@Down by Law
- 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.
- 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.