I just activated my premium VF.net account, which lets you save up to three replays apparently, so this is the first match replay I saved. First match of the night, and a ranking match against a Sarah in Osaka's Monte Carlo. Best arcade in the region because they have enough cabinets (4 machines going, one set aside for 10kyu - 7dan) and it's 50 yen to play! They also have good competition here as well.
My match comments: I HATE playing rank matches so much. Even though I've been playing since the arcade release, I still tense up a little bit compared to if I was playing someone of higher or lower rank. I guess I just hate losing
1st round: I tried f+P+K+G, P to see how it would work after tech roll and you can see the results. I'll stick to f+P,P from now on since it's much better. As you'll see later on in the match, I love b, d/f+P a lot against a lot of characters. It just works for me I suppose.
2nd round: In hindsight, after I had missed that first catch throw, that should've been my clue to NOT USE IT EVER AGAIN IN THE MATCH. But I kept using it like an idiot. You'll also see that aftr tech rolls I tend to try to attack back almost every time, which is a shitty habit of mine, which I have yet to break. I gotta stop that and actually watch what the other player is doing.
3rd round: I'm totally surprised that PKP actually tracked here... I thought I was going to get owned for that mistake. My habit of attcking after tech rolls fucked me over here hardcore too. and omg is that a throw escape? I'm shocked that he ate all of my FC, f+P+G... and I'm shocked I ate all of his throws too
4th round: Reno, stop attacking like a homo. And stop using the catch throw. And stop missing throws for that matter. But OMG K,K after tech roll actually worked this time!
5th round: Good thing I backdashed before that b, b+K!
As it says on my Youtube, not one of my best matches, but it was my first replay, so that's why I uploaded it. I'll try to get more vids of my Wolf and Goh up soon.
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[22:41] オギ(*)OGI: interduce me not hot japanese girls
Just some general comments/advice, if I may be so bold.
I know this is apparent to you, since you made a number of references to it in your own commentary, but I'm gonna say it anyway I noticed that after you ukemi, you had a tendency to always attack immediately. This hurt your big lead in the 3rd round (and ultimately cost you that round), and also cost you the 4th round. After a ukemi, or any situation that leaves you heavily disadvantaged, you should try to play a little more cautiously or defensively. I'm not saying you should never attack from disadvantage, just don't do it all the time or as frequently.
At the end of the third round, with you low on health, you guarded Sarah's . Right there you had a chance to end the match, and avoid all that heart ache :), with a guaranteed combo! Instead, you opted to throw and it was escaped, and it went to the fifth.
Just regarding some of your comments:
Quote:
1st round: I tried f+P+K+G, P to see how it would work after tech roll and you can see the results. I'll stick to f+P,P from now on since it's much better.
I wouldn't dismiss the strat of using the stance against a tech roller so easily. You have way more options than a simple . You have a choice between linear, half or full circular and a catch throw! In the first round, the Sarah player evaded your stance attack, but had you performed the stance catch throw instead, you would have nabbed him! You may find there's more mileage to be had if you mix up your stance followups against a tech roller.
At the end of the 1st round, after knocking down the Sarah player, you went for the stance . I think a good habit to try to develop is to go into stance, then check what your opponent is doing, before you attack. If they don't tech roll, then don't attack, and use the time to prepare for okizeme. By committing to the attack (when it wasn't necessary) you have less time to prepare or defend had Sarah chosen to attack immediately in place.
Quote:
3rd round: I'm totally surprised that PKP actually tracked here...
I've mentioned this before in other threads, but I feel it's worth repeating. The "tracking" was more due to your opponent's action and not due to any special properties of . Generally speaking, if you're in the motion of attacking, and your opponent tries anything, your attack with home in on them.
p.s. the only thing I wouldn't recommend you change is your avatar!
After your + is blocked at certain ranges, attacking back with + is a good option as if you think your opponent will dash in and throw [Throwing immediately will whiff at certain ranges]. You will launch them and it won't clash as it’s a back turned move. This is one Lion's VF5 strengths.
The new stance catch throw is really good and it has a natural delay for people who like to fuzzy or who like to stand up late. I wouldn’t be discouraged from using it either as it may be useful on another opponent. Lion’s Okezemi game has always been good and it’s got even better with the new stance.
Do you know if you can turn on the command display for both players?
Myke: Thanks for the tips! I didn't know that Sarah's [6]+ could be countered with [4][4]+ if blocked, that's good to know! I always thought it was only throw counterable, which is why I went for the throw instead. I guess I'm just used to seeing Jacky's [6]+ too much, haha.
Jide: Yeah, I always thought that [4][4]+ would be a good follow-up if my [6]+ was blocked, but I guess I just never tried it. I got some more vids that show me using that same strategy only with [6]+, [6]+ instead of the roundhouse. It works really well especially when they tech roll.
You can't have command displays for both players, unfortunately. At least that's what VF.net tells me.
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[22:41] オギ(*)OGI: interduce me not hot japanese girls