty/grab

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and here, 2 meterless combo I like very much the first one is a safe jump combo : Target combo xx medium jinrai jump in
and the second one is a confirm for crouch light which is common : cr.lp cr.lp xx light tatsu medium shoryu

spare aspen
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thanks for the quick response, do you have any practice drills u go for to practice combos? im able to do combos somewhat consistently in training mode by my head kinda goes blank whenever i land something in a match

woven valley
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Practice and play I'd say

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there is no real secret (at least for me)

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even with drills my dumbass need to practice in real life situation

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i'd say the first focus should be the target combo into run tatsu

umbral plinth
sweet grove
spare aspen
umbral plinth
woven valley
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If you see your opponent mashing a lot on wake-up you can use safejump more

sweet grove
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Next, I'd like for you to send 2 replays one where things went according to plan, and one where everything went wrong. Then, I'd like you to describe your gameplan as best as you can.

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Then later tonight I will review it!

umbral plinth
sweet grove
#

either way i have to review it lter tonight

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when i am back from work

umbral plinth
#

Okay. What do people upload to usually?

sweet grove
#

hrmmm i think youtube? whatever is easiest for you

umbral plinth
#

Okay I'll see what I can do

sweet grove
#

if u have nitro, it accepts larger video files too

umbral plinth
#

ah, no I don't have nitro

#

do people just straight record their matches with nvidia software(or whatever capture software)? a ft2 would take up like GBs then no?

sweet grove
#

probably like OBS or something ya

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any screen capture

umbral plinth
#

kk sounds good. ill figure it out

umbral plinth
#

Sent both videos your way. I could do a little write up on what I see of the replays if you want as well, I'm definitely aware of some of my shortcomings

main anvil
sweet grove
warped thunder
#

New to the discord and would love coaching for Ken, hovering around 1500-1550 MR. I think I have a little trouble structuring and maintaining my offense as Ken, as well as focusing too much on whiff punishes when I really should just play my game and adapt as I go. I find myself avoiding throwing fireballs because I'm afraid of jumps, neither do I go for reversals very often. Hope this paints a decent picture and let me know what you'd like from me, thanks! (edit: I've the other shotos at master but mostly hop between Luke and Ken, though I enjoy Ryu the most and Akuma the least)

sweet grove
# warped thunder New to the discord and would love coaching for Ken, hovering around 1500-1550 MR...

Yeah for sure I can give you a second perspective! I should preface though, that my while I have reached 1700 with Ken the last 2 seasons, I'm really out of practice due to a break I took recently, and also due to the fact that when Akuma released I basically dropped Ken. That being said, while I can't execute as well as I used to, I definitely still remember my BnBs and my "flowchart" when I was playing Ken.

I think a good place to start is for you to send me 2 replays - 1 where you felt like everything went according to plan, and another where you felt like things went wrong. It would be great if you could give me a summary of your gameplan too.

warped thunder
sweet grove
finite goblet
sweet grove
#

I think a good place to start if you're in bronze and still kind of figuring the game out

#

is to check the pinned messages of this thread

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we want to formulate a baseline/gameplan

#

to work off of

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the first pin you should see describes "4 dimensions" of fighting games

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and we want to have tools to deal with each of them

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the following pins will describe how we will approach each dimension

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if you have any questions lmk

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i recommend actually jumping to the comment within this thread

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there should be a tiny "jump" button to the top right

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of each pinned comment

finite goblet
#

sounds good, I'm currently doing anti-air training now. Is the down+hp is a better option for anti-air along with dp?

sweet grove
#

so generally speaking, if you can get good at using DP to anti air, that should be your go to

#

it has air invulnerability on frame 1, which means that you can't be hit by air moves the moment that the DP comes out

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which allows you to react later

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but it is also harder to execute, especially depending on what controller you use

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so if you can't do that, or if you find it too hard

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the alternative is Cr. HP

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(still good)

#

but requires more timing

finite goblet
#

I'll keep that in mind

sweet grove
#

awesome, if you have any other questions about the pinned comments, or just any questions in general, don't hesitate to ask!

stone tiger
warped thunder
sweet grove
# warped thunder <@177128229864210433> https://www.youtube.com/watch?v=Cdgr0PqFZGM i was mad str...

Np! Thanks for uploading them onto Youtube, makes my life a lot easier haha.

Yeah so, I won't go over obvious things like dropping combos or missing counter hit confirms, which did a few times, I'm sure these are things that you are working on and I'm sure that you know the importance of fixing them because they can change the tide of battle.

I like that you have a very proactive approach to neutral! You seem to have a lot of intention behind your buttons so far:

  • Fishing for counter hit with Run Kick and St. MK to get the St. LK confirm into shoryu
  • Lots of raw DR and DRC
  • Fishing for whiff punish with St. HK
  • Some tight strings with jabs

Let's go into more game philosophy things and some considerations/second perspectives on the game state:

Round 1:

  • at 0:41 seconds in the youtube clip, you have him in the corner and he's 1 hit away from death. While you did win this round, I would say it's a bit of a gamble wasting all your DR on one more guess. It could be argued that it's worth it becuase it's guess for game but, I think given he had so little HP left, you could have kept your drive gauge and just kept him in the corner. One hadouken, one stray normal hit, pretty much anything will kill and so, if you keep him in this uncomfortable situation in the corner where he has to guess so many things for game, he will eventually crack. In these situations, the main thing you want to look for is DI, Normal DRC, Raw DR, and Jump In. You can't look for all of them obviously but, you can make some educated guesses based off the MR/rank you're plyaing in and also what his tendencies have been so far. I personally don't have to use mental stack for jump because my anti-air DPs are automatic so, I instead look for RAW DR and Normal DRC, while letting my opponent get DIs through. Instead, to counter DI, I just focus on not using any DI unsafe moves. If they raw DR, you check it, if they normal DRC, you OD Shoryu/Drive reversal to be up on gauge and in this specific instance, you kill them if you OD Shoryu.

  • at 1:11, you go for raw DR Cr. MK xx MK Jinrai. So normally, I'd say this is fine because DR Cr. MK isn't + oB and it's hard to hit confirm BUT, shortly after you do St. HP DRC and put yourself close to burnout. If you were going to do this anyways and you want the offensive pressure that bad, you might as well have just originally spent all your meter off the DR Cr. MK into a DRC, into corner carry.

  • at 1:21, you went for Run Kick into delay sweep. I personally think this is a risk you don't really have to take here. If you mainly just want to cover yourself after minus frames, you can just delay jab instead. Instead, you get clipped by his Cr. MK and eat a DR combo. In situations where you are minus, definitely look for people to do Normal DRC as a response - most people want to get out of offensive pressure as soon as they can and flip it into their own offense. If you know when they are going to DRC, you can just OD Shoryu/Drive Reversal.

  • at 2:06, you challenged with Cr. MK here - if you aren't already familiar with them, you should look into spacing traps. If you already know about them, he was definitely space trapping you here. He did jab and then looked to see if you would delay tech, then used the Cr. MP for the pushback on block to allow him to walk back out of your Cr. MK range. In cases where you think they are going to spacing trap you, you can try walking forward and THEN pressing Cr. MK, or challenging with a button that reaches further like St. HK or St. MK.

  • In general in this last round, he is looking for you to whiff a button and trying to whiff punish you. Generally speaking, most people can't both look for the whiff punish AND check DR. It takes experience/time to get a read on what your opponent is looking for but, I definitely think this particular moment he was looking for whiff punish and so you should challenge with DR or forward dash.

#

Otherwise, a lot of what you're doing is fine

#

you took a few gambles guesses with parry/OD DP

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but sometimes you have to guess

#

it's really just small things like drive gauge management and revolving your plays around it

#

but if you combine all these little things with tightening up your execution

#

makes a big difference

rapid comet
#

Was messing around in the lab discovered 5MP M Jinrai is frame trap. Is this real? is it actually useful?

mystic sedge
#

@sweet grove do you have some frame/spacing traps for akuma?

sweet grove
#

on hit, it all combos

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on block it frame traps from st. mp to cr. lp

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and people are unlikely to press after cr. lp

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and if they do you can always just adjust the string to catch them mashing

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if they block the whole thing

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you're out of range of cr. mk

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but i revovle most of my corner pressure around safe jumps on akuma

mystic sedge
#

Hmm gotcha.

I'm trying to learn more whiff punishing. So I'm thinking of starting with some set ups

#

Where i can fish for the whiff, instead of trying on a more random situation

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Like Jamie has a bunch

sweet grove
#

i think in neutral it's a bit difficult to get spacing traps since there's always the variable of you moving and your opponent moving but yeah, i personally only really know the one in the corner

mystic sedge
#

Yeah, that's why I'm trying to find stuff in the corner

sweet grove
#

i've watched automattock use a lot of adamant flame in neutral to catch people mashing jab and space trapping them that way

mystic sedge
#

One that's more of a frame trap rather than spacing is light strings b.HK OD hadou

#

If it hits you combo off the juggle.
If not still plus 2

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Åh yeah. 3x jabs xx H adamant also frametraps

sweet grove
#

ooooooo i actually didn't know about the light string b.hk one

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thank you for sharing that

mystic sedge
#

Yeah, it catches mashing and jumping out

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Or, maybe not mashing but delay jab 🤔🤔

#

Need to lab it tomorrow to come with definitive answer. But it has been working

sweet grove
#

this is the route i was talking about earlier

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in case you wanted to see it in action

sweet grove
#

but yeah i don't know too many other spacing traps

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i have a few frame kill setups

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that lead to some nice frame traps

mystic sedge
#

I'll practice this one! And fish for the crMKs.

#

Thanks!

sweet grove
#

no worries! thanks for sharing the other one too, i'm labbing it right now and i can see the potential

sweet grove
#

there's no gap between cr. mp and mk jinrai

mystic sedge
#

Yeah.
I also swapped to doing dash bHK OD hadou after throw instead of crHP hadou

sweet grove
#

and yes there is definitely utility in using true blockstrings

mystic sedge
#

Higher juggle does a bit more reward

sweet grove
#

oooo

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this is smart

#

i've been doing Cr. MP TC xx OD Hado

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but you're right B. HK gives way more damage

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if it hits

mystic sedge
#

Yeah.
It's just a bit annoying to confirm the hadou to charge or not

sweet grove
#

Btw, just thought i'd show you a frame kill I use after I land that initial Cr. MP, Cr. LP, St. LK xx Shoryu frametrap/spacing trap

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the Cr. MP becomes +1 oB after the frame kill

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and meaty enough to link into Cr. HP on hit

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and then +41 safe jump after

mystic sedge
sweet grove
#

oooooooo

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im looking at this rn

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this is beautiful

mystic sedge
#

So, in that setup, you can do crMP framekill, bHK OD fireball

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Or straight OD fireball

sweet grove
#

you're right, just tried it!

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very cool

mystic sedge
#

H DP framekills are easier.
Tatsu are a mess, because the juggle height affects the KD

sweet grove
#

yeahhh i generally don't do tatsu knockdown

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unless i absolutely need the damage

rapid comet
sweet grove
#

yep

#

so basically, whenever you can link 2 moves together in such a way

#

that your opponent is in blockstun the entire time

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meaning, there is no gap

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we call that a true blockstring

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a frame trap is when, there is still a gap

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but it's so small that

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there's nothing they could really input

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that would come out before your move

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other than something like OD DP

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any kind of invincible reversal

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so the utility in true blockstrings is exactly what you discovered

#

which is that there's no gap, meaning you can safely do it everytime

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and not worry about them pressing

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however in this particular blockstring you've found

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Ken's Cr. MP has pretty short range

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so if they block the whole thing, the light kick ender of jinrai is -5 oB

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they will likely be in range to punish it

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but that only matters if your opponent knows that

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and knows how to punish it

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you can also achieve the same thing with St. HP xx MK jinrai

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but St. HP has longer range

#

both can have their uses

rapid comet
sweet grove
mystic sedge
sweet grove
#

which one?

mystic sedge
#

The lights on block, bHK

sweet grove
#

there's a big gap if you go from a light to B. HK but, I think if you do something like 2 lights -> B. HK, your opponent probalby isn't expecting you to do something fake in the middle of a light string so you could get away with it

#

i'll see if it loses to delay jab

#

yeah i think it loses to both mash and delay

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cause the gap is about 10f or so

#

still good tho

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cuz the reward is + frames oB

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and big reward on hit

mystic sedge
#

Yeah!

sweet grove
#

To everyone in this thread and to any future readers, I'm taking a break from Street Fighter so it's likely that I won't get back to you about anything coaching related. Between coaching, grinding and playing in online/local tourneys, I'm completely burnt out. That being said, I'll still tie up any loose ends/provide feedback to anyone that previously has been waiting but, going forward please don't expect much coaching from me. I can't say for certain when I'll return but, I just need a break from the competitive sphere in general. Thank you!

shadow swan
main anvil
sweet grove
#

sorry to jumpscare everyone with a necro but, just want to say im reviving this thread if anyone is looking for coaching

clever wigeon
woven valley
#

If Jot is unavailable, I can take care of this

sweet grove
#

Ya I got you! Sorry was out of the house. To start, could you detail the moves/tools you use the most, and explain what you think your gameplan is?

#

Also try to explain to me what you think your weaknesses are and what you think you need coaching on.

#

And if you have any replay IDs or videos to share that would be helpful

#

@clever wigeon

clever wigeon
# sweet grove <@422520888236441600>

In neutral I try to use st.hp or cr.mk into mk.jinrai and light ender (i actually got this from the pins in this channel). I find this loses to DI so in these scenarios I would just cr.mk and wait to respond to DI. I tried to use TC into run tatsu or run dp but I struggle with the run dp input i just don’t find it natural.

I know with Ken the gameplan is to get them in the corner with run tatsu. But I’m not sure how to keep them there and what to do on oki. In midscreen I DR st.hp or grab on oki, but in the corner I’m not sure what to do.

For PC i simply do st.hp xx h.dp as I’m not sure what else combo I should be going for.

My weakness is definitely defence as when I get knocked or stuck in corner i find it hard to recover. And AA, I’m very inconsistent with DP for AA and rely on cr.hp instead.

I’m not home now but i can send some replays later today.

#

Another weakness is hit confirming, i find it hard to track and just spam the combos which gets me punished

sweet grove
# clever wigeon In neutral I try to use st.hp or cr.mk into mk.jinrai and light ender (i actuall...

I like a lot of what I'm seeing here! The first thing I noticed, is that you're paying attention to the weaknesses of your gameplan (jinrai being weak to DI) and trying to find solutions to mitigate/solve these weaknesses. Reflection and problem solving are essential skills you need at all levels of play in order to improve.

For PC combos, that is totally fine, keep it simple for now! In fact, depending on what I seen in your replay, I mostly want to simplify your gameplay to a few tools, while expanding on or keeping some of the tools you already use.

#

For defence, I think an important skill you can learn in the silver-plat range, is delay grab tech or delay grab OS. Have you heard of this before?

#

As for AA, specifically DP AA, I might have some tips for you depending on what kind of controller you use.

sweet grove
#

But yeah this gives me an idea of how you think about the game and what you think you're doing

#

I'd like to confirm it through replays next

#

and then we'll take it from there

#

so you lmk when you're ready with the replays

clever wigeon
clever wigeon
sweet grove
sweet grove
#

not so sure about for pad

#

so unfortunately for anti air dps i dont have any real tips for u other than to practice it

#

anti air training

#

wait r u classic or modern

clever wigeon
#

Here are two replays against cammy.
D93SKLF4A
9DUP6A8MG

gusty schooner
#

Hey Jot, I could use a replay or two for review. I’m out at the moment but I’ll ping them across tomorrow

sweet grove
#

D93SKLF4A:

Round 1:

You go for a lot of Cr. MK here, which is good but, you end up commiting to hadouken/jinrai out of Cr. MK and the St. HP. This would normally be fine but, because this Cammy DIs a lot, you should try to poke with those buttons (Cr.MK, St. HP) without cancelling/commiting to anything, and instead focusing on being ready to counter DI. Or, don't even press buttons and wait for the DI to counter it.

Round 2:

More or less the same thing here, you're commiting too much to the jinrais when the Cammy gets away with DI. I really like the anti air attempt near the end of the round with Cr. HP, I think you just have to work on the timing.

If you are going to commit to Jinrai, I recommend doing it more from the St. HP, since it's a true blockstring. This means they can't mash DI between St. HP and the initial first hit of Medium Jinrai. They can only DI before the St. HP (lucky DI) or between the Jinrai and the ender. For the latter, as long as you end in the light kick ender, you'll always be able to counter DI back.

9DUP6A8MG:

Round 1:

Good hit confirm at 61 seeconds! Just need to practice the whole string so you convert properly. Nice anti air at 47 seconds too!

You adapted well here, opting more for the St. HP xx MK Jinrai, which is exactly what I mentioned for the previous replay. I think you just need to get in the habit of blocking low after the LK ender and observing what they do. This Cammy almost always sweeped (Cr. HK) after you finished your Jinrai and, if you didnt' know, you can punish almost all sweeps in this game with your own sweep (and eventually you can get better conversions too).

Round 2:

Second time I've seen you mess up your conversion after successfully landing a DI. That's okay, just gotta drill it more.

You commit to a lot of jinrais here and even from burnout. It's getting you smoked by DI.

Round 3:

Nice counter DI at 91 seconds and nice awareness to cash out to level 3!

Main takeaways:

Gotta anti-air a LOT more. Cammy probably jumped on you almost 20 times between both replays and, you maybe anti aired like twice. Her main strategy was jumping in on you to get pressure, and walking forward and pressing DI. If you notice your opponent plays like this you can't afford to commit to your BnB strings/pokes, and instead focus on anti-air and counter DI.

#

@clever wigeon

#

if you have any questions about any of this feedback or otherwise, don't hesitate to ask!

clever wigeon
sweet grove
# clever wigeon Yeah i agree with you, my anti air is not the best and i need to drill it. I mos...

In terms of BnBs, I think what you're doing is already fine. I didn't see many hadoukens but, in a match where your opponent only jumps you don't want to throw many fireballs anyways. I think you could afford to use more dragonlash, so that you can force a situation where you're + but, other than that, I like the tools you're using. Just need to drilll them more and don't commit to jinrai too much in neutral so you can counter DI

arctic umbra
#

Hey @sweet grove, nice to meet you man, I just got diamond, so the journey to master is getting closer, but one thing that I feel that I struggle a lot is against Juri's strings and Ryu's cross-ups. Do you have any advice to deal with them consistently?

sweet grove
#

for Ryu, I'm not too sure what you mean

#

his crossups shouldn't be much different from any other "standard" character's crossups

#

unless you have a specific example

arctic umbra
#

Ah yes, I mean because Ryu players are the ones that goes for cross-ups all the time lol

sweet grove
arctic umbra
#

It's not that I'm not good at anti-airs, is just that I kinda panic when people keep jumping around me

sweet grove
#

but for me personally, i have decent crosscuts so it's usually not a problem for me if they go for too many crossups

#

ah okay if you struggle with anti air dp then crosscuts might be out of the picture

#

if they are going for multiple crossups in a row you kind of have to actively be looking for that

#

you can walk under

#

then punish their landing

arctic umbra
#

I usually get good anti-air when people jump straight to me, or they do a dive kick. But sometimes I got in the corner and they neutral jump or in the middle of the screen they keep jumping around me .-.

sweet grove
#

and maybe trying to mitigate their chances to go for crossups

#

as in, maintain spacings in which you have favourable anti airs

#

and you maintain that spacing by threatening with buttons

#

and taking up that space

arctic umbra
#

Ok, gonna try that, thanks 😄

sweet grove
#

👍

#

but if you come across this

#

send the replay

#

and i can be more specific

arctic umbra
#

I found one from today about the cross-ups: QBNFL3VDK, I feel dumb when this happens

arctic umbra
sweet grove
#

👍

small harbor
#

Anyone fancy a ft10 tonight and giving me some pointers on my Ken to help me improve? Id like to take him to 1600mr but don't play him too much, and what I learnt about him I quickly forget when I pick up a new character.

clever wigeon
#

@sweet grove hey Jot, an update on my progress, I’ve just made it to Gold! Just wanted to let you know what you’ve shared with me has been helpful!

sweet grove
#

let's goooo

#

congrats man

#

if you have any more questions don't hesitate to ask

sweet grove
#

I'm available before 2pm EST and after 9pm EST

small harbor
# sweet grove i'd be down at some time tomorrow if you're around

Thanks for the reply, that would be really great. I'm going to Cyprus for two weeks on holiday tomorrow so have to pack tonight, but would be really appreciative of some help, could we do some sets when I get back? I'm in the UK, so hopefully lag woulnt be too bad?

sweet grove
pallid bobcat
#

Hey, sorry if this has been asked somewhere already but I have an input related question. im trying to do run cancel dragonlash but instead its just giving me the heavy kick cancel. am I inputting it too slow or fast? appreciate the help <3

woven valley
pallid bobcat
sweet grove
#

1700 Ken/Akuma/Ryu Player Offering Coaching

hardy parrot
#

Shoto player might be shorter LOL

sweet grove
#

oh true LOL

#

but I don't play Luke or Terry

#

maybe now I have to, so I can say I'm the hardstuck 1700 shoto main

sweet grove
gusty schooner
# sweet grove ya i got u man what's up

I feel like my neutral and corner pressure is pretty mid. I do hear and get told a lot that st.hp and f.hp are goated moves but i think i probably have some spacing issues and stuff etc...

#

I know i press a lot on - which is something i'm trying to do less, as i'm trying to steal turns back

#

i also feel like i have ZERO spacing traps but i constantly get caught by them xD

sweet grove
#

okay, can u send a replay where u feel like u struggled with these things

#

and can u describe to me what your general gameplan is

#

and what tools/bnbs u use the most

gusty schooner
#

Yeah bare with, i played a really long set with a friend the other day so my whole entire match history for replays are all lobby matches so need to have a look through them

#

Replay ID: XB9HFT4KX & 3PAGBULGY

sweet grove
gusty schooner
#

Yeah i would say i try to use fmk and fireball to control space and play neutral

#

I'm trying to use fhp and sthp more but i really need to work on my spacing on it

#

and buffer behind it with fireball and confirm into drive rush for some corner carry

#

I probably overuse DR MP, MP target combo into OD FB for +2 or knockdown and follow up with a demon flip for OKI

#

i don't really work too much on my strike throw i think as i seem in these replays to be doing quite the same flowchart in most now watching it back

#

and then in the corner i go for st.hp and try to confirm into adamant for big damage and end with htatsu for oki and meaty or throw loop

#

I also feel like i just crack under pressure in the corner and really need to work on my defense

sweet grove
#

Round 1:

93 seconds, nice awareness to punish the quick burn but, you did not have to spend 2 bars here for OD hadouken, should have done a meterless punish. This is more of a hindsight thing but, it could be an insight into how you manage your meter - you may need to pay more attention to your resources. You nearly put yourself in burnout here.

69 seconds, your friend uses Cr. MK DRC to put himself into burnout here. So far he's 2/2 cancelling Cr. MK into DRC so, this is something you should begin to look out for. OD DP OS and Drive Reversal will allow you to get him off you and to win a meter exchange.

61 seconds, again, you didn't have to spend 3 meters, nearly putting yourself in burnout, to extend your pressure from St. HP. He's in burnout so I think a more patient approach would have been better here.

Overall, nothing too egregious IMO but, definitely an over reliance on setplay/neutral skips in the form of demonflip, air fireball, light fireball followed by drive rush. i think playing a more grounded game would help you a lot here as well as getting to know the ranges of your buttons better.

Round 2:

Nothing particularly bad about this round either. I think you just need to have more intention with your buttons. You use a lot of St. HP, F. HP, F. MK and fireballs to take up space, but it doesn't really accomplish much especially if you aren't converting into DRC for pressure (which you shouldn't overuse but need to threaten with). I think after you take up space with a button, you need to observe more how your opponent reacts - do they immediately try to take their turn back? Do they walk forward? Do they jump? Do they drive rush? In a lot of instances, I think your friend is eager to take that space back with big buttons and you need to be ready to whiff punish.

sweet grove
gusty schooner
sweet grove
#

delay jump forward, block a button then jump forward to get out of the corner

#

kinda like delay tech but with forward jump

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beats tick throw

#

and shimmy sometimes

#

delay jab, beats shimmy and meaty

#

more perfect parry attempts (although arguably worse of an option now that you need to guess high or low)

#

drive reversal

gusty schooner
#

Gotcha

#

yeah i feel like i probably auto pilot a lot tbh

gusty schooner
sweet grove
#

ya and that's normal, part of getting good at this game is developping muscle memory so that you can autopilot

#

but u have to be a bit more active in the match thinking about what your opponent is doing

#

it's a thin line and i struggle with it too

#

but the more you can catalogue information about your opponent's habits

#

the more you can make informed decisions

#

also, i saw very little raw drive rush if none

#

you need to sprinkle these in

#

raw drive rush into jab

#

reaction check and keep your opponent on his toes

gusty schooner
#

as my drive rush in neutral is often telegraphed by me doing the slower version

sweet grove
#

yeah u get it, just another tool to add to your repertoire

#

getting higher in master is just about rounding out all aspects of your gameplay

#

each optimization you make, might be small by itself but, the sum of those things makes a difference

#

so optimizing your toolset (using more tools)

#

and more active thinking about what your opponent is doing

#

if you have any questions about any of this lmk

gusty schooner
#

Thanks Jot! i'll put this into practice, appreciate your time

sweet grove
limber basin
#

could someone here help me out reviewing a replay real quick? I play akuma and am lower plat rn

gusty schooner
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I can try and help if Jots asleep right now but I don’t have access to the game so would need to be an upload

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@limber basin

limber basin
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i wrote it in coaching but nobody answered

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9LKDMS4TQ

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my main issue are the 2 close-up jumps they did that crossed me up, idk how to react to stuff like that

gusty schooner
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You have the ability to upload the replay, sorry not at my computer right now so can’t check until much later

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If it’s an upload here I can look now

gusty schooner
limber basin
gusty schooner
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Good thing about jump back light punch is in the corner it also lets you keep the corner

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If I’m cornered I’ll take a crosscut dp to the face to escape the corner any day

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But the jump back light punch can be a real nuisance

sweet grove
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but pretty much what rusty said

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when it comes to opponents jumping out of the corner

limber basin
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in the corner

sweet grove
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oh so just like midscreen

limber basin
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yeah

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i'm not afraid of normal jumpins, maybe i'm not perfect but im practicing and improving

sweet grove
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yeah crossups are tricky, it really depends on what you were doing when they jumped and the spacing they chose to jump at

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there will be some ranges where, u just have to hold the crossup

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i probably don't have the best advice for crossups, because I do crosscut

limber basin
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they were plat so in all likelyhood

sweet grove
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and that's my only answer

limber basin
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it shouldn't be that hard......

sweet grove
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i'll watch the replay though

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i think generally speaking, you should be controlling space

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in such a way that they can't cross you up

limber basin
sweet grove
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ya if ur struggling with regular anti airs

limber basin
sweet grove
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don't work on crosscuts for now

limber basin
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mhm rn i'm working on the strive reps for AAs and DIs, plus

sweet grove
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i'm watching your replay right now, right off the bat, great anti air

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on the dive kick

limber basin
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doing a training where i make the dummy do jHP on block in the corner, and try to proc that with fireballs

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then throw a second one and AA them

limber basin
sweet grove
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this is a really shallow example but, basically, you're getting crossed up because you allow cammy to walk up on you

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and then she jumps from a much closer range

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allowing her to go over you

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if you take up space with buttons

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she can't walk up for free

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ideally you use buttons that are DI cancellable

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so like St. HP

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Cr. MK

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but F. MK is a good button too

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cause it reaches far

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and by maintaining that space

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you'll always be in range to dp anti air

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yeah just finished the 2nd round too

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u just need to be more active in neutral

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ur doing a lot of waiting

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and holding down back

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don't let her walk up for free

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if u find urself reacting late to her walking up on you and she closes the distance

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use faster buttons

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st. lk

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cr. mp

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if u have any other questions @limber basin lmk

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but this is the #1 takeaway from this replay

limber basin
# sweet grove Cr. MK

i appreciate the help but my reactions aren't that good 😭 , i can try 5HP and such tho

sweet grove
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wym reactions

limber basin
sweet grove
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i'm talking about using those buttons to control that space

limber basin
sweet grove
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OH

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well it's still better to throw out a cancellable normal than one that you can't cancel

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so that you can take up space and still have the chance to counter DI

limber basin
# sweet grove and holding down back

i think i was trying to observe them and see their patterns, it's something i wanna get better at lately since it's a thing thats holding me back

sweet grove
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that's fine

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but i think after like

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3 instances of her walking up and crossing you up

limber basin
sweet grove
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u can safely assume that's how they play

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at least on the first layer

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of their strategy

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if they even have more layers

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so you start by countering that first layer

limber basin
limber basin
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reading their first layer is what i need

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when they jump, when they DI, etc

sweet grove
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👍

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if u have any other questions don't hesitate to ask

shadow swan
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Jot are you backPogDuck

sweet grove
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at least for now

shadow swan
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i'll defo send some vods here sometimes i went from aki to ken

sweet grove
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I'm so sorry I have to admit that I don't quite remember your name

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But yes feel free to drop vods!

shadow swan
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oh i dont think we interacted much tbh, i just lurked here a lot

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actual tag is Barca

sweet grove
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OH

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okay I didn't realize it was you Barca haha

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wait ur giving up the Aki?

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aren't you a 1700 beast on AKI

shadow swan
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ye but i switched to ken

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i really don’t like her playstyle and i wanna play shotos

sweet grove
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dammmn okok

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still Ken tho, even after the nerfs?

shadow swan
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ye ofc

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i love ken

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and i don’t mind the nerfs at all

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better i like it more rn with the drive gauge play on lvl2

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sthp ex jinrai lvl2 is 2.3 bars of drive

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amazing tool to force burnout

sweet grove
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that's true

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and it's really just the jinrai loop that got nerfed

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and throw loop

shadow swan
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ye but imo throw loop is still a bit of a question mark

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they haven’t really said which one of the 2 is gonna be his definitive one

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but i’ve seen angrybird started doing dash oki on throws even tho it’s technically fake

sweet grove
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yeah it's just harder to execute and for some reason esp if they backroll

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even tho it should be the same??

shadow swan
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afaik only cammy had this same thing on a divekick setup and it got patched

shadow swan
sweet grove
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omg lol

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that's brutal

shadow swan
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ye very

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but in my head the actual one is the quickrise

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cause the backroll thing is weird

hardy parrot
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ye the 1f window is extremely brutal

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honestly tho i've gotten mileage off people knowing its 1f and mashing 4f, and i go for st.hp

shadow swan
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oh ye me too

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people are mashing hard on ken corner now lmao

sweet grove
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i gotta say the counterhit knockdown on jinrai low ender feels nice to face

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i honestly don't mind getting knocked down

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as opposed to him getting a conversion

shadow swan
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ye he lost like 1200 damage if you mash on jinrai

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which yes it’s big but the oki on that kd is pretty good afaik

sweet grove
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yeah that's true but, i get an opportunity to guess again instead of just him converting to the corner or something

shadow swan
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yeah true

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it’s surely a nerf but imo ken is still extremely fine

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final judgement will probably be if tokido sticks lol

hardy parrot
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akuma got nerfed harder so i think he'll stick

shadow swan
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ye but there’s always the ryu angle

sweet grove
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THIS IS THE WAY

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JOIN US

shadow swan
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no i can’t play ryu

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i hate command normal so much

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and he has a bHP one too

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also sorry but ken is way coolersadge

sweet grove
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waaaaaaaaaat

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they're both homeless bums

sweet grove
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but Ryu is from glorious nippon

sweet grove
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but my frame kills got nerfed

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so i can't do it anymore

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LOL

gusty schooner
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Legit with how good Ryu is... i legit don't think Akuma should be 9000 health anymore

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put my boy to 9500 at least

shadow swan
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akuma’s also cool af

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i just don’t like ryu much tbh

sweet grove
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ya that's fair

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u gotta vibe with the character too

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honestly the only reason i switched is cuz a friend convinced me that my playstyle would fit ryu better

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i feel like i don't play akuma to his strengths

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but i 100% like akuma better

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in terms of aesthetic

gusty schooner
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just a general question quick, if i'm walking forward, release forward and press parry+forward, will i get instant DR?

sweet grove
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uhhhhhhhhhh good question i don't actually even know

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ud proably have to test it

gusty schooner
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yeah i'll see quickly

gusty schooner
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nah you dont 😦

sweet grove
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ya i feel like if it could work that way

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so many people would get accidental DR

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y do u ask? r u struggling with DR input?

shadow swan
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also you’d get 17 million accidental dashes

gusty schooner
sweet grove
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what do u play on again

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pad

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leverless

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stick

gusty schooner
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leverless sadly 😦

shadow swan
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also jot have you actually understood if ken jab changes make a difference with his dr jab

sweet grove
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sadly??

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leverless is the GOAT

sweet grove
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the shimmy thing?

shadow swan
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like the patch says that his jab has more momentum

sweet grove
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honestly no clue either

shadow swan
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it in practice outside of the crmk dr thing does it change something

sweet grove
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ya i only briefly tested it out of curiosity

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and i didn't personally see any differences

shadow swan
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ok nice

sweet grove
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like a quick double tap using my index and middle finger

shadow swan
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i’m kinda studying dr jab on ken rn

shadow swan
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too lazy to learn it

sweet grove
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whaaaaaaaaaaaaaaat

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yo SOCD is like a hack tho

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it's so OP

shadow swan
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ye i really wanna learn socd dp especially

sweet grove
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i'm assuming you know the input for SOCD DP already

shadow swan
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yeye the one with up

sweet grove
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okay yeah that one is so GOATed IMO

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big recommend

gusty schooner
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I think leverless is really good

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but legit it's quite boring to play on

shadow swan
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ye that shit is like 4f dp

gusty schooner
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for me

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i don't use SOCD either

sweet grove
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i'm 100% biased but

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i think SOCD is way too good not to do if you play leverless

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like i'm so carried by it

gusty schooner
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I don't even know them haha

sweet grove
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nobody normal jumps on me

gusty schooner
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i know the DP one kinda

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hold down and just press the direction twice

sweet grove
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that's one of them

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the one we're talking about is

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you sorta plink forward + down

shadow swan
sweet grove
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and you hold both of them down

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after pressing them

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so forward + down quickly in succession, and holding them

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followed by up + punch

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it's just a really ergonomic input

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feels like 1 fluid motion

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and u can be in the middle of anythhing

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and the moment you see a jump

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you stop waht your'e doing

gusty schooner
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Sorry i don't get that isn't that just the normal dp input?

sweet grove
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and input that

gusty schooner
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ow wait

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up input

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wtf

sweet grove
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no cuz normal DP is forward down forward

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ya

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the up and the down cancel out

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so what you get is another forward input

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forward + down (plinked, and held down)

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then because you're holding down both forward and down

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when you input up + punch

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up and down cancel out

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so you just get forward + punch

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and you use your right thumb to input punch

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so that you separete the forward + down, and the up + punch

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between your 2 hands

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and it just feels really fluid and natural

sweet grove
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and honestly in matchups where they have ways to mix up their aerial approach

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my muscle memory with SOCD DPs sometimes fucks me over

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and i have to make an active effort not to do it

gusty schooner
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Damn i can't get this to work in my head

shadow swan
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ye but it makes cammy mu so much easier

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like rn i’m doing angrybird tech against cammy

sweet grove
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and honestly, i fkin hate cammy LOL

shadow swan
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which is omega delay do against her jumps

sweet grove
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i have to 100% poor my entire being

shadow swan
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so you block her dives and antiair the jumps

sweet grove
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in order to react and anti air her dive kick

shadow swan
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that’s what he does

sweet grove
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wait

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mega delay dp

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so you like

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input block

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then delay DP afterwards?

shadow swan
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ye you just dp very late

sweet grove
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and you block the divekick but anti air the regular jump?

shadow swan
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yes

gusty schooner
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is this it?

shadow swan
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it’s not easy to do

sweet grove
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i feel like this loses to her baiting it out though

shadow swan
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it does

sweet grove
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with a fake dive kick

shadow swan
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it’s not the best

sweet grove
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yeah fk that character man

shadow swan
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ye i hate her

sweet grove
#

lmao

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permanent +1 mental stack

shadow swan
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surely better on ken than on aki tho lmao

sweet grove
#

what happens when you

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input up + down

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on your leverless

gusty schooner
#

N

sweet grove
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okay so you must have just done it wrong

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here one sec

shadow swan
#

you hold everything down rusty

sweet grove
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plink this

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and HOLD

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both

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you don't let go

shadow swan
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it’s forward (hold) down (hold) up+punch

gusty schooner
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what is plink?

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like roll my hands

sweet grove
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like

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one after the other

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really quick

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like as quick as you can

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almost simultaneous

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but one after the other

gusty schooner
sweet grove
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at least if you want the fastest DP input

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ya

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then

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while ur holding that

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right after you input it

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and hold it

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you do up + punch

gusty schooner
sweet grove
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i'm trying to remember what the input looks like when i do it

shadow swan
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try doing it slowly to get the grasp of it

sweet grove
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i don't think there should be a neutral in there

shadow swan
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like press forward and hold it down

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and never let it go until end of the dp

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press down and never let it go till the end of the dp

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and same thing with up and punch

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you can just hold everything down until the dp is done

gusty schooner
shadow swan
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trust you’ll get a dp doing this

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yeah

sweet grove
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yes

shadow swan
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that s a dp

sweet grove
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and do it fast af

shadow swan
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you can get semi constant 3f dps with this

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which is CRAZY

sweet grove
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once u go down this road tho

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if u decide to learn a character without dp

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it will be such a growing pain

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to undo

gusty schooner
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NAHHHH

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this is fucking EASY on p2 for me

shadow swan
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you saw how good this is

gusty schooner
#

wtfffff