The amnesia lvl 3 combo is slightly suboptimal. If you hit land the st.HP > OD Torbalan early enough then the triglav spike will hit high enough for you to sneak in the second hit of light stribog and cancel that into super Nets you 4020 damage as opposed to 3950
How do you know when akuma jumps if he'll do fireball or a normal? By the time I see its a normal it's usually too late and I either trade or get counter hit
Loved the content; I think talking through Akuma's stronger options was useful for me, cuz I was definitely sitting in the headspace of, like, "damn, everything this character has is unfair." A quick recommendation, though, for sake of making your videos more understandable: when you do your audio cuts, don't cut so close to the beginning of your next take. It's natural to have a slight pause between sentences, and that slight pause gives the listener a chance to process what was said. I felt like I had to rewind a couple times because you were making great point after great point but it was delivered too rapidly to get everything at once. Huge love, thank you for this!
I'm in a similar position. I hit 1650 once with jp then feel back to 1400s. Can generally stay between 15 and 1600 with jp and Ryu but I'll dip on bad days. I'm stuck out my house atm so I can't really grind. Trying to use the time to think more and take notes for when I'm able to return lol, I wanna take advantage of the forced break and work on patience when I get back to it. Love your videos. They help me to a lot! Edit - wait what the hell I thought this was a new video. I've watched your stuff several times idk why this one got recommended to me! Anyway, be well!
I’m having such a hard time as JP against Akuma and Bison. Unfortunately that is 30% of the people I see nowadays in Diamond 3-4. Any chance someone is willing to coach me on those matchup/ a solid gameplan?
Just curious, what’s the reason for the corner lvl 2 combo into lvl 1 super? I tested that a level 3 would do more dmg and still take out two bars off the opponent. I’m just wondering when this would be useful compared to lvl 3 corner combo with the same meter. Thank you, just tryna figure out how I can weave this in my game.
@@cube20_ Ah, didnt see, my bad :D. Trying to learn some JP, it seems fun but i hate when the online unga bungas jump in my face to smash every button :D.
That's the most reasonable behaviour ever exhibited by a Ken player. That and throwing Hp fireballs at near point-blank range. Because DI doesn't exist for them, apparently.
With JP Im in low 1300s MR, and trending downwards. With the rest of my characters Im high plat - low diamond. I would love to one day hit 1600 MR or beyond. Cool Vid!
All I can say is forget all the other nerfs to him that make his zoning mostlynworthless at high level. His cr hp anti air is horrendous and trades with most aerials. The fact that every char with dp also has a higher and better hitbox on their non dp anti air is mind blowingly ridiculous. Im not masters though Im d5. And the hardesr thing is dealing with jump spam. You can autocorrect a dp, cr hp does not and sucks on the side it works for. Crossups? Good freaking luck.
Of course I see this after hitting master lol, would have made my journey even easier. Honestly Akuma wasn’t the worst matchup, like 73% won against Akumas in ranked, my bison matchup is like 45% right now in ranked yikes
The one matchup that really seems impossible is Cammy. Lots of neutral skips. Constant mixups and guessing. And of course Dive Kick. It's almost impossible to counter him. Even when you anticipate and try to anti-air, there is a high probability that you will not have time or miss cr.HP or st.HK, and will receive a counter hit with a full combo with huge damage. And Capcom didn’t even try to nerf this shit. Instead, they nerfed the only good anti-air for a character WITHOUT DP. Retard logic.
Yeah tbh, I don't know what they plan to do about his anti air. I don't appreciate that "trading hits" vs eating a combo is the best outcome with these characters. Cammy and Kim feel like they are direct counters to JP.
d, d +LPMP works well. You can anti-air the air fireball and some jumping options. LV1 is risky, but can work. Any option against Akuma is always a risk. But I think it's fair, considering how much damage an old fart can do for a mistake. One successful dash or jump and Akuma will lose more than half his health. Imagine Akuma's face when for one neutral skip air hado he gets cr.HP, qcf+HP, qcf+MK, EX Triglav, H Triglav xx CA LV3. It is better to knock out close jumps and demon flips using air to air j.LP\LK\MK. Air trow doesn't work as well as Guile's. A very close portal can cover you for zoning and provocation. Just like L+H portals.
Thanks for this guide. I personnaly have big difficulty imposing the fire ball game since the cr.hp nerf against any caracter and specialy against Akuma. I don't use the air throw enough i don't really know when too use it any hint? (Sorry for my english it not my first language)
Your english is great don't worry. I would actually not focus on the grab first but pressing a light. Overall you just need to set up the dummy (in training mode) to show different options, and just practice. Those options being walk back and forth, forward jump, air fireball, drive rush, and regular fireball. Set your mind to use an air to air for the jumping options and just plan block the other options. Then after you feel comfortable doing that, just start doing that in a real match.
Now you speaking my language. Someone trying to help us players who started playing street fighter a week ago and every combo seems to be outdated. I was happy to see I was on the right track with JP.
Best thing to do from a raw hit in the corner? And best anti air conversions? I’ve mainly just been going into hspin or odspin then juggling with another hp and either spending meter with an od ghost into mspin/spike or just taking portal oki. But I feel like a lot of my routes are unoptimal Same thing for anti air, I’ve just been cancelling 2hp into ghost for the high low/parry bait but I feel like there’s something better. I’m noticing a lot of jps try their best to get 6hk or even 5hk anti air rather than going for 2hp
What you said sounds about right when you are in the corner. Of course making sure it makes sense given you and your opponents resources. I tend to opt for the portal or the safejump. Of course you can look up more optimal routes, but those are insanely situational and are usually not reliable. For the anti-air I typically use (and see others use) cr.HP into the parry bait like 95% of the time. Going for a f.HK anti air conversion is almost always a read and or being actively looked for depending on the spacing but has really high reward (spacing and damage). And standing HK is typically utilized for not getting counter hit (but it's harder to use). So to make it easy using cr.HP bait is your best bet but you can sprinkle in those other options when confident.