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JLM

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  1. Hahaha that is the balance I was going for and exactly the quote I was worried about. It's really hard to convey in text isn't it? Like "why did you jump there?" I'm asking you to ask yourself that question, but it could just as easily be read as "nice jump , dickhead". It's a mine field I tell you. I don't mean to be horrible I swear. The bit about the horrible consequences of the jump is to emphasise that the damage etc. is why it was a bad idea in hindsight, but the take away really should be the other more theory based reasoning behind making a decision whether to jump or not. I'm tempted to start a new account and play some Alex in the wilds of Silver and Gold so I can upload some videos. I can't do it on my account as my day one Alex vs 15000LP opponents would be an embarrassing affair indeed.
  2. @Down by Law Round 1 - I'm not a fan of full screen stun gun headbutt to start, or generally using quite so frequently. It has surprise factor, but you're not making much use of the stun by throwing it out against an opponent in the neutral. You've also shown it to the opponent immediately, which kills the surprise factor of the move for later. I think it's better used when you really need the damage/stun and you haven't shown it to the opponent yet, or if the opponent is zoning you really effectively and you need to try something a bit crazy. It's good to inl It's a good move to keep in your back pocket for when the time is right rather than trying to get in with it. - Try playing a few matches where you just watch what the opponent does and respond accordingly. SFV is not an easy game to play reactively, but you still have to learn it as a skill, particularly against nutty opponents. In this match it looks like you're doing what you want to do and getting frustrated when it doesn't work, rather than responding to what your opponent is doing. This is another issue with the opening stun gun headbutt as well. It doesn't teach you anything about your opponent. If your opening move is nothing, you can quickly see if your opponent is a nutcase. By throwing out stun gun headbutt you immediately start the round in a scramble situation and it pretty much stays that way for the duration. - This guy jumps five times in the first ten seconds and doesn't get anti-aired for any of them. A big part of that is because you're doing what you were going to do next anyway, rather than noticing that he's a jumping bean. Your first headbut whiffs, you press low strong, he jumps, you do headbutt again and get hit out of it. That second headbutt was auto pilot. You had already decided you were going to do that, and were so committed that you still did it after your opponent jumped and it had no chance of connecting. - You block his jump medium kick and challenge with low jabs. This is risky as you can lose to a counter hit button, but sometimes you do have to challenge so that's fine. One of these jabs, you hit him out of the air and reset him because he was trying to jump AGAIN. You then do stun gun headbutt and it somehow hits, but I really don't like that decision as the guy has done almost nothing but jump, and was even trying to jump when he was being hit with jabs. - Based on what he's already shown, there is no chance in hell that this dude is going to sit still after that headbutt. He is going to jump again, uppercut or do something else crazy. After that headbutt hit, your best option was definitely to block. Try to keep in mind that blocking is part of the mix up. Just because it doesn't lead to direct damage, if still tells you about your opponent and also shows them that sometimes you will do nothing and let them hang themselves by jumping/whiffing a dragon punch. If you block and the opponent doesn't uppercut, don't consider this a bad read/bad decision, just take the information and apply it to future situations. - When he's jumping all over you you keep pressing standing medium punch. This could get you counter hit if he presses a fast button after you block the jump in, and also when it whiffs it allows him to jump again. You're still pressing your grounded buttons and trying to poke and apply pressure etc. but the opponent is just jumping. Again, taking a moment to do nothing and just respond to him would have helped a lot here. Against a super jumpy opponent you want to use light, low commitment, fast attacks on the ground so you recover in time to anti-air if needed. - As Goemon said, block more on wake up. In the mid-screen, most characters don't get a set up or guaranteed pressure off their throw, so if you take the throw you get neutral back. I'm not saying *never* tech. throws, but just keep in mind that being counter hit is so much worse. If in doubt, block. I know people don't like getting grabbed, but it's really not a big deal. - Mix up how you get up. You consistently back tech/kicks quick rise in this round. This is a good option a lot of the time as it can get you out of trouble, but if you do the same option every time the opponent can auto-pilot you to death. The problem with back-teching every time against an opponent who keeps jumping in like a lunatic is that you keep putting yourself back in the situation. Sometimes take the option of not quick rising. Let him jump over your head and whiff, give yourself that extra moment to see what he's doing after you're knocked down rather than standing up into it and taking more abuse. - You've already akcnowledged that EX air grab was a waste of meter there. The EX headbutt at the end was also very wasteful. At that point given the life defecit I wouldn't have spent any meter on that round unless I got a massive hit and did 40% damage or so. You also don't need to make a big read with EX air grab if you think he's going to neutral jump. You can wait to see if he neutral jumps and then anti-air him. Round 2 - Against an opponent who is constantly jumping, opening with standing heavy kick is a huge, huge risk. This is another instance where you had decided you were going to do it without taking your opponent's tendencies into account. In the same way that a character with a fireball shouldn't throw them if the opponent is CONSTANTLY jumping, you shouldn't be throwing out such a massively committed normal attack that leaves you so vulnerable to jump-ins. He opened with a jump and it was pretty much luck that you didn't eat big damage for that move. - Again, block on wake up. You lose a quarter of your life in the first ten seconds by waking up with buttons, but against an opponent with better combos you'd have lost half life and be on course to lose the round. - 1:25 you block his air tatsu and then do low short and cr. MK to push him out. This is good. If you pause it there, that is exactly the range you want against this particular opponent in the neutral. You can challenge a forward dash with a button, and you are at perfect range to anti-air him if he jumps. With Alex you naturally want to get in and start your stuff, but such a huge part of Streetfighter is knowing where to stand at the situations where no one has a clear advantage. If people rushing in and jumping all the time are problems for you, you need to focus on staying at a range where you can deal with that whenever possible. Don't always move with a view to landing a hit and starting your mix ups. You know where your anti-airs are effective and where you can threaten your best options. A lot of the the attacking and movement options you choose should be with a view to achieving/maintaining the spacing you want rather than simply dealing damage to the opponent. Learn where you are most comfortable against your opponent's character and also where you are most comfortable agains the player/playstyle you're facing. This guy wants to zone me with fireballs? I need to bulldog my way to a range where I can threaten jumping over/armouring through his fireballs to make him scared to throw them, or punish him if does. If this then makes him stop throwing them, I can walk into the space I *REALLY* want, which is in range of my big buttons/command grab/mix up tools. As Laura vs Ryu, for example, if I have an EX bar, I will constantly be adjusting my positioning to be at a range where I can anti-air if he jumps and EX elbow through a fireball if he throws one. If I'm at this range, I can then see what he does in response to me being there. If he backs up to a range where he can safely fireball, I will take the space he gives up etc. This guy wants to jump all the time? I need to stand at a range where my anti-air will be most effective. This guy plays super patient and doesn't do anything? I can take space by walking and dashing and work on pushing him to the corner. - For Dragon punches, learning to observe opponents will make you so much better at baiting them. The mentality of "his DP has priority over what I'm doing" is not the right mindset to improve against this. Ken's EX DP is fully invincible. It will beat what you're doing as this is the point of the move. However, if he whiffs or you block it, he is DEAD. Utterly dead. What you need to do is: A) Take note of all the comment flashpoint moments in matches where people tend to make big decisions. There are lots of these and they are sometimes specific to the opponent, but a lot of them are extremely common. Some examples: on wake up, after blocking a jump in, after landing from an air to air, after a cancel into V-trigger on block. As well as deciding what you're going to do, take note of what the opponent's response was to that situation. B) Get involved with the mind games around these situations. The EX DP he did after the blocked jumping light attack. That is an extremely common dragon punch situation. What you need to do is keep that situation in mind for future reference and then mix up based around that. You jump jab, he blocks, you try something, he does EX DP, you get hit. Reaction 1: Ah I got hit with EX DP. Reaction 2: I did jump jab, he blocked, he had EX meter, he took a massive risk and did EX DP, I got hit by it. He has shown me that he is willing to EX DP there and risk a huge punish. I have shown him that I intended to try a follow up attack there. I have established the situation of "you block my jump in, we both now make a decision". How do I use that next time? Reaction 2 is what you need to work towards in every situation. That jump at the end of round 2 where he anti aired you and then reset you for massive damage. Why did you jump there? He wasn't throwing fireballs, he wasn't throwing out big, heavy buttons that would stop him from anti-airing, he was at a perfect range to anti-air you and had absolutely no reason to get hit. You did it because you wanted to hit him with jumping heavy kick, but all of those other factors were why it didn't work. Think about the "WHY?" of everything you do, everything the opponent does and how you can turn the information you get to your advantage. Hope that all didn't seem too harsh. It's all meant to be constructive, let me know if you don't know what I'm on about/have any questions.
  3. Marvel vs. Capcom: Infinite

    I feel like there's some middle ground between "setting the world on fire" and "dead". The vast majority of fighting games with a few rare exceptions tend to fall into said middle ground. Most fighting games fall quite far down the pages on rllmuk after a while as well, because only a small percentage of players play them for longer than the first couple of months. King of Fighters XIV is "dead" by the "is it on the Evo line up?" and "is RLLMUK talking about it?" parameters. It's not dead, though. It has new DLC on the way and a thriving tournament scene. I guess I'm looking at it from the perspective of a fighting game player though. I won't deny that MVCI has been a commercial disaster, but it's only as "dead" as the countless other fighting games that have a dedicated community keeping them alive. Killer Instinct is also "dead" but they had a world cup event last year with $30,000 prize money up for grabs. MVCI has done really badly, I'm not burying my head in the sand, but as a competitive game it isn't dead just because Evo haven't run it.
  4. Marvel vs. Capcom: Infinite

    "Nobody is playing" MVCI despite the fact that it does better numbers than Injustice 2 at every major tournament. Frosty Faustings in January it had twice as many players as Injustice and comfortably beat BlazBlue as well, even though Frosty Faustings is primarily an anime fighters event. Mr. Wizard has been itching to drop Marvel for years (see UMVC3 last time) and he's finally got his wish, but as long as all the other US majors keep running it and keep getting 150+ entrants the game is far from dead.
  5. Ultra Street Fighter IV

    I think 360 is the quietest format now sadly. It's where I had the majority of my best times playing the game and is still my favourite version, but to get a steady stream of games I've had to move to PC. Also:
  6. Infiltration's Menat is genuinely beautiful to watch. He's taken what he was developing with Decapre and Nash and found its almost perfect form. Problem X highlighted a major reason I don't like SFV so much when he said that zoning and neutral in SFV is always temporary and it's near impossible to find a playstyle where establishing and maintaining control for the whole round is the sole goal. Infiltration has, like his Nash in Season 1, shown us that if you are an absolute fucking genius it can still be done. The use of drills, the constant tempo shifts, the way he's happy to back dash four times into the corner if it gives him the spacing he's after. Incredible. His match against Humanbomb in top 8 was such a masterful display of Streetfighter that I've already watched it in full three times, two of those forcing my other local fighting game fan friends to watch it with me. The whole set is marvelous, 17:57 here: Humanbomb is such a good player and he looked utterly, utterly helpless. The sequence where Infiltration does two fierces and then dashes up to Super through Humanbomb' s fireball before Humanbomb even knew he was going to throw it was mind-blowing. He is truly 2-3 steps ahead in a game that makes it so difficult to achieve that. People will complain about Menat and her range and how she's too powerful after this, but just try picking Menat and boxing an opponent out for even one complete round and find out just how hard that is. You will get jumped/dashed in on and you will die. It's hard to express just how impressed I am with it. It's up where with watching Arturo or FChamp playing Dhalsim at their best, where they make the character look impossible to beat, but you know that if you tried it yourself you would get utterly murdered. What a fantastic player.
  7. Ultra Street Fighter IV

    Who is that Daniel I see stuffing an Ultra with a well placed crouch taunt? Also Evo Japan USF4 top 8 was fun. Lots of very rusty players but cool to see Kitasenju DJ, AiAi and some other old SF4 notable folks in there. :
  8. Ryan Reynolds wants to remake Clue

    Please cast Amy Schumer as the singing telegram.
  9. Ultra Street Fighter IV

    Alistarr and his partner took the decision to go internet-free at home shortly after their daughter was born. Can't say I disagree with the decision but I do miss Allystah.
  10. Ultra Street Fighter IV

    Self-indulgent thread bump! Still playing this game all of the time, unfortunately to the detriment of me improving at other fighting games I'm trying to learn. There are still lots of people playing on Steam, and I keep running into old familiar faces from the UK and European scene who are still as obsessed with this game as I am. The USF4 Revival Facebook group is doing a good job of bringing players together and running tournaments: https://www.facebook.com/groups/USF4Revival/ Sadly my local event ran it for the last time last month, as they need to make room for Dragonball FIghter Z. On the plus side, I won the tournament so can now retire as SFO Ultra SF4 champion for all times and forever, even though the same guy (not me) won it at least four months in a row prior to this one. Ruahahahaha. Please enjoy these whiff punishes from my ranked adventures last night. Yes, I am quite pleased with myself. Sorry about that.
  11. Was meant to AE dabble this weekend as I had a weekend of pure buttons booked out at my new place with a a variety of folks from my local scene visiting. Ended up playing tonnes of Ultra, Punch Planet, MVCI and also spent about 7 hours yesterday learning Killer Instinct! So today has to be SFV day! So far I have done extra battle and had a few minutes of dabbling with Kolin's V Trigger 2, which seems to be as excellent as I'd hoped. Who wants to fight in the streets please?
  12. It's weird. They nerfed it by making it three bars instead of two, but then added the option to effectively turn it into an Aegis Reflector.
  13. It's madness. I'm going to play some Season 3 to see if the anti air changes and hitbox/hurtbox changes help with the neutral, but I still largely agree with Problem X's assessment that zoning and neutral are fleeting by design and crush counters and the lack of defensive options mean that this will remain the case. It will never hold a candle to SF4 for me and I've accepted that, but I'm still really sad that the game I should love the most has about 5 or 6 other fighting games I'd rather be playing ahead of it aside from USF4. I'm sure it must be really tiresome to read my complaining about it SFV, but honestly it's only because I desperately want it to be good. I've never in my life since I first played SF2 on the Amiga been in a position where I don't like Streetfighter, so it breaks my little heart what they've done to it. All of that said, I remain completely obsessed with fighting games generally, I always want to play with the rllmuk mans and I still have more fun with my least favourite Streetfighter than I would with many non-fighting games. So I shall grind some Season 3 Kolin and do some lobbies and write more things about it all. Grumble grumble grumble.
  14. https://mobile.twitter.com/xL_Hurricane/status/953499449413775360/video/1?utm_source=fb&utm_medium=fb&utm_campaign=Louffy086&utm_content=953712959250890754 This sort of nonsense is worse than any SF4 vortex though. They've taken steps to improve the horrible neutral game but added loads more of that stuff. What the hell man.
  15. Anyone fighting tonight? I have purchased a property and have broadband of my very own. So far I have played SFIV ranked and MVC Infinite online with few hitches. This bodes well. Maybe I'll even be able to fight Joffles!
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