Tonight was another total grind fest. While I played about four-five hours, I went from +350 BP on the night, to –150 BP on the night, and barely eeked out with +50 BP at the end of the night (~3200 BP).
On the bright side, Blanka, Balrog and Cammy feel like more comfortable matchups for me, but all the familiars, and Ken and Ryu most notably, seem to have better players now on the other end.
My execution was particularly poor tonight.
As I kept losing, I let my attitude get the better of me and goad myself into games with a mindset that was not geared towards winning. It was worse than fear, and my play suffered (most notably ripping Ultras when I had no business doing so).
I’m trying to figure out what i learned, but its not coming easily to me.
Does anyone have a viable f@$king option when playing this flying rat?
I absolutely hate, hate, HATE losing to scrub Ken players, or any Ken player for that matter. Then again, they are all scrubs.
This is quickly becoming an infuriating matchup for me. A lot of Ken players are timing the j.HK in the air to stuff a good number of my anti-air attacks (HK, Tiger Uppercut, j.HP).
Like Ken, this is another source of anguish. On top of that, it seems that more and more Ryu players are rooted to the ground.
With Sagat, DO NOT do cr.HK 2x in a row. Ryu can tag you with the LP Shoryuken on the second cr.HK.
Have to be very careful when he has Super/Ultra meter, as many of them are doing a LP Shoryuken and then juggling into the Super/Ultra combo in the air.
Can throw him immediately after blocking the Green hand.
Always do the Ultra when he is doing the Spinning Lariat.
Can do Sagat’s Ultra in between hits on the Boxer’s Ultra.
A lot of them just keep rolling. I think that zoning would help here (and in general) and I think that part of my game was particularly weak tonight. Abel can get dangerously close with the roll, and I’m not reacting fast enough to it.
The combo with his j.HK (I believe that’s it?) hits from behind when you cross-up (he literally turns in the air to hit your back) –> cr.LP (which knocks down?) –> cr.HK or cr.HP is a nice little combo. It’s hard to block that first hit (although for some reason it seems easier to block when Chun-Li does it).
How does one block the straight down kick off the wall? I think the option here is to move.
How do I get players that are rooted on the ground to get in the air? Given that SF4 is a much more strategic game than ST, its not easy to bait people into jumping. The game is more forgiving if you can’t react instantly.
I’m also not following up with what can be done after a LP Tiger Uppercut. There are combo possibilities with the EX version of moves (Tiger Knee EX, Tiger Shot EX) but I’m not following through.
I have to stop hoarding the Super meter hoping to get a cr.MP –> Low Tiger Shot –> Super Combo. I’m not executing the cr.MP –> Low Tiger Shot now as it is, so I should use that EX meter for something else.
While the j.LK crosses up people better, I throw it out high so I don't always connect the cr.MP (the character is too high in the air and the hitstun is not long enough). I have to get the j.HK out later.