lmao this is the main thing that attracts me to the fighting games and at the same time intimidates me greatly. Being able to identify strengths of my main, to be able to define strengths and weaknesses of my opponent's character and their playstyle, and being able to adapt to it seems to be an insurmountable mountain.
learning one by one sounds obvious but its surprising how fast youll learn just by focusing on one. it becomes second nature without you even noticing it
Another banger of a video. To add on to the Chun Li tip, if they notice you are mashing after her 5mp another string we like to do is 5mp -> 5lp -> 4/6mp(or 2mk) since 5lp frametraps and goes into a lot of good stuff on counterhit. Of course this is megafake since 5lp is minus on block so if you notice a Chun autopiloting this string you can just block and jab and interupt after with your own counterhit combo.
Very helpful. Also with Zangief: His overhead needs specific setups to be di safe. You can di the frame it hits you and it'll almost always work. This means you only have to hold down back and react with di. After spd, zangiefs DR Sweep is also di-unsafe. The mix-up is to use DR 2MK which is di-safe but that resets to neutral.
As a master Lily player, while technically correct, I've never actually run into anyone even between 1700-1900 MR that can react consistently between ex and non-ex spire. Especially when Lily's drive rush is also deceptively threatening and has to be included in the neutral mental stack due to the sheer size of her buttons beating a lot of common checks and being in a lot of ways a 50/50 into command throw with how big the range is on light SPD. There are also ranges where non-ex spire will only connect at the very, very end of its flight and then Lily will recover in time to DI back. Like I literally do that to people who are fishing for DI on spire, just do a low strength one from range and then DI back. I just think it sounds like solid counterplay on paper, but in practice is very tricky.
I think lily is a sick joke when it comes to balancing. Her wind stock special (idk the name) is negative on block and can be DI'd on reaction for all versions. Even the light version if used as a bait for parry can be DI'd. Her condor spire has to be the worst move in the game if her opponent has drive gauge and does a DR. Her worst match up in the game isn't a character, it's the drive guage. Crazy how I'm only scared of this character when I'm in burnout.
@@tryinoproductions5374 Her light windstock cannot be DI'd after 2HP. You don't do light stock to bait parry, you do it to bait DI and then counter DI.
Something character specific to Ed is that Akuma well spaced air fireball can be punished by medium or heavy DP and Psycho Snatcher. Keep in mind, Psycho Snatcher only works when Akuma doesn’t use the OD version but Kill Rush forward also works to make it whiff and if used early enough could be punish countered with a stand HP combo. FYI, I think any DR or Dash Forward can make the air fireballs whiff also, some good matchup specific things to know about Ed and the rest of the cast to make it a little easier against one of the best characters. I don’t know but I am very confident about the dash forward for the air fireballs.
as guile, akuma air fireball is obviously super flashkickable, but without charge i've been able to catch it fairly reliably with walk forward into sweep because the fireball hits so late when crouched
I believe for both Honda and blanka, you can beat their headbutts/blankaball with parry into driverush buffer. If it's the H version that reaches far, you get a parry. If they do the light and end up short you get DR so if you jab you beat their recovery. Not sure about this 100% they might recover in time to block on the L versions (but at least you get pressure instead of eating it), but it always works for me (potentially cause they mash after L versions)
Hmm...I play Kimberly and yeah I like to use her forward HK pounce and whilst it is true you can just jab her out of it, a smart Kimberly player will use it to bait you by going for the back jump out of the forward pounce, baiting your jab or whatever and then I can just slide in.
Very good video thank you. You dont need to speak that fast, let what you're saying sink in to the viewer/listener. I know rapid speaking is a self confidence issue, but you dont need to worry about it when you have good info to share and can do so at your own pace.
But Aki can bait DPs after forward throw with DR into whiffed jab right? You can't just DP it on reaction as an absolute answer unless my labbing was incorrect.
maybe depends on your character? Cammy hits this even if you back rolled the throw. Maybe with some other chars who's DPs don't reach as far forward you can't back roll the throw if you want to cover for drive rush jab.
Practice your hitconfirms in training. Cr.lk, cr.lp and cancel into bomb or scissor if hit, and stop if they block. Its a lot easier in this game than other streetfighters imo.
Your Gief information is mostly wrong. If SPD isn't the light version he has no true meaty option. On light he can meaty with 5LK and threaten Siberian Express, 2MK to catch DI, and 2HK to catch jump. You should also talk about Siberian Express because he can meaty light SPD after that and that's the scary situation.