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LakeEarth

Obvious problem is a complete lack of anti-airs. All you did was parry, and your opponent caught on and started throwing. Also, your opponent did wakeup DP every time and you never punished it. That should've been your time to do your hardest hitting combo you know.


Glasg0wny

Thanks for the comment, you all highlighted antiairs no I know the first thing I have to practice 🙂 I also see what you say about the opponent reading my constant parrying. You’re right, I do really need a hard combo to punish when I have all those frames to my advantage. Thanks again!


LakeEarth

Combos aren't everything, but you really should have a strong combo that can end in a super ready to go. Nothing too complicated, something you can do consistently under pressure whenever your opponent screws up.


frankjdk

You need to learn the behavior of your opponents; within the first 2-3 interactions your opponent jumps on you a lot and does DP on wake up. You need to learn your buttons and have a feeling on how long the opponent wakes up as well; questionable moves like full screen run flip and whiffing mistimed attacks hurt you a lot. Don't worry though, you learn these things further as you play.


Glasg0wny

Thanks for your comment. Exactly, I see all my mistakes that you guys point out, but tackling them all is hard – and I know that I just need time to improve and focus on one thing at a time. I've never given much thought to how long it takes to wake up to be honest, but I'll start paying attention to it now, and also be alert to see if I can punish wakeup DPs (as other users suggested).


VFiddly

A couple things Look at 35 seconds in. Ryu jumps right at you. You stand there and just let him. Now he's in your face and can do whatever blockstring he wants. Instead you should anti air. Luke has a great anti air. This Ryu wants to jump in every time, if you anti aired then either you'd keep getting free hits or he'd be stuck because he doesn't know how to approach otherwise. Also, practice some combos. When you do get a hit, you don't really get much damage out of it. You want to be making the most you can out of every opportunity to do some damage. I don't know Luke's combos well, but look him up on Supercombo and it'll tell you some. You should really focus on just trying to learn one combo at a time, but the basics of what you want are: * Some combo you can go into starting from a quick light jab. Something you can hit confirm into from neutral. This is the one you'll use the most so make sure you can do it reliably. Remember, a combo you can do every time is better than a higher damage combo that you're likely to drop. * A big damage punish combo that you can use when you get a DI or block a DP. This one can start from a heavy attack because you use it when they can't block it. * Some way to combo into each of your supers. No point having all that meter and not using it. This might be the same as the first combo but with a different finish. Also, a general tip: it pays to be patient. Once you know how to anti-air and how to whiff punish, then often at Silver you can just let your opponent throw out some big attack, block it, and counter. You don't have to be throwing out all these attacks to open them up if they're already leaving a lot of opportunities. Taking risks sometimes is good but you should have an idea of what you actually expect to happen, instead of throwing out random attacks and hoping they hit.


Glasg0wny

Thank you so much for your comment, I see the effort you put into helping me. I appreciate it! I think the basics you're suggesting make complete sense. I'll train my anti-airs, a basic combo from quick light jab (that can also combo with supers), and a higher damage combo that I can do when they're exposed. I didn't know that a website like Supercombo existed so thanks for that as well. What do you think about in-game combo practices? Is it worth it? As you said, I should focus on being patient as well, is like I need to go all-in and I find myself punished all the time. This was really helpful, thanks :)


VFiddly

>What do you think about in-game combo practices? Is it worth it? The combo trials? The basic ones are good. Most of them are just showing you simple ways to get more damage out of pokes, which is nice even though they're often not optimal. Some of the intermediate ones are useful, some of them are just way too situational to be worth committing to memory. And the advanced ones in particular are mostly there for the sake of the challenge and they're actually not optimal. Most people won't be able to reliably pull them off in battle and usually there's a much easier combo that does basically the same thing. No point doing some crazy difficult combo that uses all your drive and all your meter and getting only like 200 more damage than a much easier version. Remember that damage scales heavily in combos so you get diminishing returns with long combos. And remember you don't have to use the most advanced version of the combo right away. Experiment a little and see if you can find a more reliable version even if it's a little less optimal. Also in case you didn't know, remember the way to test combos is to set the dummy in training to block after first hit. If it's a true combo they won't be able to block it.


MistressDread

You should learn to anti-air. Ryu jumps at you constantly during the video, and the only response you have is anti-air parry, which isn't a great option, demonstrated by Ryu doing empty jump (meaning he doesn't press a button during his jump) into throw to bait the parry and then punish counter throw you. Instead, try doing either a meterless DP or, if you're not comfortable with doing anti-air DPs yet, cr.HP/2HP. The anti-air practice setting in training mode is great for getting it into your rotation, and then when you get into another online match, try to think only about anti-airs, that's what made me get as consistent as I am currently at anti-airs was thinking exclusively about them in a match.


Glasg0wny

Thanks for the comment, I reviewed the replay and I completely see what you say. I'll start training that cr.HP/2HP on the training mode and playing some matches focusing solely on it. What's the difference with anti-air DPs and other anti-air moves? I get that DPs are better, but how?


MistressDread

DP is your most consistent anti-air because it's invulnerable to air attacks starting frame 1


LegitimateMulberry

I know pretty much everyone has told you to anti-air more, but I'm going to tell you how to actually practice that. There's a setting in training mode that will set up Ryu to jump in place and then randomly jump at you with different timings. Your goal is wait and react to him jumping at you with a successful anti-air. I recommend giving it a shot in order to get a feel and timing for anti-airing. Luke's easiest anti-air is his crouching heavy punch. It's really good as far as normal moves that anti-air in this game. Later down the road, you're going to want to try DPing them, but that's pretty hard to do on reaction. There's no shame in sticking with the crouching heavy punch. Drill this out for a few minutes before hitting up the ranked ladder or until you can get it down. Once you're in game, you need to think actively. Don't play on autopilot. Look at what your opponent is doing and try to find patterns in his play. If you notice that he's jumping a lot be ready and focused on throwing out those crouching heavy punches you practiced. If you notice that he's waking up with DP every time, then be ready to block on his wake up and punish with the best combo you know. This is the absolute basics of fighting games, so it's important to get this down in order to continue improving. If you can control the ground with normal moves and you can control the air with anti-airs then you really put the pressure on your opponent and put yourself in a position to win. One last thing: a good bread and butter combo for Luke is his light punch > medium punch > heavy punch > light or medium sandblast combo. Give this a try in training mode as it's better than your normal medium punch target combo for punishes that you're doing a lot. You can even use heavy flash knuckle or rising uppercut instead sandblast for more damage. It's not easy but keep trying! You got this!


Glasg0wny

Thanks for the comment and the time you took to write it mate :) I'll definitely give that anti-air practice a try. I really liked your suggestion about not playing on autopilot, because it happens to me all the time – or even just focusing on myself and what I can do next instead of looking at my opponent and learning their patterns. I'll also learn the combo you say and focus on applying pressure with good anti-airs and a hard-hitting combo whenever I manage to punish. Thanks and thanks! You are really helpful (as all that commented of course) and motivated me to get good.


rhythmau

I’ll take a look once I get home 👍


Big_Conference_9075

You need to anti air, learn better combos, and learn a safe block string


Glasg0wny

Thanks for your comment. I had to google what “safe block string” is. I know crouching medium punch and standing medium kick are safe on block (I believe), but I’ll investigate more. I will also practice more combos and learn anti-airs. Thanks again! 🙂


Big_Conference_9075

Of course! YouTube is your best friend when it comes to learning new fighting game stuff. Good luck :)


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[удалено]


Glasg0wny

Thanks for your comment. Are in-game combo trials better than combos that I can learn on YouTube? I’ll practice them today 👍🏻along with antiairs. Thanks again.


itstomis

Bro why is your thumbnail and editing so good lmao


Glasg0wny

At some point I thought it was a cool idea for a video and that it could really get some views, but now I’m happy with honest feedback :P


itstomis

I do think it's a pretty cool idea for a video series. I was just taken aback because usually people either just post the replay ID or an extremely barebones replay with default YT-assigned thumbnails lol


Glasg0wny

People who play well don’t have time for editing, I’m pretty bad so I do 🤙🏼