#New-ish to the game. Gold 5/Plat 1 Cammy but don't feel like I belong.

44 messages · Page 1 of 1 (latest)

empty wedge
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My user code is 2305998350. I don't have any specific replays, but can get some if needed.

Like the title reads, I'm fairly new-ish to the game with only <100 hours, a lot of that either AFK or playing casually with friends. I got into ranked the last few days and rose pretty fast to high Gold 5/low Plat 1, but I definitely don't feel like I'm good enough for the rank I'm at.

I looked back at a few replays and tried to be as objective as I could about my gameplay, but figured I'd get some more experienced eyes on it to see what I'm doing wrong. Some notes I have are:

  • I'm awful at AA'ing, even with spending a few hours on it in practice. It's easy to AA a bot in training, but harder to reliably AA a real person, even with 4MP.

  • I throw out random DIs way too much, which I've definitely cut down on the last few days, but still a WIP.

  • I'm really bad at punishing blocked DIs. I find myself holding down back a lot, which I feel is detrimental when I'm DI'd.

  • On that note, I'm bad at punishing in general. I'm trying to stray away from resorting to a throw and instead throwing out something that does a little more damage.

  • My combos are pretty rudimentary, if you want to even call them that.

  • I also jump in a lot. I'll get AA'd and then, for some reason, decide to jump right in again.

That's a lot, and maybe I'm a little too critical of myself, but that's just stuff I've noticed when going back in my replays. Again, figured I'd get a few more pairs of eyes on my gameplay.

haughty trellis
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sup I'm a cammy catSmile

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do you want a vc coaching 1 on 1?

empty wedge
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eventually, sure, but i wouldn't be free til later this weekend. Just someone looking over a replay or three and identifying key problems for now. I don't have any specific replays, but I can dig some up. I feel a lot of my games are pretty samey though

haughty trellis
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I think replays are good but often replay reviews leave people with very character specific things to change while most of us need broad fundamental things more than anything

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I guarantee u the problems are going to be the same as the usual, missed anti airs, whiff punishes, meter management. The bigger question is how do you effectively train those things instead of just aimlessly booting up matchmaking.

empty wedge
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yeah, i think that's my exact question. like i mentioned about the AAs, it's one thing for me to practice it for a while but I feel like everything falls apart once I'm playing an actual person

haughty trellis
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also I'm free saturday if ur down 🙂

empty wedge
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i also feel like i'm being completely outclassed in my rank. I started ranked when the game launched and settled in around iron 2-3. I picked the game back up a few days ago and went from iron 2-3 to gold 5/plat 1 since then. I'm happy about rising that much this quickly

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but on the flip side, I don't feel like I have a solid enough grip on fundies to actually survive in this rank

haughty trellis
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it's ok, from a timeline perspective you're like in the first minute of ranked. A lot of it is just having a stable plan, not getting flustered, and working on developing your mechanical abilities. Don't worry about what rank you end up in imo, especially when you're so new. You got a lot of time to learn and be free to experiment, no need to put pressure on so early

empty wedge
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makes sense. i'm still def working on my fundies. i do think i've made some progress since i've picked the game back up. i randomly DI less, i'm AA'ing a little bit (as opposed to not at all previously), and i'm starting to do more than throwing to punish

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i'm still pretty far from actual combos, but do you have a link to somewhere where i can start taking a look?

haughty trellis
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this has everything u need

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it's a little tough to go through at first bc it's a lot

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just the beginner section is enough for right now

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oki means what you do after the combo ends and you knock them down

empty wedge
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oh dope, thanks

haughty trellis
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for example:
**dash, walk, stlp 3x **means after the spiral arrow you can dash then walk a little bit forward before pressing 3 jabs to hit them when they get up from the knockdown

empty wedge
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what does the notes column indicate?

haughty trellis
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notes indicates the main reason for the combo

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some do more damage and others give you better knockdown mix up

empty wedge
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ah okay, thanks again

haughty trellis
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sure thing!

empty wedge
# haughty trellis sure thing!

i played a little bit tonight and dug up some replays that weren't total stomps if you want to take a look and weigh in. watching them back, i realize how simplistic my offense is, and i feel like i'm simultaneously being both too aggressive and too defensive somehow.

KK87RWB9
NNMW7PLA3
JLTC9P7PN
DDY9NCRWY

haughty trellis
empty wedge
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one more. MTMUQURLV

haughty trellis
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Basically all of these losses came down to doing pretty high risk options when you dont need to

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Jumping, spin knuckle, dive kick, hooligan, drive impact are all very risky options, especially if your opponent is jumping or walking backwards a lot

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Right now it's a game of less is more, the less you do these options the better you'll be building a good habit of sticking with stable reliable choices

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If you practice hit-confirming your lights and applying knockdown pressure, in addition to avoiding risky options, you'll be able to win against lower rating players much more consistently

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When you do 3 light punches, end with medium spiral arrow if they hit - and just block after the 3rd if they're blocked. (This is what hit-confirming means)

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The big next step for you is figuring out how to apply tight knockdown pressure after spiral arrow

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I recommend you get started learning how to read the frame meter in training room. Here's a little diagram showing how you can check that your knockdown pressure timing is correct after medium spiral arrow -> forward dash -> walk forward -> light punch. (each colored/empty rectangle is a frame worth of time - top bar is player 1's state and bottom bar is player 2's)

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This is important because hitting your opponent on the first frame they recover from knockdown means your attack has priority and cannot be interrupted unless they do a wake up reversal od dp or super. You force them to either block, parry, or reversal by keeping it frame-tight

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In training room settings you can also go to wake up reversal and add + enable a slot that's just crouch light punch with 0f delay. If your timing is correct you'll hit them and they cant hit you with their wake up jabs

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It seems like a lot at first but you'll get the hang of it and lmk if u got any questions too. You want to be able to deal 100% of their hp by looping this knockdown into pressure attack into another knockdown if it hits, etc. Some opponents at lower levels will literally just not block ever, you need to be able to shut that down reliably.

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After you get the light punch timing down, try doing a throw in place of the light punch when they get up from knockdown.

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Throw beats blocking, parry, AND wake up button mashing. So it's a very powerful tool to create your offense and force them to take risks

empty wedge
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that makes sense, thanks. I've definitely been trying to use 3 light jabs into spiral arrow, though I've been conditioned to use light arrow instead of medium, which I've been trying to do. I think I've also been relying a little too much on 5MK and 2MK as pokes and spacing.

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I'm not sure if it's evident in the replays, but I feel like a lot of the times I've really been punished, I've been blocking low rather than high, and I usually throw out a 2MK after blocking low, which leaves me pretty open to getting DI'd.

empty wedge
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but here's a replay of a loss that i feel like, for the most part, i was able to keep my gameplan simple. i still had a lot of random jumps but i feel like my offense was kept safe despite some obvious mistakes. RMUBWWAN8