#1700 Ken/Akuma/Ryu Player Offering Coaching
1 messages · Page 5 of 1
why no1 told me this???
on P1
hollyyyyyyyy
lmao
you wanna press the up button with the other hand imo
it’s even faster
like same hand presses up and punch
broooooooooo legit
i've struggled p2 side with dps
it's easier on p2 for me
than p1
ok i need to just do this for my next 100 games
damn ur ring finger must be goated
i like P1 way better
using middle finger and index
get this pretty consistently

ye bro that’s a 4f dp it’s so good
you know what's crazy to me
Nah Jot done fucked me up in a good way
like difference between 4f dp and like 8f dp is antiairing a cammy ex divekick
still unthinkable tho for me antiairing a jamie ex divekick
anyways, what's crazy to me, is even if you master this and you can do 4f DP, cammy instant air divekick is something like 21f total to react to isn't it?
some bullshit like that
you know what is HELLA nice about this way... no accidental level 1
my n1 enemy that divekick
also this yeah
a char whose insanely privileged at dps is juri
cause she doesn’t have 2qcfP supers
on ken is relatively fine too cause you get lvl3
and on ryu his lvl1 is fast
but akuma is pain
Any other good ones?
there are super ones but i don’t know them well
what’s that i need it on ken lvl1
oh yeah i remember now @gusty schooner the air fireball is reverse dp input
down + forward
up + punch
but u kinda have to delay it i think
if u do it too quick
air fireball doesn't come out
isn’t that just a normal tiger knee fireball
hold down, then plink back + up twice, then your button
and you use your right hand for up
it's only slightly better
oh thanks
feels a bit more ergonomic cause you use both hands
and you can still hold block
as part of the input anyways
oh yeah it is LOL
i forgot that's not specific to leverless
ok i sleep now, ill defo send some vods here when i need help
i’m floating in 1600 rn with ken
👍
1580-1620
i'm sure you'll need very little instruction anyways if you've previously hit 1700 with AKI
probably just small things
but yeah im down
ill be here
thanks man
We need to lobby more Barca
this is kinda one of the reasons I dropped aki tbh but trust i have some holes in my gameplay
i don’t wanna elaborate too much tho cause it’s not a good learning topic
how come we never matchmake?
I'm on 1480-1550 😄
Let's play later
And stop changing your name so I know you are you
yeah i've never matched you Barca in ranked
i've ran into davidals a couple times i think
Nah, we used to meet on your way to master with ken/me with cammy
I should do that, then I'd be > 1600 😄
i really prefer customs
My ranked journey = + 100MR in the first hour, -100 after that
and ranked to try stuff out and see if it actually works
ranked is very good if you plan to play a lot of tournaments
but you're never on #sf_lobbies
oh, I don't have those 
i know it's a niche and/or bad tool, but what are some uses for the command grab? i remember it being ok if the opponent is parrying the FBs because of the similar startup animation
could be wrong, tho
Very true
it's a bit of a gamble mechanic but it has it uses
one is the above you just said
also if you notice they always jump it, you can gamble and guess they will jump on oki
and go for a DP or air to air
but of course it carries risk's as they could just jab check you and destroy you haha
After a fthrow in the corner, you can do the command dash and the grab hits meaty. Or you don't to the grab and you can AA their jump
DR xx command grab can also work if you notice they don't check your DR but try to parry instead
This is really nice because if they're jumpy you can jump MP and go into level 1 or OD FB or OD Tatsu
Only if they neutral jump, but yeah
having a command grab is also useful if like you stun someone round 1 and it kills
it’s builds insane meter
The easiest cheese for last round of ranked ft2 is:
fthrow, command grab, DI, kill
both the command grab and DI hits meaty and are auto timed 😄
I had this Akuma do the nastiest DI reset on me, was really nice
in the corner of course
(And if you're playing against akuma and see the teleport, just backdash. It beats both the grab and the fake)
yeah, I'm easy target to DI resets
I really hate playing jamie and kimberly, they have some nasty ones
dope thanks y'all
question, i've been having a lot of success doing drive rush 5MP into 5MP5MPxxxDemon Flip chop
is that good, or are there better options? I know I should do 5HP and 6HP after drive rush
I mean if you're having success doing it then keep doing it for now.
I tend to do something like PDR into 5lp, 2mp
and PDR 6HP, 5 or 2 lp
the combo you're doing with 5MP into 5MP target combo demon flip is a mental stack check really because they can just anti air you out
but if they don't then you're + on the chop which is nice
yeah more often than not they tech the throw attempt after chop
yeah chop is really nice if they block
so far nobody AA'd me on the flip, but I dont wanna make it a crutch
might try to do 5LP or 6HP after dr, or try to do those more
one thing i do in the corner and i find it works A LOT, is if they block demon flip palm, do 2HP, and it will trade with a 4 frame lp... but the hit stun from your 2HP actually lets you get a full combo from it still
which is a really nice check for jab mashers
not sure if I have ever done a trade combo haha
honestly i was thinking to add a shimmy after the palm
or even just doing 5LP 5LP 5LK or something of the sorts
yeah i mean it's all RPS right, if you're +2 it's your choice what you want to do
if someone is techinh constantly, hit them with a shimmy
if they're not you can throw them
or a job string for mashers etc..
mhm, yeah, anyway thanks for the help 🙏
trying to hold downback and observe my opponents more (or ig running my offense like that mentalstack check i mentioned) has been helpful, or at the very least fun
at least it makes every match useful to observe layer 1 as Akuma, makes them less "wasted" if i'm vs someone who doesn't jump a lot
Do you have a safe jump set ups. Or at least what's the frame advantage to look into when getting a kd
+42 is safejump
+41 is safe to OD DP, you will get tagged by most light dps tho if you pressed
Thanks you can safe jump after target combo xx enhanced dragon lash right? Or it no longer works. Im trying to incorporate safe jumps into my oki
@hardy parrot
like others have said, its pree much a gamble but, depending on ur opponent and how they react to visual queues and certain situations u can kinda abuse it.
for example, in the corner, some people might twitch react and mistake it for DI.
u can also follow an air fireball with command grab if they are someone that responds to air fireball by holding parry.
my personal favourite is, after landing an anti air, drive rush for oki and then do command grab.
but if ur opponent is not autopiloting and is paying attention to your offense, it usually gets checked
do you mean as a blockstring
or as a combo reset
blockstring yeah
if u mean combo reset, idk pls don't do this
okay yeah that's okay
just don't do it all the time
any blockstring you know that can special cancel.
u can pree much sprinkle in demon flip
sick ty
it just extends ur pressure
yeah i think ill limit it to the corner
for now
👍
high masta on ken masta

Sorry jot ik this is your thread.
Kens safe jumps arent his strong suit, since he gives up damage for it. od heavy jinrai (all heavy followups, when grounded) gives +42 grounded, so does PDR st.hp xx heavy jinrai( no followup)
@violet yacht
no need to be sorry at all
this thread is poppin rn lol
didnt even read all of it yet haha
The most common one youll see is after chin buster xx run xx tatsu, youre +43. You have to delay your jump by 1f or do it and accept not pressing a button on your way down
there is a sick mindgame if you immediatly neutraljump after
In this video, Booce and I go over a practical Ken situation in the corner.
Followed by theory fighting, the information will be useful for all Ken players!
Like & Subscribe for more!
Edited/Thumbnail by : @mesori
Sponsored by 4TW Fightsticks | Jony Fraze
Check out his websites an amazing fightsticks here:
https://jonyfraze.bigcartel.com/cat...
i always hated this one way too hard
i cant believe some people can do this fairly consistently
insane
i usually go for the jump after run tatsu if they dont have a dp
but like the empty jump makes you land at +0
a shit ton of people parry
bro when i see someone spamming parry as an anti air
lowkey a pet peeve
like i could have empty jump grabbed u
where are ur dps
hahaha
when i see that i enjoy my 15 mr
when near the corner target combo into med jinrai no follow up (5mp xx 5hp xx 236mk) also gives a safe jump. If you delay the heavy follow on the jinrai exactly to the 23rd frame it's also a safe jump (22nd frame gives +40kcd, 24th gives +43kcd) if you want to get a tiny bit more damage from it.
But to be honest I only go for it after a perfect parry or dragon lash combo because those scale the combo really harshly, otherwise you're losing at least 500 damage going into this one
Sorry I didn't see anyone mention it and I think it's pretty common.
Tbh the only safejump I kinda like it's the od jinrai one and the fake jumps against characters with slow reversals
others have given great resources already but i will add that, most people don't even know most safe jump setups and there's no way to tell between +42 and +41 without prior knowledge
so if u find that u like a +41 setup, just send it and if they don't know it's fake then u can just spam it
@sweet grove @scenic escarp thanks for the info


@hardy parrot out here giving u the tech and u done forgot
after heavy tatsu midscreen what can I do?
charging h-fireball gets me clipped by ex dp
or is that acceptable?
you can do dash meaty fHP, or dash walk basically
you might be able to time a sthp after dash walk, but not much more
gotcha
I personally only end in H tatsu if it will get them to the corner
so basically just close the distance
otherwise I do M tatsu or H adamant midscreen
2x dash stMK meaty
H Flip for a high/low/bait mix
2x dash walk jab meaty.
2x dash wait and punish throw/OD DP
And, I think 2x dash walk throw is fake, but it works after you conditioned them to block and not delay tech
hmmm
if the stMK counterhits, you can stLK xx M tatsu or L Adamant
i think ill do double dash and rawdog it
stMK on block there is a space trap, if they block and mash jabs, or even some mediums you can punish them with stHP
ooo cool
ya i mean if they dont check it then u can keep doing it
but yeah pretty much what davidals said, i think ideally you get them to the corner with H tatsu
the akuma 5MP 2LP 5LK string today is looking better!!! aaaaa
Nice!
This one will be your best friend, you will never stop using it
yeah i got the rythm kinda down, the success in practice shot up
well
compared to 0 yesterday haha
and AAs keep coming, should eventually shift to hitconfirm practice and be less risky
yeah, NGL, every now and then I still mistime it, or do a crLK instead of stLK, but that's life 😅
but as long as you don't send a tatsu/dp on block it's alright
stLK xx OD fireball is pretty good also.
It's usefull if it would chip or put them in burnout
yeah at least its hard to get punished for it
And because it is a frametrap, if you miss the link by 1-2 frames, it beats their mashing
hell yeah brother
best string for Akuma
I miss it after switching to Ryu
ngl the only reason i'd play ryu is i love donkey kick
silly-fast fireball/SA1 and hasho mindgames
ya donkey kick is so free
forget footsies
just send it
but yeah that string on Akuma is so good cause it does everything
frame trap
space trap
you can get a safe jump if you cancel st. lk into OD hadouken
it's safe oB too
huh what the fuck??????
yeah exactly
ya if you cancel into OD hadouken and they get hit
is this something recent or
OH
for a safe jump
oh ya ofc
yep yep
i didn't know ya could juggle CH OD FB into M-Tatsu
just so many options out of the string
is this new s3 stuff or has this been in the game since day one
day 1
i feel so stupid
nah no way
for not learning this shit sooner
lots of combo routes for Akuma
better to focus on just a few
the ones that work for you
and then u can slowly integrate more as u go
well rn I have uhhh
5HK, 5MKxx starter for PC shit
and the EX Flame one in the corner
so a third one like that, for general-use that's not just to punish shit
could be hella helpful
why 5MK after 5HK?
on PC i think you can link a lot more
like St. HP
5HP
but when you say third combo, what situation r u looking for?
like on oki?
41no?
depends on timing
if u hit confirm
and do the m tatsu early as possible
it's +42
either way
IMO nobody mashing on +41
nobody knows that shit
It’s odd because somewhere along the way I’ve stopped using this as much which is odd as it was legit like my go to combo that carried me in diamond
I go for crmp way too much and need to do this again
What I’ve also started to do is use STMK more as a spacing trap
Especially in the corner, it pushes you away enough that you can often get a CRMP or STHP
Kinda feel like no one really uses stmk
yeah st. mk is a nice button
i was just starting to get into using that button before i dropped kuma
disjointed, cancellable
relatively fast
good range
i think it's best application is probably whiff punishing
but honestly i just used cr. mp for most things i wanted to do with st. mk, that's just me
faster
also disjointed
but slightly less range
It beats it fr ?
For an extreme example set juri to just cr.mk in the lab
And try to whiff punish it with st.mk with akuma
Yeah i barely use it.
But it seems to have less range but being 7f seems slightly better than sthp/crmk
I use it a lot against gief and Marisa
Really good for whiff punishing their moves
Yeah those i do fHP or crMK
Hello. I'm not new to SF series, but was not playing for some time and want to come back. And i am searching for someone to coach me on Akuma,
ya i got u
what rank r u
Plat 4
well i was not playing SF since SFV kinda broke my heart) so i'm a little bit lost in fundies of this itteration of game...
my weak point for now is fundies and defence
hrm okay
could you explain fundies to me
or what ur understanding of fundies is
that way we're on the same page
my footsies kinda floppy also i am an old player so prefer to feel framedata more then just feed it to my brain... for now i am at plat only cause of legacy skill
ya np
don't need to go too deep into frame data to get better
as long as u categorize things as "punishable"
and have a punish ready
so fundies to u
is footsies?
not only footsies for sure... i have small issues spread of all fundamentals... i am SF4 player in my mind still so sometimes i'm making pretty silly mistakes cause of habbits... i want to grind through stuff that i feel but can't describe correctly so that's why i am searching for coach
np! not trying to belittle or give u some weird lecture, just need to have an idea of what the word means to u
i want to be more consistent and fluent using game language.. i mean dialogue of attacker and defender
yeah for sure
i think for now, we should categorize 4 main "states"
if u look at the pinned messages
u can see my descriptions of them
we basically just need to have a gameplan that includes each of these 4 states
could you describe to me what your current gameplan is with Akuma
or at least what tools you currently use with Akuma
Well. if simplify 1 - try to not get to corner almost any cost, 2 - use pressure on opponent, if can't find a gap to enter the turn, 3 - make lots of damage, 4 - be patient a f XD
it's the basic gameplan for me on akuma
okay cool, those are some good general guidelines for urself, especially #1 and #3
#4 depends,
and i'm not too sure what you mean by #2
"if ca't find a gap to enter the turn"
what do u mean by that?
just so to clarify
after akuma rework his forward HP have less pushback, so i'm trying to utilize it as agressive buff more then debuff
well i'm not quite good in matchup knowledge for SF6 so i'm trying to feel my turn cause i do not know actually sometimes when it is
hrm, okay in these instances it helps to know at least if a move is - or +
even if u don't know the exact frame data
do you know what it means for a move to be - or +?
yup
okay so then
if you use F. HP to close the distance
it happens to be a move that's -
what does that mean to u
if you close the distance with F. HP and you're in their face
but you're -
that means that if we would change fasterst poke i will lose this turn
ya! even if you both exchange your fastest move (4f jab) you will lose
since F. HP puts you in a minus situation
so i think in terms of pressure and knowing when to take your turn, you just need to identify what parts of your moveset are +
i think the next step is for me to take a look at one of your replays
hmm ok
can you send me a replay and give me a breakdown of what you were thinking
i need to upload it to youtube?
u can just send me a replay ID
oh ok
wait a little
now i have only gief replays maybe i need to play some to send ya)
npnp
WELL
i've played some matches...
4BJB5SSBU
here cause i was not confident against rashid i was trying to play kinda safe. not so aggressive but not totally in shell
and cause i was not warming up i was not sure about combos at confirm so i was trying to keep him at neutral and get nervious
okay lemme have a look
before i watch it
is there anything more you can describe to me in detail
about your gameplan
@velvet drift
what are some tools you often use
what buttons
what BnBs
what combos
etc
hmm...
cr. MK - cr. MK to M tatsu or M adamant hand
cr. LP - cr. LP - Shoryu/ L tatsu sweap - M tatsu
I am using M tatsu for safejumps
My usual gameplan to get at comfortable distance and get opponent to corner... then try to bait himm and punish on mistake or use reaction check on pokes
corner then mixups and throw loops i suppose i usually use
i can give u fresh 2 replays of matches againsf plat 4 ken
his connetction was janky but maybe this will be more usefull
EG6NDFYPT
J9HH6XD5A
this can be more representative
i relly a lot on HK button.... Cause of SF4 Akuma....
bad habbits
okay cool let me have a look
sure
Round 1:
93 seconds: Nice DP antiair! and really nice pressure afterwards when you go for the overhead meaty. You cancel it into light adamant flame for the reset which is not great considering you could have taken him to the corner. We'll see if this is a habit.
89 seconds: Not a fan of this DI here but, nevertheless great follow up with that combo!
Wow nice heavy adamant flame to shimmy and land the PC to end the game. You have good combos!
Round 2:
95: seconds: Yeah a really bad DI here. It's okay cause it's still Plat but, eventually these DIs are going to get you blown up.
Okay there isn't really much for me to learn about your gameplay here because you dominated him. Let me check a replay where you lose.
So I watched the same Ken set where you lost and I don't see anything too overly egregious other than some bad defensive options
honestly, with ur combos and your oki, ur looking pretty solid
r u NA?
it might be easier for us to just play
so i can get a feel
@velvet drift
dude
i'm on win streak wtf
yay
i lost
454A7VQY3
here his neutrals was better and at some point i panicked
okay it's getting late here so i'll have to check this out tmo
but depending on how this goes, might be easier for us to play a set
Totally forgot that someone had adviced me to look here for some Akuma advice/coaching xd
i'm free so we can play
yeah man, ask away or send some replays etc...
Jot is NA, so this time doesn't really work for him, he's likely asleep right now haha
Well, I would have to know how to send replays to begin with
Aight, gonna take a minute tho. Doing smth atm
Gotcha, I'll send one soon as I'm done with this
Jot does often ask the below questions as well, helps him get an understanding of what you['re doing and looking for etc...
what are some tools you often use
what buttons
what BnBs
what combos
what is your general gameplan
(RNSFD8MWC) There ya go, one of my better matches I've had so far
Fair enough, lemme grab one
All good, i've found some from your user id
Dangit, closed WuWa for nothing then xd
ok, so it's typical beginner tips and stuff to learn:
Focus on anti airing people, doesn't have to be dragon punch, for now just use crouch heavy punch
Play around your strong neutral buttons like crouch medium kick, standing heavy punch, crouch medium punch and forward medium kick. All of this bar forward medium kick can be cancelled into specials such as fireball
For now don't stress about being optimal with combos, learning fundamentals like stopping people from jumping at you to get free pressure and counter Drive impact is far more important for now to learn IMO.
Learn some basic combos, i notice you like to do standing MP target combo, on hit do a medium tatsu or heavy tatsu and on block finish with a light fireball to make it safe.
Relax a bit more on defense, when you're knocked down you tend to try and force your turn back with a wake up OD dragon punch or mashing jab etc... blocking is fine and often the best option
standing heavy kick is great at a new level, as people don't tend to know how to deal with it and don't crouch block but be careful, if this whiffs you'll eat a full punish.
but yeah as a beginner focus on stopping them from jumping on you all the time, drive impact back and basic combos nothing too flashy
Yeah been working on some basic combos already, been practicing a midscreen combo and another basic one for corner carry
Great! yeah doesn't need to be optimal yet, just enough to force some pressure and get them to the corner
Still struggling with specials tho, motions inputs be icky on controller. That's why I tend to throw random Shoryu's, they're meant to be fireballs
PS5 controller
ok, yeah execution is a huge part, just practicing in training mode throwing out fbs and dps over and over again will help and comes with time
Can't justify buying an FG controller until I get better and actually enjoy the game
Figured
Do you find that when walking forward and trying to do a FB you get DP a lot?
fireball sorry
Can't say I do, I either eat a poke or DI
Mostly DI because lol low ranks be spamming them all day
Sorry to chime in but did you say forward medium kick cancels into fire ball ????
No, never.
where did you get that from?
Prob miss read
"All of this bar forward medium kick can be cancelled into specials such as fireball"
3rd paragraph
:p
Also Bloom with fireballs, to prevent accidental DPs, if do the input from
or
you won't get a DP
talking from p1 side
like this
Yeah I tend to crouch block regardless
yeah so just repeating the special inputs over and over helps improve execution and less misinputs
comes with time
but even top plays drop stuff all the time so it's not unique and is part of the learning process
Time and blisters on my thumb 
And prolly some wrist pain, not that I ever gave a damn about wrist pains 🤣
the string is doing a bit better, + today I hit some AAs that shocked even me lmao, very happy with myself
@gusty schoonersorry for the mention, but the string should work also in the corner after CH 5MP right?
currently trying to improve how well i can loop that oki setup and making the dummy do wakeup 2LP
yo i love this
everyone helping each other out
we got like a mini shoto community here
sorry man, what rusty said, it's 5am my time when u msged
u kno what ill take a look at a few more of ur losses
and then send u a writeup
@spring parcel rusty's advice is solid. if u have any additional questions feel free to keep asking here
Yeah I got one
ur discord bio says ur rookie rank so if this is ur first fighting game, i recommend u also read the first pinned message of this thread
Which Capcom dev do I bully to make them remove or limit DI to once per round? 🤣
don't worry, DI will be ur first growing pain
Swear every time I play ranked my hatred for DI grows stronger
as u get better, counter DI will be automatic
I can deal with it most of the time by now but MAN does it get annoying
Just makes neutral so boring, rarely get an actual fun match with someone playing honest footsies
ya i feel u. but as long as ur opponent decides not to play footsies, its ur job to show them u can check/punish their neutral skips
but if u keep doing it, ull climb
Went up about 50 points from the session just now so slowly gettin there
Biggest pain point rn would prolly be anti-airing people
i'm loyal to akuma 
(until cody hits)
Ain't we all :p
What? 
honestly i'm still learning to counter DI automatically (gotta work on structuring my offense + reactions), but a tip I can give (and others feel free tp cprrect me)
i switched to ryu lol
is to watch out for them in the corner, even at the cost of eating some throws
TRAITOR 🤣
last ken supporter...
and use DI cancellable moves!
Yeah most people spam them when ur in corner or on wakeup, those I can mostly deal with
St. HP, Cr. MK, Cr. MP, jabs
It's the one's the people throw out in the middle of my combo/blockstring that really boil my piss
as for in neutral, if they use DI a lot midscreen maybe use 2MK or 6MK less
in favour of other tools
another tip is to make your offense tighter
or use them but dont finish ur block strings
(im guilty of that too, tbf)
purposefully look out for DI
like for example, dont autopilot sending hadouken after cr.mk
do cr.mk with the intention of poking and fishing for counter di
yeah it should work, in the corner though go for OD Adamant fist, crouch HP xx Light fireball, htatsu
Oh I usually do HK, MP, MP and then either HTatsu for corner carry or OD Adamant Flame if midscreen
yeah for now I'm just doing that for the sake of making my oki airtight
Likle when I connect a poke
that combo I got down
5HK I'd advise against
like do it once in a match, and if they punish it stop using it
Yeah starting to realize that, shit is a DI/Grab magnet
less that
more they just have to crouch
also
dont be like me and use OD Flame midscreen
H.Flame is enough and gets you good oki
double dash after H-Flame leaves you like +4 or some shit idr
Why not? Get's a wall splat I can follow up with drive rush MP into back HK, flip, divekick
because the oki from that eats 3 drive gauges
mid screen if it's not going to reach the wall i think birdy meant
while H-Flame gives you meterless and strikethrow
ah yeah
hm, noted I suppose
if its hitting the wall 100%
if you're close enough to wall where you can drive rush and extend the combo it's good
Yeah that's the only time I do OD H-Flame
but yeah mid screen just go for m-tatsu for the best oki, hadamant for decent oki and htatsu for best corner carry
Otherwise it's H-Tatsu for corner carry
Also was gonna ask
The overhead from MK, that got any follow-ups?
nope
in burnout you can do some kinda fake loop with it
but it's not really that goofd
it's mainly used a combo extender for some combos
Dang
or just check people crouching a lot
i'll forever be sad they removed the easy safejump off l-tatsu sweep 💔
Yeah only some characters have them
Guile, Cammy, JP, Juri
can't remember anymore
me thinking every chara could do was one big shock when i came here from +R lmfao
Either way they're cheap shit 
Nah, I'll continue trying to tech them like a moron coz I just can't seem to get it in my brain that I can't tech them
Honestly a big issue of mine, I can realize I made a mistake hundreds of times
Still gonna keep doing it xc
Jeez, Dhalsim is quite annoying to fight
Yeah when he floats shooting a slow fireball is really useful
if he teleports remember you can jab him into a float state and do a DP or tatsu etc...
dhalsim is tough, i spent a lot of time labbing this MU
you kind of just have to concede he is going to control 80% of the match
and make it really count when u get in
if u need any MU specific tips lmk
@velvet drift Just watched your most recent losses against a Ryu named "RandomTrixie":
Round 1:
94 seconds: nice anti air! probably didn't need to be OD DP but good nonetheless
93 seconds: you press here after F. HP, let's try not to make that a habit because you're - after this move.
88 seconds: nice try for the pickup here. I think you meant to do DR St. HK but in case you didn't, that's the only way that was going to combo.
Okay so the main thing I'm seeing here is an over reliance on air fireball. It's fine to use it to reset fireball pressure (which you were doing) but afterwards you need to maintain that space and be comfortable playing within footsies range (outside Cr. MK). Instead you often just walk back and revert back to fireball war.
Round 2:
97 seconds: Okay so you do know the drive rush pickup here so disregard my previous comment from round 1.
Okay this round ended really quickly. Yeah you basically just had no comfort playing within footsies range and you tried to brute force your way in with jumps way too much.
Watching the next game you played with the same Ryu:
Round 1:
85 seconds: pressing again after F. HP. This move is not + so you have to block after this. If you really want to be cheeky, you can OD DP here if you know for sure they are going to press if you want to lean in to the way you're using this but, I don't recommend it.
83 seconds: need a better punish here!
40 seconds: okay this habit of pressing after a blocked F. HP is getting you killed. you have to stop doing this.
Round 2:
Okay nothing to note here other than that you basically got yourself killed trying to brute force neutral the whole time.
Here are some important takeaways:
- Don't press after a blocked F. HP. You are minus on this interaction.
- You rely way too much on air fireball and raw drive rush to get your setplay/offense going.
- You spend way too much meter doing random OD Hadouken when you get pressured in neutral.
- You need to be much more comfortable in footsies range using your buttons.
- I need to see way more Cr. MK DRC as a way to threaten neutral with buttons.
with the 5MP 2LP 5LK HDP string, after a knockdown in the corner how do I loop it? im always too far for heavy dp to land
Sorry birdy that sounds like two separate questions if I’m understanding it right
Are you saying you’re missing the DP at the end or asking what the frame kill is to hit meaty for the oki?
You should be right on top of them after the DP
Let me check when I’m home in like 15 minutes to find my oki setup
@sweet grove sorry for the ping but are you busy rn?
I'll be going to work in 1 hour
but i'm around rn
what's up
Playing some ranked rn, was hoping you could watch and advice me
can't really talk in VC rn cause my roomies r sleepin but i can tune in and give u some written advice
Anything helps I suppose
i'll take a look for a set or 2
Aight
i'm in 1on1 coaching
Curse these Queue times 
okay
ur using a lot of buttons but i think u need to ask urself why ur using them
i don't se a lot of intention behind ur normals
nice jump in combo
yeah main takeaways are:
- work on your anti airs
- have intention behind your button presses
to iterate on the last point, I think you should limit yourself to using just a few normals for now, but having a reason why you're pressing them
for example, you use cr. mk and cr. mp a lot
but you don't follow it up with anything
i would learn:
- 2 DRC routes from Cr. MK: 1 on block and 1 on hit
- 1 way to poke with Cr. MK or Cr. MP such as cancelling it into Hadouken
the only reasoning I can justify you not cancelling your normals into anything
is that you're trying to bait out DI
which is fair
but other than that you need to be converting your normals a lot more
Just can't really react to when they actually hit I guess
you don't react
there's no confirm when you do this
you're choosing to send it when you DRC
Know some combos out of those buttons, just hard to tell when to do those combos
Also keep fucking up my fireballs xd
the first, I know 5MK is a framekill to do meaty 5MP there
xx being?
Hmmm it should be a straight forward cancel
Cr. MP
yes
whenever you decide to send cr. mk
and you have 4+ gauge
you should just be pressuring with this
now after the Cr. MP
do St. MP TC
target combo
which is medium twice
St. MP twice
yes
yes
then cancel it into H tatsu
yep
now set him to random block
now if you see that he blocks the Cr. MK DRC Cr .MP
just cancel into hadouken instead
from the St. MP target combo
yeah see how those 2 got blockd
to make it even simpler
just fully send the entire string
and on hit you do h tatsu
and on block you do hadouken
ur waiting too long for your Cr. MP from the drive rush
there u go
yeah
and when you see hits
Are you missing the entire HDP? or just parts of it, sometimes you can just get 2 hits if you shoot it off late
you cancel the St. MP TC into H tatsu
that was good
but it was hit
so u should have done h tatsu
yeah
this is what u should practice
in this way
you have intention behind your Cr. MK
ur trying to get a combo on hit to take them to the corner
and deal damage
Lemme note that combo down rq
and on block you have a safe string
Couldya write it out in full?
other than this, if you just want to poke in neutral
keep it to just F. MK, St. HP xx Hadouken, Cr. MK xx Hadouken
and if you're baiting out DI
just St. HP, Cr. MK and Cr. MP
limit yourself to these normals for now
while you're still learning
You can do St. HK too every now and then
since you already know a few routes with this
yeah sure
here's the full DRC combo:
Cr. MK DRC Cr. MP, St. MP TC, H tatsu on hit, L hadouken on block
once u feel comfortable with these tools
we can check in and see what else u can add
focus on adding this
and better anti airs
and i guarantee ull climb
and when you practice this, keep the dummy to random block
well thx a lot for the advice
WIll do
One last question tho
Why LHado? Does HHado have longer startup?
less - oB
so that u don't get blown up
before the patch iirc it was completely safe
might be like -4 now
but i don't think anyone at ur rank is gonna do a jab punish anyways
sometimes i get it, i think it depends how late i do the links or smthn
ah sick ty
ok the string i can do it very reliably in training, didn't take as much as i thought it would
since doing 5MP, 2LP is more stubbier than 5MP5MP, where should I do it? after a drc5MP? for oki?
5mp 5mp is solid on hit.
Can you recognize that 5mp hit before pressing the following 5mp? I cant, and so doing the 2lp gives another hit where we give ourselves time to react on whether 5mp hit or not.
If it didnt, you can cancel the 2lp into hado for some relatively safe pressure/damage if the 2lp hit.
This @limber basin
it's basically just about what you can reliably hit confirm
or if you're going to make a read on when they press and commit to a certain string
reason why 5mp 2lp is good is because it's a frame trap on block
and on hit it combos
but it also doesn't reward you very much because the full meterless combo is only 2.2k damage
so if you want more damage you either have to get really good at hit confirming (idek if it's possible to hit confirm a single 5mp) or commit to a string that doesn't frame trap but gives you a better reward on hit
guess its a good excuse to practice hitconfirm now that AAs are a slightly less worry
just to clarify, you are talking about 5MP TC right?
Because 5MP is only +4 on hit
unless ur banking on a counter hit
Anyone with some corner combos for resetting into DI?
I notice that other chars easily get me with that.
Like Jamie and Kimberly.
But I haven't seen that with Akuma often
There is one i do Davidals, but it's kinda hard to land, you do PDR, back HK, demon flip heavy kick, stlk, DI
Hmm maybe it also works from OD adamant?
sadly not
the main way i've found it works is from PDR meaty but it's hard to confirm
also light fireball PDR into the combo above works
but spacing is odd
This kind of distance
if you land a lfireball and PDR behind it
you can land the combo kinda easily
GAAAHHHHHH i did the string into DP 2 times in a row in ranked!!!!!!!@gusty schooner@sweet grove@hardy parrot
i feel so fucking hyped aaaaaaaaaaaaaa
lets gooooooooooooo!
today i saw myself do it a bit more
that string
next step should be to stop doing 5MP5MP alltogether
is throwing a fireball and then doing demon flip good? i was watching some matches, and I saw Blaz doing that and it made me think
Hmm it depends?
It can be super powerful if you notice that after they get block a fireball they throw one themselves
Or that they're super locked in on doing DPs
So you can vary flip kick or flip fake
The conditioning and mixup is what makes flip great in some situations
Autopiloting firebAll into flip will get you killed because if they just block they can AA you or don't fall for the bait
mhm gotcha, ty for the input!!
do you mean the TC?
i don't think you have to stop doing it altogether
it's still a good string
i think when it comes to demon flip in neutral
it really depends on your opponent
and how ready they are to deal with it
so if u test the waters
with different demon flip ranges
and they can't deal with it
then yeah just spam that shit
yeah maybe just doing fireball more often at the end of it
i saw some pros do that too sometimes
yeah u would likely cancel into L fireball
altho iirc they nerfed that and made it punishable
like -4 or something
u could always just cancel into OD fireball tho
and be +
can i get in in this?
ya ofc man
u looking for specific help or general advice?
nothing feels sweeter than baiting a DP from a modern player with fake demon flip
i'm 100% doing that again, unlocking fake flip halped me a few times today
the classic
why did these 5LKxxM-Tatsu not come out? is it really THIS harsh?
You pressed during db
yeah but i did do back + MK right
Yeah, but the first one counts
JY6FMB4HP
RST3PNLYB
idk man fuck Ed, kept AA-ing me and denying my approach, felt very hard and challenging. Maybe should've used my FBs better but they felt too threatening and demoralizing.
i tried to do more M-Tatsu
Yeah i hate Ed as well
It's very hard to whiff punish him and deal with flicker when cornered
i can't whiff punish people in general so not my issue
I'm watching the ken match.
You lost the first round due to mashing on wakeup and dying to meaty.
On round 2 you got a m tatsu KD into throw. Then you did OD fireball. Why?
You could've dashed and taken your offense, instead you wasted meter and whiffed the fireball. Followed by a whiffed DP. In the corner almost always you want to use L DP. But that would probably cross cut anyway .
Then you mashed on wakeup.
And did a DI that was super risky. On Jinrai your answer is OD DP between kicks btw.
Then you woke up mashing again and got lucky he mistimed the meaty, so you got your combo into throw.
After you did the light string it isn't your turn, so jumping there wasn't a great choice but you got away with it
But didn't confirm the stMP target combo, and got a throw and took Oki and won the round
Also, that shoryuken making the sa3 whiff was lol
I don't think you blocked on wakeup once this match. And that got you killed
Lemme watch the second one now
Yeah, you didn learn that DI loses to jinrai and got countered again.
And again you did flip after target combo, effective ly giving away your offense
Ouch you blocked sweep and froze :/. Can't let them get away with this.
And you also need to learn some other matchup stuff.
If you block a low jinrai point blank you can just send stLK xx M tatsu for a punish.
If you block StMK åt close range as well.
@limber basin 👆🏽
for the DP, I tried toe l-dp and in that scenario it would've hit, as for the ex fireball i was scared of him doing..... uhhh, i think some weird stuff on wakeup?? (ccont.)
i think they went for the failed Lv3 into dp combo thing, which is just aaaaaaaaa lmao
yeah i was told that they're both minus so i could take my turn back
it's so hard to hitconfirm 5MP TC 😭
i autopilot it and just hate myself when that happens
im scared of taking the throw then im not healthy, i guess, that and/or defense scares me ig?
esp vs ken which feels so threatening with this toolbox of options
What's worse? 1k dmg throw or 3k damage min combo?
idk when im close to dying both feel awful
Mashing isn't the answer if you're afraid of a throw.
You should either delay tech or instant tech
Because you get caught mashing and then you are in the same situation again
If this ken had tight meatiest he would've won easily by just looping the offense with meaties
i didn't even realize i was mashing
ken has such an easier time on offense and looping it i feel like
Akuma as well
But if you wake up mashing, everyone will have easy offense
all it takes is them crouching and i'm forced to do H-DP or light flame
yeah idk, im not confident in my defense + im scared
i can try next time, but then i know and i'll do it too much 😭
You can also use drive rush to force standing. But even so, H DP gives very good Oki in the corner.
Not the best, but still
the issue is midscreen i think
i'd have to spend driverush
But that's alright
@limber basin if you're having a problem with defense, it helps to take stock of what options you are using
what defensive options do you currently use
uuhhh, ex dp, wakeup 2LP, and sometimes block?
during strings drive reversal too
okay decent mix
maybe i do it unconciously/on autopilot
does that work at my level?
otherwise david is pretty on the money about teching throw
it depends on the situation
but u were mentioning people throwing you right
and how ur scared of taking the throw
well
when im healthy it's w/e
the issue is when im close to dying
like around 44%
in situations where ur close to dying, i think it helps to break it down into how many throws u can reasonably take
or if ur willing to tech
mhm got it
check for lv3 too ig
and you do this by paying attention to their meters
ya
if they have full drive
and level 3
ur pretty much taking the throw right
if they have 2 drive gauge
and 0 super meter
u can be more risky with your defensive options
and u way the breakpoints
maybe at 45% hp
you can take 1 throw
and u can take 1 shimmy
im getting more used to using my own meter so i can try and do that maybe
@limber basin here some options after DP midscreen
and still live to guess 1 more time
oh so not dr5MP?
evventuall you shouldn't autopilot but, if i were you
i would start defaulting to delay jab, to beat meaty and to beat shimmy, and then focus on paying more attention to your opponent's resources
to gauge what defensive risks you can take
based off their resources and your HP
same as delay tech, but jab
yep
if they meaty, you block
if they shimmy
your jab comes out
u can also do delay cr. mk or something
stMP also work, but you also need to delay.
All of them are manually timed options. So pick what works best for you,
I use fmp fHP and crMK because somehow the timings are easier for me
if u think they'll shimmy too far for your jab to hit
stMP is the best option on block as you're then at least+5
this way you default to taking the throw
i'll resort to those two then ty
mhm ok ty
rip light tatsu
But he's a high risk high reward, because if you catch them mashing you take 50% of life and corner them
not me but yeah i get you haha
I honestly think that since they nerfed l tatsu they should have removed the life penalty
Because now he became too high risk
yeah idk what you told me feels good but
it doesn't feel fair compared to other characters
esp for me at plat
but i'll try to block/delay jab more
and see how it works
ty :all btw 
i watched these too and beside what people already told you about I have some ken things to keep in mind:
the ken did a lot of fake stuff for pressure like doing 5mp into 5mp or 5mp into 5mp into 2mk lol ken doesnt have any plus buttons dont let him get away with it if you can
drive impact after blocking a heavy dragon lash is big no no because everything the ken does there will beat di
blocked a mp hp tc and he's minus 14 after, I got a 3140 damage combo here meterlessly. There are some things that ken can do here to frame trap but you mashed 5mk here anyway so at least you couldve gotten a combo out of it.
really unfortunate sweep here after blocking the 2mk tc combo, the idea for doing a crouching normal to punish is good but could"ve done 2mp and gotten a combo out of it and easily killed him here.
whats the MP HP TC?
when I'm fighting other kens I always try to punish it the first time they do it on block if I can remember, if they show they can frame trap me there then I od dp or just block it out later
getting frame trapped for trying to punish here isn't the worst thing in the world and you get giga combo if you're right (low rank tip lol)
hmmm
i can keep an eye out
ty
whats the trick on hitbox/keyboard to do TK Air Fireball? it feels so damn hard man
Tbh because of the minimum height requirement its easier to just jump forward and then input fireball
Tk input exists because in some previous games the minimum height was literally just off the ground
is there any good use for it in sf6?
Literally comfort for input
If you like it more and are used to it
thanks, another question but what do I do vs Modern Blanka?
Its not different than the classic blanka matchup, what part is difficult?
Wassup to all? Can someone point me how to sign up for coaching? I’m just struggling with Ken rn and at a plateau.
Generally, hop over to sf_coaching and ask your question or ask for a replay review of a specific game. We can, depending on availability, also run sets and vc.
Ask here if youd specifically like advice from Jot, who is a great ken/akuma player for some more pointed advice
sorry fam im on vacay in montreal rn
will answer when i can
also my name isnt jot anymore
u have to say my name out loud
I can answer some Ken questions, especially about combos and oki i know my stuff
Same but for akuma
everything 😭 my mental stack cant handle all of its bs
The layer 1 blanka matchup is basically
- Be able to, 75%+ of the time, differentiate heavy blanka ball and light blanka ball.
- Punish light blanka ball with jabs (if youre late and he blocks its a-okay, its just your turn then) and hit him out of heavy ball. dp is most common.
- On setplay, unlike other matchups you want to strike more often due to his access to a high reward jump blanka ball which can beat tech, delay buttons, and leave him +1ish.
- On defense, if he has some fancy setup going and you have got the health to take it, i hold parry and take the throw lol unless of course the string ended.
Have fun ivanna jergmenov
what's the diff between light and heavy?
also what the fuck why can he do that fuck off LMAO
Light ball happens immediately. Its range is short and is used more like a midscreen surprise to get into your face point blank to throw or mix you. If you see it tho instead or being defensive just be offensive.
Heavy ball has a lot of startup and he goes full screen. Antiair this. Its hurtbox is pretty big so even if you try to hit him with a normal it can work
You can also PP the heavy ball, but don't try to pp the light otherwise you take a pc throw
ya i got u man
do you have any specific questions
or r u looking for something more general
Hey, IL'm not sure if the offer is still up, I need severe help
I'm an exclusive ryu main. I need some tips on what to improve on
wait idgi 😭
i got u man
u looking for anything specific?
also what rank

Master 1400
Yeah. Tbh. It’s the Elena match up that’s messin with me. And I need changes to my game plan
okay im gonna be honest, i haven't done my due diligence with elena so i can't really help with that MU
but if u want me to check things out,
describe to me a few things:
- what you think your gameplan is
- what tools/combos/bnbs you use the most
- what you are struggling with
afterwards send a me a replay that showcases #3
I always knew you were into that
Attack of opportunity
Dnd
not fair my wisdom is only 8 so i failed the perception check when u told me u didn't get it
I go back and forth between patient and reactionary to an aggressive blitzkrieg.
I’ve been experimenting with using donkey kick in neutral at max range with spacing traps.
Options on my wake up. I think that’s been giving me the most issues. I’ve built a habit of delay throw tech. Should I try and break that? Or?
ya in general you should avoid auto-piloting any 1 defensive option as it becomes predictable. by cycling your defensive options you keep your opponent guessing on their offense
but, if you ARE going to default to a defensive option, i would say delay button is a good one to default to
Delay jab?
not a lot of people check this option even at higher MR
ya or delay cr. mk
delay cr. mp
oh......... yeah i could've get it lmao
Hi. I just saw this ad. I’m a super newbie who just started gaming in general earlier this year and have been playing Ryu for about 4 months. Are you still available for the occasional coaching session?
ya for sure man
im at work rn but ill back in like 2hrsish
otherwise, we can always do things here through text
is there something specific ur looking for or just a general gameplan/introduction as a new player?