So the fiancee did a naughty and got a PS4, so playing with the new toy has either distracted me somewhat or I haven't been able to play on the PS3 because she's been on the PS4 - this will all get much easier once Ultra is released on PC and I can happily game away there!
But for now, I jumped at the chance to play a bit last night as the fiancee was out. Finally set up my Kuniku_Gaming PSN ID (feel free to add it!) and started the grind to ranked with Juri - here is one of the fights from last night:
But for now, I jumped at the chance to play a bit last night as the fiancee was out. Finally set up my Kuniku_Gaming PSN ID (feel free to add it!) and started the grind to ranked with Juri - here is one of the fights from last night:
As it's been a bit slow, I'm going to self critique the fight, hopefully that will help me learn to overcome mistakes I'm making!
Round 1, FIGHT!
I often tend to neutral jump against Shoto characters at the start, if they throw a fireball I can instantly punish with a dive kick. But this Evil Ryu player didn't allow for that opening.
The dive kick I did do a few seconds later was semi dumb, I'm not sure if he purposefully faked the fireball motion, or just randomly crouched, but I fell for it and took the punish - Ultimately I should've stopped after the initial strike and probably would've been safe against the sweep.
Against his dive kick - I thought I could block it low, I was told by a Yun player that dive kicks don't need to be blocked high - but took the hit and the follow up normals before low profiling his tatsu. Unfortunately the tatsu finished earlier than I expected so my sweep punish missed.
Jump back to reset and creat room. Immediately jumped forward over the fireball and punished with a dive kick. His jumping tatsu changed his jump trajectory somewhat, thought that my fireball would hit, but didn't matter as I swept the landing, then traded with his wake up shoryuken.
Swap a few normals before he gets the hard knockdown. He starts charging for his focus attack far too early, seeing the attack come out before I'm up I managed to punish with Ultra 2.
Standard cross up at the end to finish the round.
Over all not a bad round, only a couple of pointless dive kicks, probably not enough fire balls - and possibly need to work out when it is safe to jump in or not - did get punished a couple of times on what I thought were going to be safe. Was also a few times I landed normals that I could've cancelled into specials, be it c.MP or c.MK - need to be faster with my hit confirms!
Round 2!
After my oponent not fireballing the first round, I thought I'd open up with my own this round, but got caught out and beaten by his EX fireball >_<
Followed it up with a neutral jump, did the MK divekick and not the LK, so whiffed that (that annoyed me more than it should've)
A few pointless divekicks, though some where just to get close, but still werent safe so ate punishes, and lots of attempted cross ups that went too far - need to work on that spacing when its not following a hard knockdown.
A late attempted dive kick punish against a fireball, but the excited 2nd and 3rd hits meant I avoided his punish and landed blocking.
Unsafe jump in got punished hard with a shoryuken, then was caught pressing buttons and ate a tatsu.
got a nice pinwheel in, then got a perfect cross up to c.MK and messed up the input on the EX pinwheel so ate a sweep to give him the round. The EX pinwheel would've hurt him quite a lot, and would've got me away from the corner. Then I could've fished for an Ultra perhaps - though my only Ultra setup is still the EX dive kick, and thats not always safe on block so probably still would've lost the round tbh.
Round 3 - It all comes down to this!
After the fireball eating last time, I went back to the neutral jump and it payed off, nice punish to start the round. Followed up by hitting his jump with a fireball.
bad jump in luckily wasn't punished too hard, but again missed the hit confirm on the c.MP - should've got more damange off of that, but followed it up with a block then a sweep.
Again following the sweep thought the cross up would be safe, but got punished with a shoryuken =( Luckily he didn't follow it up with much, jumped in too early and landed before I had got up then successfully punished his EX fireball with another dive kick.
Missed the cross up, but still got the c.MK - saw the hit and messed up the inputs for super, so it came out way to late and got me nothing but chip damage - normally that is a sure bet for me =/
Again didn't follow up the c.MK with anything, but he fell (pun intended) for the following sweep. Not sure if it was luck on my part of just a bad read on his, but fortunately his Ultra 2 punish of my jump in. (Which is a shame because Evil Ryu's Ultra 2 is one of my favourites to watch!)
I probably should've got a better punish, but by the time I landed he was already on his 3rd Shoryuken, and I only just managed to catch him with the end of a pinwheel =( But still, it is better than no punish at all I guess!
Baited out a fireball by throwing one at him and was fully ready to punish with the divekick. Nicely done I thought.
Riskily tried it again, but this time he went to jump over the fireball, but still ate the divekick to the face nicely to win me the round.
Pretty good round in all, just the missed super which bugged me really.
Your thoughts? Anything I missed?
Round 1, FIGHT!
I often tend to neutral jump against Shoto characters at the start, if they throw a fireball I can instantly punish with a dive kick. But this Evil Ryu player didn't allow for that opening.
The dive kick I did do a few seconds later was semi dumb, I'm not sure if he purposefully faked the fireball motion, or just randomly crouched, but I fell for it and took the punish - Ultimately I should've stopped after the initial strike and probably would've been safe against the sweep.
Against his dive kick - I thought I could block it low, I was told by a Yun player that dive kicks don't need to be blocked high - but took the hit and the follow up normals before low profiling his tatsu. Unfortunately the tatsu finished earlier than I expected so my sweep punish missed.
Jump back to reset and creat room. Immediately jumped forward over the fireball and punished with a dive kick. His jumping tatsu changed his jump trajectory somewhat, thought that my fireball would hit, but didn't matter as I swept the landing, then traded with his wake up shoryuken.
Swap a few normals before he gets the hard knockdown. He starts charging for his focus attack far too early, seeing the attack come out before I'm up I managed to punish with Ultra 2.
Standard cross up at the end to finish the round.
Over all not a bad round, only a couple of pointless dive kicks, probably not enough fire balls - and possibly need to work out when it is safe to jump in or not - did get punished a couple of times on what I thought were going to be safe. Was also a few times I landed normals that I could've cancelled into specials, be it c.MP or c.MK - need to be faster with my hit confirms!
Round 2!
After my oponent not fireballing the first round, I thought I'd open up with my own this round, but got caught out and beaten by his EX fireball >_<
Followed it up with a neutral jump, did the MK divekick and not the LK, so whiffed that (that annoyed me more than it should've)
A few pointless divekicks, though some where just to get close, but still werent safe so ate punishes, and lots of attempted cross ups that went too far - need to work on that spacing when its not following a hard knockdown.
A late attempted dive kick punish against a fireball, but the excited 2nd and 3rd hits meant I avoided his punish and landed blocking.
Unsafe jump in got punished hard with a shoryuken, then was caught pressing buttons and ate a tatsu.
got a nice pinwheel in, then got a perfect cross up to c.MK and messed up the input on the EX pinwheel so ate a sweep to give him the round. The EX pinwheel would've hurt him quite a lot, and would've got me away from the corner. Then I could've fished for an Ultra perhaps - though my only Ultra setup is still the EX dive kick, and thats not always safe on block so probably still would've lost the round tbh.
Round 3 - It all comes down to this!
After the fireball eating last time, I went back to the neutral jump and it payed off, nice punish to start the round. Followed up by hitting his jump with a fireball.
bad jump in luckily wasn't punished too hard, but again missed the hit confirm on the c.MP - should've got more damange off of that, but followed it up with a block then a sweep.
Again following the sweep thought the cross up would be safe, but got punished with a shoryuken =( Luckily he didn't follow it up with much, jumped in too early and landed before I had got up then successfully punished his EX fireball with another dive kick.
Missed the cross up, but still got the c.MK - saw the hit and messed up the inputs for super, so it came out way to late and got me nothing but chip damage - normally that is a sure bet for me =/
Again didn't follow up the c.MK with anything, but he fell (pun intended) for the following sweep. Not sure if it was luck on my part of just a bad read on his, but fortunately his Ultra 2 punish of my jump in. (Which is a shame because Evil Ryu's Ultra 2 is one of my favourites to watch!)
I probably should've got a better punish, but by the time I landed he was already on his 3rd Shoryuken, and I only just managed to catch him with the end of a pinwheel =( But still, it is better than no punish at all I guess!
Baited out a fireball by throwing one at him and was fully ready to punish with the divekick. Nicely done I thought.
Riskily tried it again, but this time he went to jump over the fireball, but still ate the divekick to the face nicely to win me the round.
Pretty good round in all, just the missed super which bugged me really.
Your thoughts? Anything I missed?