Honzo’s been putting up some great Doom Ammy tech, and I’ve been tinkering with my team, trying out different variants and trying to incorporate Spencer where I can:
Very useful stuff! Thanks Honzo.
Honzo’s been putting up some great Doom Ammy tech, and I’ve been tinkering with my team, trying out different variants and trying to incorporate Spencer where I can:
Very useful stuff! Thanks Honzo.
I’ve been posting updates on this documentary as Corey has been updating it, but now we finally have the full version up on YouTube.
It’s really interesting to finally watch the full version, and two things really stick out to me:
1) This is like entering a time machine, and seeing everything the way things were just over a year ago, and to kind of realise how just much has changed in the scene since then. NOSTALGIA! All the familiar faces…the post-EVO CW events…SS2013…really cool to see.
2) I am reminded just how tough it is to get into these games and how hard and long it takes to actually get good at them. I remember it took me so long to even get to a competent level with my characters, and it really is not for everyone. You really have to be extremely committed, and I empathise with Jake- it definitely does not feel like fun at times, and much more like work, a tedious grind. Things like dealing with constant losing, feeling of plateauing and not feeling any sense of improvement- these things can be really daunting for new players. But the end result I like to believe is definitely worth it- it’s just a really long and arduous journey.
Good shit Corey! And I kinda wish Jake would make a return to the scene. If he was able to take his time with it, and perhaps not try to artificially accelerate his development within a documentary time frame, he might find a balance in between improving and having fun, and stick around for longer without burning out.
One of my pet peeves with the Cammy and Ibuki match is their bloody unblockables. Not only am I unable to DP Cammy’s Cannon Strikes on my wakeup, she can go for the unblockable every time she gets a back throw and I have no choice but to eat the full combo every time.
This juicy video from Ilitirit changes all that, using qcf and qcb to bypass all that character centerline switching crap that makes the unblockable magic happen. I have been practicing it this afternoon against the Cammy unblockable and the timing is very practical. Yes! Now to test it out against the Ibuki against Ryu unblockable. Suddenly the Cammy matchup doesn’t seem so bleak. Perhaps Daigo already knew this tech and that’s why Xiaohai didn’t go for the unblockable a lot in their Topanga set? Hm.
Also, juicy anti-Deejay tech from Air:
First David hit me up for a fun FT10 set in Marvel vs his Firebrand team. It was a fun set and I think I am not playing the Firebrand matchup properly. Once David gets his Skrull up to par, his team should be sick though.
Then Phil bodied me in the Ryu mirror 10-4.
Damnit, I did much much worse than in our previous set. My anti-air was abysmal in this set, he was jumping in for free and I was eating jump-ins for no good reason. That was probably the main reason he went up on a 8 game win streak on me. Towards the end I started getting my anti-air back a bit, so that plus my footsies allowed me to get a couple of games in at the end.
But for the majority of the set, my anti-air was just shocking and my play suffered big time as a result. Not happy at all to see a regression rather than an improvement.
After I did my interview with Xavier aka Somniac I had a long UMVC3 set with him until 5 AM! I wish I had recorded that set, for in that set a lot of my bad habits kept happening over and over again. (Whiffing S in the air after being reset or dropped combos, no air grabs, keep trying to contest Dormammu air dash S and getting smacked over and over and over.) I think the score was 70-80 to 20 something.
It was bloody cold and overcast on Sunday. My noisy neighbours had kept me up until 3-4 AM with their raucous noise on their balcony the night before. No matter, I dragged myself out of my bed because I have to GRIND.
I got there around 2PM, and immediately got to sit down with Dave (Bosslogic) for a long set. I made an extra effort to record everything this time, so I recorded AE sets with Dave, Burnout, and Sol in AE, and Marvel sets with Rob and Ali.
Eventually I played Rossco and Kevin in Marvel after dinner too, but I wasn’t sure how much space I had left in my SD card, so I didn’t record it.
24 gig! For a good 5, 6 hours of playing. That’s not bad. I now have a lot of stuff to review, it will give me something to do with I wait for my fingers to heal. (I split my fingertips apart badly while playing Marvel last night. I smack the buttons quite hard when I play- a fact that is disguised by my silent buttons.)
I noticed a lot of things in my play yesterday. I noticed that it took me a long, long time to get comfortable and to get my anti-airs warmed up.
For example, take my set against Dave. Sure he’s a better player than me and beats me normally anyway, but there were so many instances that he just jumped straight at me and I had a brainfart and didn’t do anything. A lot of times the jumps occurred at very crucial moments- DP that jump and I put him back into the corner, and I can mount a serious run of momentum. Or get jumped in and lose the round.
So I did pretty badly against Dave. And we played for what? Almost an hour and a half?
Next I took on Kevin aka Burnout, and it also took me a good hour before I got into the “zone.” A very good way to tell that I am in the zone is when I am very consistently DPing people off attempted jump ins over my whiffed cmk.
It was in the last half an hour of play against Kevin’s Oni when I felt it all come together. When he jumped, my DPs were coming out without me actively having to think about it.
When I was playing Dave I was using a lot of brain power thinking about spacing, footsies, devil’s reverse, and I couldn’t switch between footsies mode and anti-air mode consistently. But in that last half an hour I finally was able to relax my mind and play with a good efficiency of focus and brain power. When he whiffed normals, I whiff punished without thinking too much about it. I pushed him into the corner and pressured him with low forwards and when he inevitably jumped point blank over my low forward I would DP him right in the balls right away without having to think about it.
That kind of DP at that point of the match is very deflating- he flies right back into the corner and all that “I must get away pressure” that was building up- to the point that he must jump over my pressure led to this crucial point in the match, and a successful DP deflates all that tension and reinforces that feeling of being caged into a corner into my opponent.
I might sound like I am overstating things, but my style is a walk forward, fireball and cmk you into the corner kind of style. I often throw risky, footsies range fireballs and I often audaciously walk forward to poke you with low forward. In doing that I put a lot of pressure on my opponents and they feel the pressure to jump. If I don’t DP them I get jumped in for free for a big combo and all my hard work and pressure is for naught. Hence being able to DP consistently off my walk forward pressure every single time they jump at me makes my Ryu that much stronger and my ground game that much more scary because they feel scared to jump and they have to sit there and to eat more fireball pokes and ground pressure.
So towards the end I was feeling quite good, and it almost didn’t matter what else I did. I like to play a strong ground game with Ryu, not trying to boast but I would say that is my strong suit, or at least what I am trying to make the main focus of my game. And when wedded (rarely) with a dominant anti-air presence, my ground game gets that much stronger. Without the two working together, my ground game obviously becomes much more weaker in isolation.
What was so discouraging was how long it took me to get into the groove. As a tournament player, that simply won’t cut it. I have to get better at getting right in the zone, and adapting quickly to my opponent in a 2 out of 3 set. I have to be aggressive and solid with my anti-air from the very first round of my first match.
Afterwards Kevin picked Gouken and I felt a bit discombobulated. I lost my momentum and my groove because I’m not that familiar with Gouken- I don’t know what I should do. Should I try to fight him in the fireball war and make intelligent jumps? Or push him into the corner irregardless of damage received like the Guile matchup? I’m not sure.
Also that demon flip parry move creates a lot of hesitance in me- if I DP he absorbs it and I whiff badly, so I become much less assertive with my anti-airs. I need to play that match more and get used to doing specific anti-airs against Gouken. You can see me being very confused- a lot of times he would wake up EX demon flip kick, and I stand there unsure of how to punish and he hits me crossup into a big combo.
And of course, after that Sol proceed to tear me a new asshole with his Evil Ryu and Cammy.
I guess that’s expected to happen- Sol is arguably the best AE player in Melbourne. And his complete destruction of me highlighted very starkly a few of my weaknesses.
1) I’m very very weak to empty jump lows. Maybe it’s just a Cammy thing, but over and over Sol would jump and I would hold up back preparing for the inevitable cannon strike…and he drops to the ground and clks me into a full combo.
2) I am too predictable with my frame traps. They worked ok on Kevin but Sol adapts very fast and was consistently jabbing me out of my attempted walk up cmps, and I would eat a full combo into spiral arrow which in turn leads into more cannon strike pressure.
3) I’m too predictable at the start of the round and at certain ranges. I think Sol hit me with a focus attack at the start of half the matches because there’s a certain range that he knows if I back up to, I’m going to fireball, and he picked up on it so fast. I punished him once or twice with things like cmk super, but overall I kept falling for it way too many times!!! Urgh.
4) Ah Cammy. #igotbackthrownSFIV
So despite my destruction it was still a very good set, playing Sol always illuminates my weaknesses so that I can work on them.
After that I played Rob in Marvel…man I suck against Hulk. It feels like I have no choice but to take that throw at the start of the round too. In tournament I most probably will start Doom over Spencer in the Hulk matchup, but I feel I am making a lot of mistakes on a basic level. From the last time I played him I remembered to try not to push block so that I can punish his H, but he would just cancel into S anyway and smack me into death. Perhaps armour piercer after throw tech at the start of the round will be quick enough to smack him out of his H? Does he have armour that quickly into the move? I have to check frame data and test it out.
Against Ali…I have to come up with better mixups for my Doom/Ammy. People are starting to block my regular mixups, even the cross up foot dives. Things like fake cross up foot dive- jump above them and deliberately hang in the air just a tick before air dashing back down for a low, instant fly overheads, tri jump overhead Ls, I need to do them more in match rather than relying on mixups that hit most people but not the guys that are actually pretty good at blocking. Rossco was blocking my Follow my Lead mixups quite well too.
Oh well, since I can’t play until my finger partially heals I have time to slowly watch through my matches and watch the mistakes I’m making. Thanks guys for sitting down with me for all these sets! And good luck to everybody travelling to SG for SEA, (ToXy, Somniac, Genki, Sol, Ali, Stef, Edi, Weng, Colin, Baxter hope you guys kick ass over there. (And I’m sure Cameraman will take care of them too.)
P.S. Thank you ZG for the ride home. It was bitingly cold that night.
More videos after the jump:
So finally I have successfully recorded a set!
I seldom get to watch myself play Marvel because a) I suck and seldom make it far enough in the tourneys to get any stream time and b) I normally tend to shy away from the stream anyway.
So while I’ve had a fair few AE matches to watches from last year’s BAM and OHN due to doing better than usual in tournament, I haven’t really had any of my own UMVC3 matches to watch in the last year.
So thanks to my spiffy Avermedia LGP I was able to record me vs. Joey at Shadowlogic today. Joey was rocking his Chris, Storm, Vergil team. (He is known for his Jill, however the setup we were playing on today had no DLC characters, so that might’ve affected the score a bit.)
I kind of wish I had recorded my AE set today, with Ricecooker (Kon) where I feel I actually played quite well. I played a clean Ryu today, grounded and incisive. I still had some niggling issues with anti-airs but I felt like I played pretty good and learned a lot of things today thanks to Kon coaching me in the Adon matchup.
In my Marvel set on the other hand I feel I played quite horrible. I dropped a lot of combos, especially in the clutch and made a lot of bad decisions. I know I’m still not as confident in Marvel as in AE, but I felt I played quite bad in this set. I also feel I lost concentration as the set went on and did a lot of autopilot mixups. I think Marvel really takes it out of me, and I lack the stamina to maintain an edge over a truly long set.But I suppose in self-reviewing your matches you can make more progress watching yourself struggle and make mistakes rather than say watching yourself play with confidence? We’ll see.
I haven’t watched the matches in detail yet and hopefully Joey will chip in, but here are some things I remember from my set:
1- Bad movement. I have been practicing my plink dashing the last two weeks but I’m still not 100%. Under duress and frustration from Joey’s zoning I defaulted back to my old wavedash method. I need to keep discipline and train plink dashing into everything I do.
2- I deal with super jumps badly. If you watch the set, a lot of times Joey would just super jump over me with his Chris. I tended to dash back and forth under his landing, and sometimes I would get hits, sometimes he would hit me. The thing I never did was jump up and just air-grab him! Urgh.
3- General inability to deal with up back.
4- Bad habit with Doom, when trying to evade Joey’s incoming character mixups I often air dash up…and once I get over him I immediately footdive down into more danger. I should fly, and zig zag dash over to a safe distance before I come down. In general as the set went on and I got more and more fatigued I footdived a lot more and recklessly to boot.
5- I practiced a lot of kara command grabs in the last two weeks but didn’t use them at all. :(
6- On a positive note, and this is a particularly bad deficiency of me- I often fail to snap-in the crucial character until it is too late. I am usually too obsessed in completing the combo. But in this set I was very proactive in snapping Vergil in, I’m pleased with my progress in what should be an elementary part of Marvel strategy. I also noticed I fimbled the up grapple into snapback link a lot, I need to specifically practice this link again (I never do.)
More observations/notes to come after I watch this set more closely! All criticisms/comments are welcome.
1) STOP GETTING HIT BY HELM BREAKERS. Have to chicken block them more.
2) Way too many unsafe forward air zips with Spencer.
3) Need to air grab way more in general.
4) When I roll forward sometimes, grabbing on wakeup would be better then wake up crouch L.
5) Need to use Ammy’s counter more against Helm Breakers. They are really obvious in hindsight.
6) Needs more super jump back air photon shots x4 with Doom. I don’t have to rush in all the time, especially when I should be stalling out X-factor.
7) Need to use Ammy’s glaive instant overhead jump L combo when in X-factor more.
8) Trying to do the H grapple into H reset into command grab seems iffy to do on the second OTG hit of hidden missiles. Perhaps avoid the missiles part or practice the timing?
9) Need to call more missiles.
10) When I do unsafe zips, better to use H instead of S at the end of it as my normal so that I have a chance to tech the air grab.
Now as you might have noticed from part 1, I always aim for my Spencer combos to hit one million damage. This is because I really, really hated Wesker in early Ultimate and Vanilla and made sure to always hit that vital checkpoint: Death to Wesker.
This is pretty much just finishing up all the stuff I wanted to upload yesterday.
Spencer Corner BnB
There’s two combos in this video. The first one is just me demonstrating that I can hit one million meterless (DTW) with Spencer in the corner, but I have to substitute my usual S jM dfZip falling H land up grapple with S jH dfZip falling H up grapple which is harder to do, but is more damaging. In tournament I simply stick with the second combo and the jM variant which is really easy to do and does decent damage.
Spencer air throw corner to corner combo
This is the ugly stepchild of my combo family and is the one I want to optimise because it’s the only one that doesn’t do one million damage even with two bars. I want to get it over one million somehow and need to tinker with it a bit. Death to Wesker!
Spencer easy command grab corner to corner ToD combo with 1 or 2 assists
You can substitute the cMH after the command grab with a sLM if you want, I personally find the LM easier on characters such as Dormammu.
Spencer easy ToD corner ground throw combo
Kind of silly corner instant jump H overhead combo I made
Obviously only works on the middle-largish characters that can be hit by instant jumping H when they are crouching.
Just testing at home before I bring my LGP to Shadowlogic to record some sets. Just thought I would record some of my team’s Spencer BnBs, conversions and setups for you guys.
Spencer corner to corner BnB
Spencer corner side switch combo after overhead into piercer
Spencer overhead into piercer corner to corner combo
Spencer wire grapple combo corner to corner
Spencer wire grapple combo from around half screen in
Spencer corner anti pushblock guard break setup with Cold Star assist
(Nothing new, just the usual Spencer falling jump H guard break setup, this time paired with a Amaterasu assist call for added pressure.
I simply figured out you can use the seldom-used H followup to the command grab to get a full combo- and the Ammy assist prevents the wallbounce from being used.
Do a stand jab on hit/block if no pushblock to combo or go into blockstring/mixup during Ammy assist.)
Spencer corner anti pushblock guard break setup with Cold Star assist (if they don’t push block)
(If you don’t put the stand jab after the falling H there’s a gap where you can command grab/throw them. However you can get grabbed in this gap, be sure to condition them before blockstrings before you slip this dirty trick in.)
My idol <3
On a more serious but yet comical note; I’ve once overheard people say: “Muttons thinks he’s John Choi or something, so I simply hold Bingo and sit there waiting for him to throw bad fireball after bad fireball and murder him really quickly.”
I am a flawed and unimaginative imitation.
This is episode 3 of Colinov’s series with Baxter, and it’s really good to see some new Australian FGC content coming out. They cover BAM5 recap, FGC drama, UFGT, Marvel and Injustice talk. Shoutouts to Colin for running the BAM second stream, and keep up the good work guys.
Finally BAM is over. I for one am very happy that is over. Because that means I can start practicing like crazy again. And that means hopefully I will stop sucking big, hairy donkey balls.
BIG Thanks to the following people: Loki, Berzerk, Spoony, Chris Ho, Ali, Rory, Kevin, Bugs, Gabneto, Felix, Mike the TV, Dan Richards, Baraa, Phil, ZG, Woody, Huy, Andy, Brad, Colin, Kyle, Kieran, Cyrus, Borgie and most of all- the two buff Smash dudes who showed up on Friday to help move around those motherfucking huge CRTs. Thanks to everyone who helped out at BAM, and the Couchmobile. Thanks to all the interstaters who came down to make a hype tournament, and thank you Baxter for teaching me so much Spencer stuff. (And giving me hope when I should probably drop the sandbag Spencer and learn Magneto like I should have six months ago.) Thanks to Johnny for Ryu whispering.
Big thanks to the Shadowlogic crew- we couldn’t have done it without you, and I know packing up all the gear at HQ and putting it back in must’ve been a huge pain. Don’t feel that the work you was not appreciated, I for one fucking appreciate it. Big thanks to Bugs and all the stream crew too.
Thanks to everybody who took the time to stop by and chat, and thanks to all the people who organized social activities and dinners- I actually had the time to participate for once and it was hella fun.
I had so much fun during the Marvel and AE top 8. Marvel especially…man. A combination of “What The Fuck Just Happened” and “My balls just dropped” and “Mike don’t drop it, don’t drop it, don’t drop it…” What a roller coaster ride. Xavier just straight out grabbing that Rapid Slash. Daichi and his showmanship. Stef and his to the frickin’ wire match with Baxter. And Baxter the BEAST!
Thanks everybody, I really appreciate it, I hope you guys enjoyed BAM too.
P.S. Shoutouts to Alicia, aka Not Bronwyn. The dream is dead. But another love story starts afresh…
I wrote a pre-BAM article for Dusty Cartridge, and I’m very grateful to Mark and Chad and the rest of the DC guys for the opportunity!
You can read it over at: http://dustycartridge.com/features/a-beginners-guide-to-battle-arena-melbourne/
I was feeling quite nervous about writing something for a non-FGC outlet, and I hope you guys like it.
P.S. Be sure to check out the BAM5 player profiles done by New Game Plus, they will come in very handy for our stream downtime, and in between matches! So big thanks to them too.
Everybody on the BAM staff has put in a damn good hard shift of work so far, so hopefully this weekend will be awesome and everybody will enjoy it. Hope to see you guys there!
Edit: And also check out the video that Kevin (Burnout) and myself put together, basically a “reminisce” session of the first BAM SFIV grand finals with Carnage and Exis (Big big thanks to Kevin for all the hard work he put into the video):
With BAM coming up I really haven’t had much time to practice at all, being mostly busy with BAM organizational stuff. With the limited time that I do have though, I’ve been working on fixing specific flaws in my Ryu execution. Because most of Ryu’s combos involve cancelling into special moves from crouching normals, I haven’t really had an opportunity to develop 100% consistency cancelling into specials from standing normals.
While this might not seem like a big deal, well I want to have 100% execution with my character. And that means getting into training mode and ironing out my inconsistencies.
So I’ve been working on Ryu’s universal-works-on-every-character max damage FADC solar plexus combo: fHP, close standing MK, fireball FADC, sHP, DP. And I’m becoming much more consistent with it, which is great. Sometimes in tournament I go for the solar plexus, csMK link instead of cHP as it’s a 2 frame link instead of a 1 frame link, and it’s only ten damage less. It’s much easier to hit the link, and minimizes the risk of whiffing a DP and getting punished with big damage. In general close standing MK is a great normal, it only does ten less damage than crouching fierce, and as it pushes Ryu forward you can combo a standing fierce (ten more damage than crouch fierce) after a fireball FADC which you wouldn’t be able to do on most characters..
I also previously have had difficulties doing sHP into DP on the 1P side, I kept getting unwanted solar plexuses. So it’s good to iron that out.
The other combo I was working on was fHP cmp stmp tatsu. This works on the skinny characters e.g. shotos, Balrog, and it does 308 damage which is only ten damage less than fHP, cHP, DP’s 318 damage. What you get for that ten damage is the corner carry of the tatsu, which in my eyes definitely makes it worth it, and you get two normals to verify that you’ve hit the link before you do the special move, whereas with the fHP cHP DP combo you almost always whiff the DP once you screw up the cHP link.
In my opinion the fHP cMP sMP tatsu combo should become the BnB fHP combo for Ryu on all the skinny characters that the fHP cMP cHP tatsu or the fHP cMPcMPcMK tatsu combos don’t work on. The only downside of that combo of course, is that it doesn’t hit on crouching opponents. Stand MP is another underused normal, it also does 80 damage, but it is a one frame link from a cMP though.
And lastly, we have the cMP cMP sMP DP combo. I first saw Daigo do this vs. a Cammy player, and I was pretty buttered. A new combo for me to practice!
So I went home and practiced it, it does 296 damage and 420 stun which is pretty damn good damage from a 4 frame low strong. (278 damage for a cMP cHP DP, for comparison) You can punish Cammy’s whiffed spiral arrow with that, or combo off a jump in (360 damage 570 stun). You can compare the damage of the jump in combo (to do when you stun Cammy) to fHP cMP cHP tatsu (316 damage 420 stun, 336 with additional DP hit in the corner) or Focus attack level 3 fHP cMP cHP Tatsu (376 570 damage). So I think the jump in combo is definitely worth doing over the FA combo if she has been stunned from multiple hits. (FA scales your combo a further 20%).
The sad thing though is that this combo only works on Cammy :( I tested it out on the whole cast.
Weirdly enough it actually works on T Hawk and Gief as well, but I discovered a weird glitch. If I hold forward with Gief or T Hawk before Ryu starts hitting me, the combo whiffs! If I do nothing, the combo hits as per normal. On Cammy it works regardless. Because of the iffyness of the combo on Gief and T Hawk, I decided to restrict the combo on Cammy only.
However! I discovered that fHP cMP sMP DP does 336 damage and 420 stun! Compared to Ryu’s other optimal fHP combo, the fHP cMP cHP tatsu combo(316 damage 420 stun) and you can see how I might be excited. (Only fHP combo that does more damage is fHP cMP cHP DP for 344 damage but only works on Yun and Yang.)
I tested it on the whole cast and so far it works on: Honda, Makoto, Dudley, Cammy, Gouken, Dee Jay, Blanka, Vega, T Hawk, Gief, Juri (the DP doesn’t hit deep though)
(I’ve bolded the characters that it is really, really optimal for. Basically the characters that you otherwise only hit with the standard fHP cHP DP combo which does 318 damage.)
So yeah time to practice up on my execution and use these buttery combos on those characters :)