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Everything you need to master Mai | GUIDE | STREET FIGHTER 6 — Transcript

by EverEvie6 · 23,653 words · 3,365 segments · language en · Watch on YouTube

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  1. 0:01Hello there. Uh, for those who don't
  2. 0:02know me, I'm Eevee. I am a 2K plus
  3. 0:04player. I mained my pretty much since
  4. 0:07her release. Often even fighting some
  5. 0:09pretty big names over here in the
  6. 0:10Japanese fighting scene as they're often
  7. 0:12looking for sets with like 2K plus somer
  8. 0:13players.
  9. 0:22And this will be my beginner to advance
  10. 0:24guide for Mai. So Mai is considered
  11. 0:26since her release to be a top five
  12. 0:27character by pretty much most people
  13. 0:28around the world. And even though she's
  14. 0:30a character that is fairly fairly easy
  15. 0:31entry, she has some specifics that may
  16. 0:33be kind of awkward to get into and
  17. 0:35hopefully I can help you iron those out
  18. 0:36a little bit. So, I'll be putting
  19. 0:37timestamps for every session below.
  20. 0:39First, we sort of buttons and then
  21. 0:41specials and then some options that you
  22. 0:42can do in neutral and you should be
  23. 0:44using in neutral, some good combos and
  24. 0:45some conversions. And then we'll go over
  25. 0:47some general game plan stuff. And later
  26. 0:49on the video, we'll take a look at one
  27. 0:50or two pro players replays where I'll
  28. 0:52try to explain the thought process
  29. 0:53behind their choices so you guys can
  30. 0:54take a better look at how it will all
  31. 0:56come together. So yeah, without further
  32. 0:57ado, we'll start with her buttons.
  33. 1:00All right, so to start off, let's talk
  34. 1:02about her for frames. So Mai has two
  35. 1:04main foreframes and a third one that is
  36. 1:07a little bit more unique, so we'll talk
  37. 1:08about it later with stand kick. The main
  38. 1:11difference between the two light punches
  39. 1:13is frame data and length. So overall
  40. 1:15frame data for the same or both both are
  41. 1:1730 13 frames. But stand light punch has
  42. 1:21worse reach than crouch and on hit stand
  43. 1:23light punch is plus five where crouch
  44. 1:26light punch is plus four. And this
  45. 1:28becomes really important because some
  46. 1:29moves cannot be special canceled from
  47. 1:31crouch light punch only from stand light
  48. 1:32punch. For example, if I set the dummy
  49. 1:34to block after first hit here as you can
  50. 1:36see
  51. 1:39medium dambo combos from a stand light
  52. 1:40punch. But if I try to do it from a
  53. 1:41crotch light punch,
  54. 1:43it does not combo. The same goes for OD
  55. 1:46cartwheel,
  56. 1:50right?
  57. 1:53It does not combo. This is really
  58. 1:54important, especially in the corner. If
  59. 1:56you get like a light combo in the
  60. 1:57corner, going for the MD ambu sets you
  61. 1:59up for a really good oki
  62. 2:02and it's optimal on damage as opposed to
  63. 2:03something like this.
  64. 2:05The oki up from this is still really
  65. 2:07good. to still get a a strike throw, but
  66. 2:09this sets you up for a me overhead.
  67. 2:12Hold on, let me
  68. 2:17right. So, in general, if you can land
  69. 2:19your light string in a stand light
  70. 2:21punch, that is generally better except
  71. 2:23when you can't reach. Be careful when
  72. 2:24you can't reach because this can whiff
  73. 2:28as it has less range. So, if you don't
  74. 2:30know about the range, if you think the
  75. 2:31range is iffy, just go with light punch.
  76. 2:32If you don't, then go with stand light
  77. 2:34punch. So, another thing to note from
  78. 2:36her from her light punches, since her
  79. 2:38stand heavy punch is a nine frame
  80. 2:39starter, you can only do driver's jab
  81. 2:41into stand heavy punch if you do a stand
  82. 2:42light punch. So, this
  83. 2:45does not work if you do a light punch, a
  84. 2:47crutch light punch,
  85. 2:50as you only get a plus eight after a
  86. 2:53crouch light punch. You need to do stand
  87. 2:54light punch to do this. Otherwise,
  88. 2:55you're going to be stuck doing
  89. 2:58medium punch here. Okay, difference
  90. 3:00number two. So on block, stand light
  91. 3:03punch is minus two while crouch light
  92. 3:05punch is minus one. This can be kind of
  93. 3:07important because when you're trying to
  94. 3:09shimmy someone, especially after a
  95. 3:11driver stab, you have a better chance to
  96. 3:13getting out of range if you do it with a
  97. 3:15crouch light punch, right?
  98. 3:17>> As opposed to a stand light punch.
  99. 3:23The difference is very minimal. It's
  100. 3:24like one frame, but you know why take
  101. 3:26that chance? If you went for a shimmy,
  102. 3:30use crush light puncher the most time.
  103. 3:32The main reason you'd want to use 10
  104. 3:34light puncher is because Mike can get a
  105. 3:36really really cool trade combo as if you
  106. 3:39do this, you're going to be left at a
  107. 3:41plus two. Your crush minion punch will
  108. 3:43trade with any light steam mash. So you
  109. 3:45can do something like this,
  110. 3:50which is a lot of damage. But outside of
  111. 3:51that, going for that crouch light punch
  112. 3:53tends to be better just because you get
  113. 3:55more frame data to play with. You can do
  114. 3:57something like this and then walk up
  115. 3:59throw more efficiently. You can do this
  116. 4:01to counter hit something. It's not the
  117. 4:04biggest difference in the world, but
  118. 4:05generally you want to drive rush into
  119. 4:07crouch light punch. You know, better
  120. 4:08range plus three instead of plus two
  121. 4:12can be really good. So, all right, going
  122. 4:14next. Crouch light kick is minus two in
  123. 4:16block and on hit it is a plus two which
  124. 4:18gives her a driver's crouch light kick
  125. 4:20into crouch medium punch like this as a
  126. 4:24combo. This is a really good way for you
  127. 4:25to catch people trying to walk back or
  128. 4:26fuzzy block your overhead. Right
  129. 4:29when you're doing this and they're
  130. 4:31standing up like on a timing. So because
  131. 4:32the overhead hits a little bit delayed,
  132. 4:34some people like start crouch blocking
  133. 4:36and then stand block after a little bit
  134. 4:38of time. And if you delay your driver's
  135. 4:39crick, you can catch them doing that.
  136. 4:44But yeah, this can be really important
  137. 4:46for situations where people are trying
  138. 4:47to walk back to gain distance from you
  139. 4:49and uh avoid your pressure because the
  140. 4:51driver squad light hit will catch them
  141. 4:52walking back as they're not blocking low
  142. 4:56and you can go into a full corner carry
  143. 4:58here. Also, uh OD fan, a lot of people
  144. 5:00block the OD fans and back dash or walk
  145. 5:03back and the crotch side kick is usually
  146. 5:06what I use to catch him for doing that.
  147. 5:08So, kind of like this.
  148. 5:13really important. So, okay, last but not
  149. 5:15least, stand light kick. My stand light
  150. 5:17kick is a little bit of an awkward
  151. 5:18normal because it has literally no
  152. 5:20range. So, you can't really use or like
  153. 5:22kick to poke or to catch like punish
  154. 5:24counters like scissor kicks, but this
  155. 5:26button has its uses. like you can get
  156. 5:28really good damage especially when you
  157. 5:30get someone to the corner and you set
  158. 5:31set them up for a um overhead medi
  159. 5:35because the overhead med leaves you at a
  160. 5:36plus four instead of doing a light into
  161. 5:39instead of doing like something like
  162. 5:40this
  163. 5:45which deals basically no damage at all.
  164. 5:46it can do a much much more damaging
  165. 5:49combo that can lead even into SA1 or SA
  166. 5:512, which is this.
  167. 5:57As you can see, that's all comboed. This
  168. 5:59leads into DP here in the corner if you
  169. 6:01want to set up a mei. This leads into
  170. 6:03SA1
  171. 6:05if you want to get the stacks. And this
  172. 6:07leads into SA 2 if you want to close out
  173. 6:08the round. This is really good. This is
  174. 6:10really important to know. But yeah, this
  175. 6:12is the main news that I can give you
  176. 6:13from St. Luke. Other than that, don't
  177. 6:15really use this button much. Those are
  178. 6:17her lights. All right, so going over her
  179. 6:19mediums. Stand medium kick is probably
  180. 6:21her best non-committal poke. It has
  181. 6:24really good range. It is plus five on
  182. 6:26hit. So if you catch someone trying to
  183. 6:27walk up and press on you on counter hits
  184. 6:29is plus seven, which gives you really
  185. 6:30really good conversions like crush
  186. 6:32medium punch and crush medium kick
  187. 6:33depending on the range. Right, like
  188. 6:35that.
  189. 6:37This is really strong. Next is stand
  190. 6:40medium punch, which is probably one of
  191. 6:41her strongest buttons even though it's
  192. 6:43not recognized. so many people. The
  193. 6:45stand medium punch on my is actually
  194. 6:48insane. This button is probably one of
  195. 6:49the best tools to catch a crush medium
  196. 6:51kick or or like a low whiff.
  197. 6:54You will catch people with this button
  198. 6:56like crazy. As a counter poke, when
  199. 6:58you're trying to whiff punish people,
  200. 7:00when you're trying to poke people, you
  201. 7:01should use this button a lot. Also, this
  202. 7:03button is kind of awkward to whiff
  203. 7:04punish as it's really fast. The recovery
  204. 7:06is only 15 frames, right? So, even if
  205. 7:09you're a little bit late, you're just
  206. 7:10going to just going to whiff. You have
  207. 7:12to be really on point for you to catch
  208. 7:13this.
  209. 7:15And uh if you miss to whiff punch, this
  210. 7:17can be quite safe as opposed to
  211. 7:19something like a stand heavy punch. If
  212. 7:20you try to whiff punch something with
  213. 7:22stand heavy punch and you whiff, you're
  214. 7:23going to be sitting there for like a
  215. 7:24whole minute. But if you wish some if
  216. 7:25you try to whiff punish something with
  217. 7:26stand medium punch, there's a really
  218. 7:27good chance they're not going to be able
  219. 7:28to catch you. So use this button a lot,
  220. 7:31especially versus people that are using
  221. 7:32a lot of crotch light crotch medium
  222. 7:34kicks.
  223. 7:36>> This button is insane.
  224. 7:42So next is her crush medium punch. You
  225. 7:44mainly don't really use this button in
  226. 7:46neutral. The range is quite ineffective
  227. 7:49and it leaves you quite open. But on the
  228. 7:51other hand for pressure, this is
  229. 7:52probably one of her best buttons. It is
  230. 7:54plus five on hit, which means it gets a
  231. 7:56link with crouch slide punch, which is
  232. 7:59the only one that reaches by the way.
  233. 8:02And if you catch a counter hit, which is
  234. 8:03what you should be using this button
  235. 8:04for, this button will combo into itself
  236. 8:07and give you a really, really easy
  237. 8:09counter hit confirm.
  238. 8:12And if they're crouching, you can do
  239. 8:13something like this. Also really good
  240. 8:16for drive rushes.
  241. 8:19So yeah, if your driver is jabbing
  242. 8:20someone and they're trying to like steal
  243. 8:22your turn by doing a jab or a late jab
  244. 8:24or maybe they they're doing a delay tag,
  245. 8:27doing a like a delay crush medium punch
  246. 8:29or instant crush medium punch is going
  247. 8:30to be really really beneficial for you
  248. 8:34cuz you get pretty much a free combo
  249. 8:35from this and it's very easy to confirm
  250. 8:37as well. Other than that, when someone
  251. 8:38drive rushes at you, since she doesn't
  252. 8:40have a good stand light kick, a lot of
  253. 8:42the times you'll be using a crouch light
  254. 8:44punch since it has more range than stand
  255. 8:45light punch. And the best button to
  256. 8:46follow up a counter hit crouch light
  257. 8:48punch is going to be crouch medium
  258. 8:49punch. So if someone drive rushes at you
  259. 8:51like this and you interrupt it going for
  260. 8:53the crouch medium punch there is really
  261. 8:54good
  262. 8:56or maybe you can like do drive rush,
  263. 8:58right? if you want a full corner carry.
  264. 9:01And because she moves forward a lot when
  265. 9:03she does crouch medium punch, you can
  266. 9:04very reliably link into SA1. Something
  267. 9:06you can't do with like crouch medium
  268. 9:08kick. So like in situations like this,
  269. 9:12it is very rare that that SA1 is not
  270. 9:14going to hit. So yeah, if you're cr if
  271. 9:16you're if you're checking a drive rush
  272. 9:18or if you're stealing pressure with
  273. 9:19crush light punch, you should be going
  274. 9:20into send into crush medium punch after.
  275. 9:22So okay, for last crouch medium kick.
  276. 9:25Her crush medium kick is seven frames.
  277. 9:26Its uses are very similar to Chen Lee in
  278. 9:29general. She doesn't have the best range
  279. 9:30in the game when it comes to crouch
  280. 9:32medium kicks. But since it's seven
  281. 9:33frames, you can do things like walk up
  282. 9:35jab. Walk up jab on my becomes really
  283. 9:37good because one, she has insanely fast
  284. 9:39walk speed, and two, she can combo into
  285. 9:42crush medium kick, which reaches very
  286. 9:44far. So in situations where you're
  287. 9:45trying to walk up to press a button like
  288. 9:47this, going for the crush minimum kick
  289. 9:49after the jab there is really, really
  290. 9:50good.
  291. 9:53You can also drag rush into your common
  292. 9:55combos from this. You can also combo
  293. 9:57from this very comfortably without even
  294. 9:58spending bar if you go for like
  295. 10:00cartwheel or if you check that they're
  296. 10:02standing. You can do you can even do
  297. 10:03this. Although this can whiff if you're
  298. 10:05a little bit too far. So be careful. It
  299. 10:08is also a crush minium kick. So when
  300. 10:10you're trying to like catch someone
  301. 10:11adjusting spacing in neutral
  302. 10:14crush medium kick into dervish the
  303. 10:16classic. It's really really good too.
  304. 10:18Yeah. Mainly those are the uh main uses
  305. 10:20for the crush medium kick. Remember this
  306. 10:21is really important. If you're going to
  307. 10:23walk up for a jab, don't do crouch jab.
  308. 10:25do stand jab because stand jab gives you
  309. 10:27much much much better range for you to
  310. 10:28confirm your button into. If you're
  311. 10:30trying to walk up into a stand jab uh
  312. 10:32into a crotch jab here, very often this
  313. 10:34crouch minium punch is going to fail
  314. 10:36because the range is not going to be
  315. 10:37there, right? This happens actually
  316. 10:39quite often.
  317. 10:41So instead of going for this, you should
  318. 10:43probably be going for stand light punch
  319. 10:45because this will always work and this
  320. 10:47is really strong. Abuse this as much as
  321. 10:50you can.
  322. 10:53Just be careful not to try to SA1 here
  323. 10:56since you're doing it for too far. This
  324. 10:58can whiff and try to reserve your meter.
  325. 11:01Don't don't don't be spending into grab
  326. 11:02rush every single time since you can
  327. 11:03confirm from two hits going from this
  328. 11:05into the ambo or this into cart if
  329. 11:07you're crouching is probably the best
  330. 11:09way to go. So yeah, those are her
  331. 11:11mediums. All righty. So now moving on to
  332. 11:14her heavy buttons. So starting with
  333. 11:17stand heavy punch. So my stand heavy
  334. 11:21punch is rather similar to Luke's 10
  335. 11:24heavy punch actually. She moves forward
  336. 11:26a lot when she does this which gives it
  337. 11:28insane range. This is a really good
  338. 11:31button to reach people. But really be
  339. 11:33careful not to whiff it. This button
  340. 11:35since it moves you forward and when you
  341. 11:36whiff it's going to leave you extra
  342. 11:38vulnerable. Like if you catch someone
  343. 11:39doing stand heavy punch on the neutral
  344. 11:41and whiffing you can you can murder them
  345. 11:43from it.
  346. 11:45There are a few quite important things
  347. 11:46that you need to know for the stand
  348. 11:48heavy punch. Number one, it only has
  349. 11:50three active frames. So like if you're
  350. 11:52used to playing Ryu Goki Ken, for
  351. 11:53example, since they have a lot of active
  352. 11:56frames on the stand heavy punch, it can
  353. 11:58seem like my stand heavy punch doesn't
  354. 12:00stop people from walking in that well
  355. 12:02because Ryuken and Akuma, what can often
  356. 12:03happen is they will press 10 heavy
  357. 12:06punch, right? And you can walk into it
  358. 12:09like after the fact that they pressed
  359. 12:11it. So like characters like Ryu,
  360. 12:13Kenkakuma, characters that have like a
  361. 12:15huge active frame window under stand
  362. 12:17heavy punch can be really annoying for
  363. 12:18you to walk in because the stand heavy
  364. 12:20punch feels like it lingers a lot and my
  365. 12:22kind of doesn't work like that. So when
  366. 12:24you're trying to like walk up on a and
  367. 12:25he throws this out, like very often
  368. 12:27you're going to get hit by like a late
  369. 12:28stand heavy punch kind of like that.
  370. 12:31If opponent is walking forward here,
  371. 12:33there's a really good chance that you're
  372. 12:35just going to whiff if you don't if
  373. 12:36they're not in range when you press
  374. 12:40since it has very few active frames.
  375. 12:42Outside than that, really good button,
  376. 12:44really good range, and you can combo
  377. 12:46very comfortably into Kachosen for a
  378. 12:47[ __ ] ton of drive gauge. And yeah, you
  379. 12:49should use this a lot because Mike can
  380. 12:50be one of the best characters when
  381. 12:51you're looking to pressure drive gauge,
  382. 12:53right? So, that's her stand heavy punch.
  383. 12:55We we go into more specifics later. So,
  384. 12:57next up, we go for his stand heavy kick.
  385. 13:00So, okay, my heavy kick is a really good
  386. 13:02button. First off, the range on this
  387. 13:04button is insane. Second off, minus
  388. 13:07three.
  389. 13:08Third off, on punish counter, you get a
  390. 13:10full combo. You get a fat combo because
  391. 13:13of that crumble right there.
  392. 13:17This combo can be meterless like this,
  393. 13:19or you can burn meter and like even get
  394. 13:21a super.
  395. 13:23This is a great poke. Great poke. Just
  396. 13:25be really careful not to whiff it. Range
  397. 13:27and speed makes it a really good poke.
  398. 13:28It is only 14 frames of startup, which
  399. 13:30makes it really hard for people to
  400. 13:32perfect parry you and reaction like
  401. 13:33consistently. Just be really careful
  402. 13:35when opponents are trying to make you
  403. 13:36whiff this because if you whiff this
  404. 13:37button, yeah, you're pretty much dead.
  405. 13:39Look at how much drive gauge damage it
  406. 13:41deals.
  407. 13:43So, the more you can force people to get
  408. 13:45hit block this, the better.
  409. 13:48As my is a lot about pressuring the
  410. 13:50drive gauge as I said with this. So,
  411. 13:53yeah, be using this button to poke. try
  412. 13:55to stop people from walking in, make
  413. 13:57them doubt, and make them try to play
  414. 13:58around the stand heavy kick footsies.
  415. 14:00But yeah, this button is going to be
  416. 14:02really annoying for people in neutral
  417. 14:03because a lot of people are going to be
  418. 14:05are going to try to be playing footsies
  419. 14:07against you around the stand heavy punch
  420. 14:08range, which is the button that gives
  421. 14:09you the most reward. And the stand heavy
  422. 14:12kick reaches like quite a little bit
  423. 14:13outside of the stand heavy punch range.
  424. 14:15So when people are trying to force you
  425. 14:16with stand heavy punch like that, stand
  426. 14:17heavy kick is going to like force a
  427. 14:19block or get a free hit in a lot of the
  428. 14:21a lot of times. So yeah, this button is
  429. 14:23really annoying to deal with. Just don't
  430. 14:25whiff it with this range though. If you
  431. 14:27whiff it's on you. So, all right. Next
  432. 14:30up, crouch heavy punch. So, crouch heavy
  433. 14:33punch is a weird one. On hit, it is plus
  434. 14:35four, which gives you a
  435. 14:37natural link. But oddly, even though she
  436. 14:40moves forward, you can link it to stand
  437. 14:41light kick, which makes the damage from
  438. 14:43this be quite quite bad. It's nine frame
  439. 14:46startup, but it's really not that good
  440. 14:48of a button when it comes to whiff
  441. 14:50punish. But, in general, you're probably
  442. 14:51not going to be using this button a lot.
  443. 14:53mainly myself mainly I don't really use
  444. 14:55this outside of one specific combo which
  445. 14:57is in the corner you can get an optimal
  446. 14:59damage combo with this from like driver
  447. 15:01rush cancel. So if you're going like
  448. 15:02this
  449. 15:06this is not her optimal damage basically
  450. 15:08you can do like this
  451. 15:13and yeah and from that sequence right
  452. 15:15there you can get like SA1 I mean that's
  453. 15:17pretty much it. This is pretty much
  454. 15:21the one situation I'd recommend you
  455. 15:22using this button in. I've tried
  456. 15:24experimenting with like whiff punish
  457. 15:26with this, but it the range and like how
  458. 15:28slow it is makes it really awkward. Even
  459. 15:29even situations like throws like you
  460. 15:31would think like catching throws with
  461. 15:33this is really good, right? But this is
  462. 15:34only plus eight, which means you don't
  463. 15:36get a stand heavy punch. And out of
  464. 15:37stand heavy punch, really the only thing
  465. 15:39that you can use is like a crouch medium
  466. 15:40punch, right? Or this. So usually in
  467. 15:42general, if you're shimming someone, you
  468. 15:44shouldn't be going for that. they should
  469. 15:45be going for crouch medium punch instead
  470. 15:46as you can combo into stand heavy punch.
  471. 15:51If you're trying to be like giga optimal
  472. 15:53on the shimmy on the middleless shimmy,
  473. 15:54you can technically go for something
  474. 15:56like this
  475. 15:58for most damage. But in general, you
  476. 16:00just want to be using crouch medium
  477. 16:02punch as it is much faster and it gives
  478. 16:04you like stand heavy punch which is a
  479. 16:05very comfortable combo sequence to you
  480. 16:06to go into. So something like this right
  481. 16:13>> here. You can combo into anything you
  482. 16:14want, like even SA3. And if you go for
  483. 16:16this route, you can only combo into SA3
  484. 16:18if you go for crush medium punch. And
  485. 16:20that can be really awkward. So yeah, use
  486. 16:22this specifically on that combo. Try not
  487. 16:24to mind this button that much. So yeah,
  488. 16:25when it comes to unique attacks, my only
  489. 16:27really has two, her overhead and back
  490. 16:30heavy kick. Overhead is quite nice
  491. 16:32because it's kind of hard to see and you
  492. 16:34can catch people a lot by doing like
  493. 16:35delayed overhead after crush medium kick
  494. 16:37dry rush like that and it will be a plus
  495. 16:41six after a drive rush which gives you a
  496. 16:42neat combo into like crush medium
  497. 16:44puncher etc. So you can do something
  498. 16:46like this
  499. 16:49and it gives you a lot of corner carry
  500. 16:51for it. It's really good. There are also
  501. 16:53ways for you to set this up as a medium
  502. 16:54on the corner and get a plus four
  503. 16:55naturally
  504. 16:58in a sequence in a sequence like this.
  505. 17:02But yeah, I'll go over those more in
  506. 17:03depth during the Oi part of the video.
  507. 17:05The other one is back heavy kick. Back
  508. 17:07heavy kick. There's quite a bit to talk
  509. 17:08about because their back heavy kicks are
  510. 17:10only normal that forces stand. And my on
  511. 17:13my forcing stand up is really important
  512. 17:14because if the opponent is crouching,
  513. 17:15you're not going to be able to hit them
  514. 17:16with your heavy dambo, which is your
  515. 17:19main launcher. So when you're going like
  516. 17:20from a driverish combo, the button that
  517. 17:22you can use to force someone to stand up
  518. 17:23is their back heavy kick. You're going
  519. 17:25to have to get used doing something like
  520. 17:26this
  521. 17:29to force a stand and go into the heavy
  522. 17:31damu.
  523. 17:36>> It has other uses as well. For example,
  524. 17:38in the corner, this button is very easy
  525. 17:40to hit confirm into the target combo.
  526. 17:42And like in the corner after you connect
  527. 17:43the full target combo, you can get like
  528. 17:44a DP follow-up or even an SA1 which can
  529. 17:47be really really strong,
  530. 17:49something like that. Or like you can do
  531. 17:52SA1
  532. 17:57and because of that this button can be
  533. 17:58like a really good delayed media option
  534. 18:00to catch people trying to like delay
  535. 18:01tech. Another thing that is worth
  536. 18:03mentioning driver version to back heavy
  537. 18:04kick gives you a plus three and you are
  538. 18:07in throw range right here. But if the
  539. 18:08opponent walks backward as soon as he
  540. 18:10blocks the move, they can dodge your
  541. 18:12throw. But there are ways to catch that.
  542. 18:14If you do crouch light kick into crouch
  543. 18:16light punch, you are going to be in
  544. 18:18range to combo that. So, something that
  545. 18:20very often happens is when you think the
  546. 18:22opponent is going to backwalk to try to
  547. 18:23dodge your throw, you can get a free
  548. 18:25crush light kick into crush light punch
  549. 18:26and carry them towards the corner.
  550. 18:31I like that. If you can sneak this
  551. 18:32button after a dry rush unblock, this
  552. 18:34can be quite beneficial for you because
  553. 18:35you get to play the mini game of uh
  554. 18:37throw or crush light kick.
  555. 18:40It is also plus three. So, if you go for
  556. 18:41like crush min, they try to stop you,
  557. 18:43you're going to be able to hit them. So,
  558. 18:45yeah, keep that in mind. All right, so
  559. 18:46going over her jumping normals really
  560. 18:47quick. Light kick/medium kick is going
  561. 18:50to be your main crossup tools. You're
  562. 18:51going to be going for these to try to
  563. 18:53cross someone up. Airtoair is a really
  564. 18:55good idea for you to do light punch or
  565. 18:57medium punch. Medium punch is going to
  566. 18:58give you a better reward as it juggles
  567. 18:59them and combo into her dive kick. And
  568. 19:01her medium is also really nice for
  569. 19:02combos like after OD card wheel. Her
  570. 19:06further reaching button is going to be
  571. 19:07heavy kick. So if you're jumping from a
  572. 19:08little bit further out, you should be
  573. 19:09using this one to catch them. And if
  574. 19:10you're trying to catch a whiff throw
  575. 19:13because you're like neutral jumps, you
  576. 19:14should always be going for send heavy
  577. 19:15punch here. There's no reason for you to
  578. 19:16go for anything other than jump heavy
  579. 19:18punch. All right, so last but not least
  580. 19:19is going to be her air throw. Air throw
  581. 19:21is actually quite nice as an air,
  582. 19:22especially if you're trying to stop
  583. 19:23someone from getting away from the
  584. 19:24corner.
  585. 19:26>> Even if you jump backwards right here,
  586. 19:27you're going to be able to keep them in
  587. 19:28the corner by air throwing them. So
  588. 19:30yeah, don't sleep in the air. Air grab
  589. 19:31is a really nice tool for you to have in
  590. 19:33some situations. Yeah, that's going to
  591. 19:35make it for the normals. So from here on
  592. 19:37out, we're going to move on to specials.
  593. 19:39Starting with cartwheel, which is
  594. 19:42Shinobi.
  595. 19:43This move is not really used outside of
  596. 19:46combos like combo extension and combo
  597. 19:48enders. Mainly combo enders because of
  598. 19:50the great corner carry that he has and
  599. 19:53it gives you pretty good oki from like
  600. 19:55no matter where you hit midcreen corner.
  601. 19:59So this is you usually your go-to for
  602. 20:02combo enders and like when you want to
  603. 20:03extend a combo via via OD version.
  604. 20:08Some people like to use this move as oki
  605. 20:10because you can hit it meaty and make it
  606. 20:12become plus, but I don't really think
  607. 20:14it's good at all because it's very
  608. 20:15telegraphed. So, if you go for something
  609. 20:17like um I know I know people do this
  610. 20:20that you plus three like the plus three
  611. 20:23is nice, but this move is so telegraphed
  612. 20:25that if you do that,
  613. 20:28it's going to be really easy for people
  614. 20:30to deal with it. like reversal number
  615. 20:33one. If you're good at perfect pairing
  616. 20:35this, you're going to get [ __ ] as well
  617. 20:36because it hits like frame one. So, it's
  618. 20:38not even that hard to get right as I
  619. 20:41drop it. There you go. One more time.
  620. 20:45Yeah, it's really not that hard to do,
  621. 20:47especially because it's so telegraphed.
  622. 20:48You can see her doing the cartwheel like
  623. 20:50from 10 meters away. The only way that
  624. 20:52you actually get to bait this is if you
  625. 20:53try to whiff the active frames on the
  626. 20:55cartel. But if you can see right there,
  627. 20:57there is like 16 frames of recovery even
  628. 20:59after the cartwheel. And even if you hit
  629. 21:01like the active window, the 16 frames of
  630. 21:03recovery is going to be quite enough for
  631. 21:05them to like dry rush in and get you and
  632. 21:07get a hit in. So it's really not that
  633. 21:09good. So I would recommend refraining
  634. 21:13from using this as oki. But you know,
  635. 21:15some people like that [ __ ] So moving
  636. 21:17on, we have
  637. 21:19duo. Damu is different depending on
  638. 21:22which version you use.
  639. 21:25Main difference between these is the
  640. 21:28light version is minus four, which makes
  641. 21:30it a kind of a good poke, especially if
  642. 21:33you're too far for a frame to connect
  643. 21:35with you. It is also really good in a
  644. 21:37situation like for example, let's say
  645. 21:38you're burnt out, but you want to
  646. 21:39confirm something into SA3 because it's
  647. 21:41going to kill. This can is going to be
  648. 21:42like annoying, but you're going to get
  649. 21:44an regardless.
  650. 21:46The medium version hits both standing
  651. 21:48and crouched, but it doesn't launch. So
  652. 21:51if the opponent is crouching right here
  653. 21:52and you do medium damu, they're going to
  654. 21:54get hit, the damage is all right, but
  655. 21:56they're not going to get launched, so
  656. 21:57you can't really juggle after it. On the
  657. 21:58other hand, heavy, although it whiffs on
  658. 22:01crouching, heavy du is her go-to combo
  659. 22:03extension when it comes to specials,
  660. 22:05especially if you're going into like a
  661. 22:06super like SA 3, SA 2. It's very
  662. 22:09important to note as well that OD du is
  663. 22:11really good, especially if you're
  664. 22:12mid-creen. if you want to combo into
  665. 22:14like SA1. For once, it hits both
  666. 22:16crouching and standing and it combos
  667. 22:19from like mediums as well. So, it's
  668. 22:21really nice if you catch them crouching
  669. 22:22like that. And yeah, you can combo into
  670. 22:25SA1 even midcreen which makes this very
  671. 22:28invaluable. It also has like probably
  672. 22:30one of the my favorite combos on my
  673. 22:32starts from OD du because when you get
  674. 22:34OD dwu into SA2 and they're close enough
  675. 22:38to the corner
  676. 22:40like this, you can follow this up with
  677. 22:43like DP or SA1 even.
  678. 22:48And it makes it a really good option for
  679. 22:49you to get someone to the corner and get
  680. 22:51your stacks because it deals a lot of
  681. 22:53damage, right?
  682. 22:54So yeah, if you want if you can't put
  683. 22:56yourself in this situation by like doing
  684. 22:58a let's say you do something like dry
  685. 23:00rush jab onto someone's block and they
  686. 23:02are trying to track your throw there and
  687. 23:04you do like this
  688. 23:07crouch medium punch delayed so that you
  689. 23:09can catch the throw. Going into this one
  690. 23:12is devastating like half health worth of
  691. 23:14damage and really good situation to put
  692. 23:16yourself into. Like you have flame
  693. 23:17stocks on the corner and opponent is
  694. 23:20going to have to block all this [ __ ]
  695. 23:21you know? So, okay, moving on.
  696. 23:24engine, which is her DP. This is her
  697. 23:27main anti-air. It's not the best when it
  698. 23:28comes to range. A lot of characters can
  699. 23:30bait this. Like, for example, Jamie can
  700. 23:32dive kick the [ __ ] out of it, and you're
  701. 23:33going to whiff a lot if you're trying to
  702. 23:35DP every single time he does it. So,
  703. 23:36yeah, be ready if Jamie is wondering. He
  704. 23:39does jump into insta dive kick right
  705. 23:41here. You're going to get baited real
  706. 23:44hard.
  707. 23:46It's really hard for you to catch uh
  708. 23:47catch Jamie dive kick or like Kimberly
  709. 23:49Elbows, another one. Akuma demon flip or
  710. 23:52demon raid I guess in this game. Be
  711. 23:54really careful when you're trying to use
  712. 23:55this. It has like very little horizontal
  713. 23:57range. As you can see,
  714. 24:00>> look at this. Yeah, horizontal range is
  715. 24:02really bad. So mainly how this works is
  716. 24:04that the range expands a little bit up
  717. 24:06top and down below there isn't that
  718. 24:08much, but there's kind of a little gap
  719. 24:10in between there.
  720. 24:12So that if you if you DP, if you like
  721. 24:14anti a little bit too late or and
  722. 24:16they're already like too close to the
  723. 24:17ground for the extended range to catch
  724. 24:19them, you're going to find yourself like
  725. 24:20anti-airing air a lot of times,
  726. 24:22especially when people do like empty
  727. 24:24jumps.
  728. 24:26>> Kind of like that. Now granted, this
  729. 24:27probably happens with a lot of
  730. 24:28characters as well, but yeah, my is
  731. 24:30quite annoying because the horizontal
  732. 24:31range on this again is pretty bad. So
  733. 24:33you're kind of forced to go into like
  734. 24:34heavy, but even if you do heavy DP,
  735. 24:36there's a good chance you're going to
  736. 24:38whiff because of how the hurt boxes
  737. 24:40work.
  738. 24:41Like as you can see right there,
  739. 24:45>> especially on empty jumps, be really
  740. 24:47careful. This is an awkward DP to use.
  741. 24:50And yeah, it's her main DP. It's also
  742. 24:52invincible on wake up if you burn the OD
  743. 24:54version. All right, so moving on before
  744. 24:57going to Kachosen. This is Musasabi.
  745. 25:01This is her dive. Her dive is pretty
  746. 25:03trash. You should never look to use this
  747. 25:06on neutral unless you really know what
  748. 25:07you're doing. I'll give you an example.
  749. 25:09In the situation that you're playing,
  750. 25:10let's say against a dial, a lot of the
  751. 25:12times he doesn't have charge. You will
  752. 25:14want to use stand medium kick approach,
  753. 25:16heavy punch to stop your your jumpins.
  754. 25:18You can delay her her jump in a little
  755. 25:20bit because she stops in the air a
  756. 25:22little bit before falling down. So, for
  757. 25:24example, let's say Guile doesn't have
  758. 25:26charge and you see that he doesn't have
  759. 25:27charge because you stood up to adjust
  760. 25:29positioning and you jump in. If you do
  761. 25:31something like this,
  762. 25:34>> can be really annoying for him because
  763. 25:37like that his medium kick is going to
  764. 25:38straight up whiff under you because you
  765. 25:40like stop a little bit in the air
  766. 25:41before. But other than situations like
  767. 25:43this, you should never really use her
  768. 25:45dive kick on uh on neutral. Never,
  769. 25:47never, never. Just do a regular jump in.
  770. 25:49Okay, so this
  771. 25:51>> is Kachosen. Her fan is one of the best
  772. 25:55pressure tools in the game. A normal fan
  773. 25:57isn't that good as it loses to normals
  774. 25:59and like some other specials. You can
  775. 26:01just punch through it and often you can
  776. 26:04hit my while doing it right
  777. 26:07like that. This is kind of risky for you
  778. 26:09to use, but that doesn't mean it's a bad
  779. 26:11uh special, especially when someone
  780. 26:13wants to walk up to you. Although, yeah,
  781. 26:15it can be riskier, especially compared
  782. 26:17to like other fireballs. It's still a
  783. 26:19fireball, so you can use it. It's just
  784. 26:21not as reliable. So, if you keep that in
  785. 26:23mind, you can still like you can still
  786. 26:24make this work.
  787. 26:26like sometimes by trying to stop people
  788. 26:28from walking up on you to press a
  789. 26:29button. It can be really annoying for
  790. 26:31people. Don't sleep on this. Like it's
  791. 26:33not the best, but it has its uses. The
  792. 26:35OT version of this move is what makes
  793. 26:38this move special. So, first off,
  794. 26:39regular OD fan.
  795. 26:42A lot of people like to go like even
  796. 26:44round start OD fan into Bergus mixup. I
  797. 26:46don't necessarily think this is the best
  798. 26:48thing ever because while this is really
  799. 26:49strong if you do this against someone
  800. 26:51who doesn't know how to deal with this,
  801. 26:52there are ways for the opponent to make
  802. 26:54my have to guess on her offense. And the
  803. 26:57issue with that is the opponent is going
  804. 27:00to make you guess even though you're the
  805. 27:02one spending bar. In general, you want
  806. 27:04to be using OD fan when you can get two
  807. 27:06uses of it at once. So, for example,
  808. 27:10if the opponent is a projectile
  809. 27:13character, you want to use your fan to
  810. 27:16try to beat his fireball. If you can
  811. 27:18beat his fireball with an OD fan,
  812. 27:21you get a punish counter, right?
  813. 27:24And from that punish counter, you can
  814. 27:26get pretty much a free combo. So,
  815. 27:28apparent like this.
  816. 27:32And in case the opponent doesn't throw
  817. 27:34out a fireball and you still toss out
  818. 27:36the OD fan, then you can go for the
  819. 27:38pressure. So that means you're not just
  820. 27:40tossing this out to get the pressure,
  821. 27:42you're trying to beat his fireball. And
  822. 27:44in case that fails, you can still go for
  823. 27:46the pressure later, which becomes sort
  824. 27:47of like a coin flip. If the opponent
  825. 27:49guesses how you're going to approach, he
  826. 27:50can stop you. If you guess how he's
  827. 27:52going to try to stop you, you can punish
  828. 27:53that, right? And that is like one of the
  829. 27:54reasons this special is so good. So, if
  830. 27:56you toss the OD fan out and you don't
  831. 27:59get a punish counter because your
  832. 28:00opponent did not throw a fireball, for
  833. 28:02example, and this thing gets blocked or
  834. 28:04normal parry, then that means your
  835. 28:05opponent's going to have to deal with
  836. 28:06your approach plus the falling the
  837. 28:08second head of the fan.
  838. 28:10And this can go plenty of ways. One of
  839. 28:13the things that happens really often is
  840. 28:14opponent's going to get hit by the first
  841. 28:15fan and hold back to clear the distance
  842. 28:17so he doesn't get hit by the second one.
  843. 28:19And right here as Mai, you can dash up
  844. 28:21and try to hit him with a low
  845. 28:24so that it stops his backward movement
  846. 28:26and then you can get a follow-up after
  847. 28:27the second hit of the fan hits their
  848. 28:28head. Right? So something like this.
  849. 28:31This happens very common. If you're
  850. 28:33close enough, you can go for a version
  851. 28:34of this that doesn't necessarily use
  852. 28:36another drive gauge for drive rush. But
  853. 28:37you have to be really close for that to
  854. 28:39happen.
  855. 28:41Something like this. So most of the
  856. 28:43times what's going to be happening is
  857. 28:45you read a fireball, you toss this out,
  858. 28:47you drive rush to get the uh
  859. 28:49to get the low.
  860. 28:51>> This works for both back dash and back
  861. 28:53walk, but back dash can be a little bit
  862. 28:54more risky, especially if you're a
  863. 28:56little bit further away that you can
  864. 28:57dash up and press like set heavy punch
  865. 28:59because during back dash, it doesn't
  866. 29:00opponent doesn't block your normals,
  867. 29:01right? So, this can be very dangerous,
  868. 29:03right? Like like that. They're trying to
  869. 29:05like back dash out of this thing. Okay,
  870. 29:07so next up, there's a tech where people
  871. 29:09can dragon punch you through the fan and
  872. 29:11they trade hits with the second fan if
  873. 29:12you're trying to approach too fast here.
  874. 29:14Kind of like that. And as you can see,
  875. 29:16the opponent takes 240 damage. I take
  876. 29:191,100 damage. That is because the second
  877. 29:21hit of the fan deals basically no damage
  878. 29:24and you take full damage of the DP here
  879. 29:26by trying to approach. So be careful
  880. 29:28when people are doing this. Be careful
  881. 29:30to not approach doing forward dash
  882. 29:31specifically. This catches for dash
  883. 29:33really well. You can do something like
  884. 29:35drive rush and press a normal as long as
  885. 29:37you have enough distance between you and
  886. 29:39the opponent because what basically
  887. 29:41happens is you hit them before the the
  888. 29:42special move comes out. But essentially
  889. 29:45what they're doing right here is they're
  890. 29:46trying to catch a forward dash. So in
  891. 29:48general, if someone is doing a lot of
  892. 29:49like DP after you toss a no def fan,
  893. 29:52walk up and let them take the hit. If
  894. 29:54this happens, this situation is not bad
  895. 29:55at all for my because you can just walk
  896. 29:58up and get pressure, right? And they get
  897. 29:59closer to the corner. If you're really
  898. 30:01greedy here for a follow-up, you can do
  899. 30:02dry rush and catch the juggle off the
  900. 30:04fan
  901. 30:07like that. Damage is not that good, but
  902. 30:09the corner carry is really nice. Moving
  903. 30:11on, something else that a lot of people
  904. 30:13like to do is OD reversal you after the
  905. 30:16fan.
  906. 30:18So, this can be really good if you're
  907. 30:19trying to pressure them with a normal
  908. 30:21after the fan hits
  909. 30:23as you will invincible you through your
  910. 30:25normal, right? But this can be really
  911. 30:28risky
  912. 30:29cuz your opponent's losing a lot of bars
  913. 30:31doing this.
  914. 30:33And same idea if your opponent blocks
  915. 30:36the um defend and trade with the thing.
  916. 30:37A lot of a lot of the ODPs though, like
  917. 30:39unlike my, they won't trade. They'll
  918. 30:41just clear right through your fan.
  919. 30:43Characters that have like a good forward
  920. 30:45movement on their DP may not trade with
  921. 30:46the fan, especially if you're able to
  922. 30:48block the reversal.
  923. 30:50So my specifically,
  924. 30:53if you block it, she gets hit there,
  925. 30:59but you can definitely get a follow up
  926. 31:00right after. So if they're doing OD
  927. 31:02reversal right here, just treat it like
  928. 31:03any other time they're going to try to
  929. 31:05OD reversal you. just block or shimmy
  930. 31:08instead of going for the pressure. And
  931. 31:10yeah, if they clear through the
  932. 31:11fireball, then you can get a free combo.
  933. 31:13If they don't, then try to pick up the
  934. 31:14juggle as best as you can. And if you
  935. 31:15can't, you just take the Yokei. So, all
  936. 31:17right, next one. Uh, sweep. Sweep is
  937. 31:20actually a really good thing opponent
  938. 31:21can do here to stop you. Sweep is going
  939. 31:23to be great against drive rush and for
  940. 31:26dash
  941. 31:28as they you get knocked down if you get
  942. 31:30hit. If the sweep gets blocked though,
  943. 31:31you can pretty much get a free combo
  944. 31:33here. But it's really nice because you
  945. 31:35can also catch her like walking back to
  946. 31:36try to shimmy me. You can dash up and
  947. 31:39bait to sweep as sweep usually has like
  948. 31:419 to 12 frames of startup. But it's
  949. 31:43still really good meterless and you can
  950. 31:45get like quite a few hits in because M
  951. 31:46usually is trying to approach you
  952. 31:47whenever she tosses out the fan. So,
  953. 31:49okay, here's the issue. When you're
  954. 31:50throwing out an OD fan, as you can see,
  955. 31:52there are ways for the opponents to hit
  956. 31:53you on your way in. And the only way for
  957. 31:55you to stop them from hitting you is if
  958. 31:57you lay back and wait for the hit so
  959. 31:58that you can block it and punish, right?
  960. 32:00The problem is, so let's say if the
  961. 32:02opponent is mixing up really well
  962. 32:04between like back walk like that and
  963. 32:08medium DP
  964. 32:11like that, then you have to basically
  965. 32:13take a guess whenever you want to
  966. 32:14approach. And if you're guessing
  967. 32:15correctly, you're going to be burning
  968. 32:16two bars for basically nothing. So
  969. 32:19opponent backs and you're trying to bait
  970. 32:21to DP. You're going to wait. They're
  971. 32:23just going to walk past the second hit.
  972. 32:24You get no pressure. If you try to
  973. 32:27approach and they do DP,
  974. 32:31you're going to get a traded hit. You're
  975. 32:33going to lose on the damage and you're
  976. 32:34going to lose two bars. So, in general,
  977. 32:37people that know how to rotate their
  978. 32:38defenses are going to be really
  979. 32:39annoying. And this is like one of the
  980. 32:41main reasons why tossing out the OD fan
  981. 32:42as soon as you can in neutral and going
  982. 32:44for pressure may not be the best of
  983. 32:45ideas.
  984. 32:47There are proper ways for you to use
  985. 32:49this tool that pressures them in
  986. 32:51multiple ways instead of just going for
  987. 32:53the one dimension fan into pressure that
  988. 32:56they can try to counter you whenever you
  989. 32:58do. If the opponent's really good at the
  990. 32:59game and they got their perfect parries
  991. 33:01down, then you're going to be having a
  992. 33:03little bit of a bad time. If the
  993. 33:04opponent's really good at perfect
  994. 33:05pairing, then it becomes really risky
  995. 33:07for you to pressure them because there
  996. 33:08are 10 new ways that it can stop your
  997. 33:10pressure. And those those ways can be
  998. 33:12actually kind of annoying. Like for
  999. 33:13example, they can do safe stop like
  1000. 33:15forward moving pokes. Like for example,
  1001. 33:16they can do this because it moves them
  1002. 33:19forward. They get to like poke you while
  1003. 33:20you're trying to come in and the fan
  1004. 33:23will land on top of them. And when
  1005. 33:26you're trying to do this after a block,
  1006. 33:27since there's uh blocks them from the
  1007. 33:30fan, they get interrupted. But because
  1008. 33:32of the perfect parry, oh [ __ ] I did the
  1009. 33:33wrong one. Yeah, because of the perfect
  1010. 33:36parry, they can uh they can press.
  1011. 33:37There's also stuff like they can OS the
  1012. 33:39driver rush after the barrier here.
  1013. 33:42And this is really [ __ ] annoying. The
  1014. 33:44last thing that you're expecting is
  1015. 33:45someone to be able to pressure you
  1016. 33:46instead of you pressuring them after you
  1017. 33:47throw out a no def fan, right? Cuz like
  1018. 33:49either way, if you're waiting for the
  1019. 33:50opponent to do like an MDP so that you
  1020. 33:52can punish or if you're trying to
  1021. 33:54pressure them because you think they're
  1022. 33:55going to back dash, if they dry rush on
  1023. 33:56top of you, they're going to get you. So
  1024. 33:58like really really the only way that you
  1025. 33:59can deal with this is if you do
  1026. 34:01something like OD fan into normal. Like
  1027. 34:03even if it I get him to instantly like
  1028. 34:05light punch right there after the fan to
  1029. 34:06try to check the drivers. Check this
  1030. 34:08out.
  1031. 34:10Yeah, I get to him before he gets to um
  1032. 34:14before he gets to light punch. Like at
  1033. 34:16most I get a trade. I guess if I'm a
  1034. 34:18little bit further out then I guess it's
  1035. 34:19less dangerous. Maybe he can try to
  1036. 34:21check. But yeah, it's going to be
  1037. 34:22awkward because you're burning two bars
  1038. 34:23for you to be guessing what they're
  1039. 34:24going to do. Yeah, especially if the
  1040. 34:26opponent's really good at perfect
  1041. 34:27pairing these. Try not to throw these
  1042. 34:29that much on neutral. You're going to be
  1043. 34:30on the guessing side very often. So
  1044. 34:32right then what are the good ways that
  1045. 34:33you can use fan? So okay main one
  1046. 34:36whenever they want to toss a fireball at
  1047. 34:37you
  1048. 34:39>> right you can try to get through the
  1049. 34:41fireball with an OD fan much like you
  1050. 34:43would do with like Ken. Another one is
  1051. 34:45if the opponent is low on drive gauge
  1052. 34:47because they're going to be incentivized
  1053. 34:48to try to bury your followup to try to
  1054. 34:50get some meter right especially if
  1055. 34:51you're doing something like this.
  1056. 34:54It can be devastating for the opponent's
  1057. 34:56drive gage and they can be fairly close
  1058. 34:57to burnout which is deadly against my
  1059. 34:59and if they're pairing right here there
  1060. 35:01are plenty of ways for you to punish
  1061. 35:02this parry
  1062. 35:04>> with a throw especially because you can
  1063. 35:05throw them from like a little bit
  1064. 35:06further out right kind of like that can
  1065. 35:09be really good to learn.
  1066. 35:12>> So going for fan pressure when they're
  1067. 35:15low ungage can be really beneficial for
  1068. 35:16you. Another one is when the opponent is
  1069. 35:18close to the corner. This is probably
  1070. 35:20the best situation that you can toss an
  1071. 35:21O def fan. And the reason is quite
  1072. 35:24straightforward, right? If the
  1073. 35:25opponent's in the corner, that means
  1074. 35:26back walking and back dashing become
  1075. 35:28unavailable. So, they're going to have
  1076. 35:30to deal with your pressure without being
  1077. 35:33able to walk out of the range of the
  1078. 35:34fan, which means doing something like
  1079. 35:36this
  1080. 35:38becomes insanely strong. Look at their
  1081. 35:39drive gauge. By the way, don't want you
  1082. 35:40guys to pay attention to what happens to
  1083. 35:41the drive gauge when I do this.
  1084. 35:45>> You see that? If I'm a little bit more
  1085. 35:47risky, even I can do something like
  1086. 35:48this.
  1087. 35:56>> Look at that. Look at how much that
  1088. 35:57drive gauge that deals. Yeah, this is
  1089. 35:58really dangerous for them. They're kind
  1090. 36:00of forced to like take your pressure
  1091. 36:01right here. But yeah, since they're
  1092. 36:02close to the corner, if the opponent
  1093. 36:03tries to do something funky right here,
  1094. 36:05like NDP you like that, then the punish
  1095. 36:07becomes a lot more scary because you can
  1096. 36:09do stuff like like this,
  1097. 36:13which deal quite a bit of damage, right?
  1098. 36:18Yeah, it's no joke. Especially because
  1099. 36:19of how good the Yoki is after you do
  1100. 36:21something like that. Another thing that
  1101. 36:22becomes really scary right here is throw
  1102. 36:24because going for a walk up throw is
  1103. 36:25much easier when they are not like
  1104. 36:27allowed to walk back. So when opponent
  1105. 36:29is in the corner, this is when OD fan is
  1106. 36:32the best. Like this is like if the
  1107. 36:33opponent's in the corner and you have
  1108. 36:34enough gauge, then going for this as a
  1109. 36:36form of pressure is pretty good. Which
  1110. 36:37is why I recommend try not to burn
  1111. 36:39yourself out throwing O def fans in
  1112. 36:41neutral like this and going for like a
  1113. 36:4350/50 when you can play solid neutral.
  1114. 36:45Get a hit in and one single hit in Mike
  1115. 36:48can corner carry with someone like crazy
  1116. 36:49right after you get like a single hit in
  1117. 36:51confirm that into however you can. Maybe
  1118. 36:53maybe you have to drivers right
  1119. 36:56combo in the corner and if he's right
  1120. 36:58here then then a little bit of gauge
  1121. 37:00that you can recover while keeping them
  1122. 37:01in the corner. It becomes fan party.
  1123. 37:06So, okay. Now, moving on to charge fans.
  1124. 37:08So, charge fans
  1125. 37:10[Music]
  1126. 37:11are really slow to throw them out in
  1127. 37:13neutral. And what's probably going to
  1128. 37:14happen very often is the opponent's
  1129. 37:16going to see you charge this [ __ ] and
  1130. 37:18they're just going to jump on top of you
  1131. 37:20because this is pretty much a free jump
  1132. 37:21in.
  1133. 37:23There are ways for you to implement
  1134. 37:24this. For example, after someone gets
  1135. 37:26knocked down, uh let's say you do
  1136. 37:28something like this.
  1137. 37:32This can be okay. Like for example, if I
  1138. 37:34make the dummy four jump after knock
  1139. 37:36down there, you will see that I'm still
  1140. 37:39be able to anti them,
  1141. 37:45>> right? One thing to note on charge light
  1142. 37:48specifically, as the second bounce is
  1143. 37:50really fast, if the opponent tries to
  1144. 37:52press something right here and he gets
  1145. 37:53counter hit, the pen is going to combo
  1146. 37:56into itself, which means you get a very
  1147. 37:57very frequent firm right here.
  1148. 38:02So yeah, be looking for the counter
  1149. 38:03hits. Also, if you're facing someone
  1150. 38:05that is tall like Marissa,
  1151. 38:09JP, Sagot, if you're facing a tall
  1152. 38:12character basically, the as long as they
  1153. 38:14get hit standing up, the fan is going to
  1154. 38:16combo into itself naturally. So yeah,
  1155. 38:18this is a very free combo.
  1156. 38:24Charge medium fan is pretty much the
  1157. 38:25same as OD fan. Charge heavy fan can be
  1158. 38:28useful because it's really fast
  1159. 38:29projectile on the screen. And if the
  1160. 38:31opponent gets hit by the first hit, the
  1161. 38:33fan is going to linger for a long time
  1162. 38:34up there, right? And because the fan is
  1163. 38:36lingering for like 10 seconds up there,
  1164. 38:37you can you get a lot of time to
  1165. 38:39approach them. And a lot of people are
  1166. 38:40going to be scared shitless because like
  1167. 38:41they're usually like used to the medium
  1168. 38:44fan timing.
  1169. 38:46So tossing out the OD fan and going for
  1170. 38:47something like a late throw or like a
  1171. 38:49button can be really nice.
  1172. 38:52[Music]
  1173. 38:55and you catch him while they're trying
  1174. 38:56to perfect parry defend. Next up, people
  1175. 38:59don't talk about this that much, but
  1176. 39:03this thing right here is one of her best
  1177. 39:05ways to approach someone safely. Tossing
  1178. 39:07out only two fans
  1179. 39:10lets you recover really [ __ ] fast,
  1180. 39:11much faster than people are used to. So,
  1181. 39:14something that's going to happen really
  1182. 39:15often is opponent's going to see you
  1183. 39:16doing the charge fan and is going to try
  1184. 39:17to jump over you. And that gives you
  1185. 39:19pretty much a free anti-air. So, like
  1186. 39:20this can happen very easily.
  1187. 39:23[Music]
  1188. 39:27Yeah, another one is this.
  1189. 39:30>> Okay, so midc screen. I don't think this
  1190. 39:32is necessarily that good. When it comes
  1191. 39:34to corner pressure, this thing right
  1192. 39:35here is probably one of my favorite wake
  1193. 39:36up tools online
  1194. 39:39because it's 28 frames of startup. You
  1195. 39:41can get fairly easy medies off this
  1196. 39:43after her most common knockdowns on the
  1197. 39:45corner. So something like this
  1198. 39:48will give you a meaty fan. Also
  1199. 39:50something like this.
  1200. 39:54will also give you a min.
  1201. 39:57So if the opponent is low on drive
  1202. 39:59gauge, so let's say you poke the
  1203. 40:01opponent's drive gauge a little bit and
  1204. 40:03now they're sitting at like two bars,
  1205. 40:05right?
  1206. 40:07Right here.
  1207. 40:10It's really scary for them to only
  1208. 40:11reversal you because if they do, it's
  1209. 40:13instant burnout, right? So you can like
  1210. 40:14use that to set up really good okie for
  1211. 40:17yourself
  1212. 40:18by doing this. If the opponent doesn't
  1213. 40:21have, for example, if the opponent is
  1214. 40:22burnt out, is low on drive gauge, and
  1215. 40:25doesn't have like something above SA2 or
  1216. 40:27doesn't have like a super that goes
  1217. 40:28through fireballs, this is going to be
  1218. 40:30really [ __ ] strong, man.
  1219. 40:33Because after this, like let's say they
  1220. 40:35block this,
  1221. 40:37you can do pretty much anything you want
  1222. 40:38right here. So, first off, the first two
  1223. 40:41fans are two block strings. There's a
  1224. 40:43gap between the second and the third
  1225. 40:45ones that the opponents can technically
  1226. 40:48reversal through. So, if I set up set
  1227. 40:50him up to reversal, you will see that
  1228. 40:51they can reversal through this. But this
  1229. 40:53isn't necessarily safe because you can
  1230. 40:55block after the second hit and bait the
  1231. 40:58reversal.
  1232. 41:00Yeah, this is pretty diabolical.
  1233. 41:02If you if you can notice, if you notice
  1234. 41:04right there, if you toss out two charge
  1235. 41:06fans, you're at plus 12, by the way.
  1236. 41:08Like, it's really [ __ ] strong. So, if
  1237. 41:10you if you think they're going to
  1238. 41:11reversal, stopping right here, getting
  1239. 41:14the plus 12, you can even go for a
  1240. 41:15shimmy if you want
  1241. 41:18is really good. If you don't care that
  1242. 41:20they reverse you because they have like
  1243. 41:21low drive gauge as you can see the dummy
  1244. 41:23right has right now and you toss them
  1245. 41:25out. What follows is they have to deal
  1246. 41:28with the two fans falling on their head.
  1247. 41:29And in between these two fans, there's a
  1248. 41:31little bit of a gap.
  1249. 41:34And during that gap, if you hit them
  1250. 41:35with a high or low, they're going to be
  1251. 41:37comboed by the fans. So if you're really
  1252. 41:38good with your timing, you can do
  1253. 41:39something like this.
  1254. 41:42And they're going to get hit if they're
  1255. 41:43blocking high or like this.
  1256. 41:46and they're going to get hit if they're
  1257. 41:48blocking low. So, for example, let's
  1258. 41:49see. I'm going set up the dummy to only
  1259. 41:51block lows right here. Switch block type
  1260. 41:54to crouch blocking only. So, opponent's
  1261. 41:56only blocking the low, right? So, if I
  1262. 41:59do this, he's going to be able to deal
  1263. 42:00with it. What about if I go to the
  1264. 42:02overhead?
  1265. 42:04>> Yeah, this is a full combo. And if he's
  1266. 42:06only blocking high
  1267. 42:12again, full combo, it's not the greatest
  1268. 42:15of damage. might isn't necessarily a
  1269. 42:17character that's going to bring you a
  1270. 42:18lot of damage, but it's really [ __ ]
  1271. 42:20strong. Uh, so what what else can
  1272. 42:23happen? Okay, so let's say the opponent
  1273. 42:24is scared of your high low mixup right
  1274. 42:26here and he presses parry to try to like
  1275. 42:28catch both of them. What can you do?
  1276. 42:29Well,
  1277. 42:30>> there's a gap in there.
  1278. 42:32>> This is pretty much a free throw. And if
  1279. 42:35they start the parry beforehand,
  1280. 42:40>> going for something like this is really
  1281. 42:41strong as well. I catch people with this
  1282. 42:42a lot actually because right here
  1283. 42:45they're trying to preserve meter
  1284. 42:47basically they're losing almost all
  1285. 42:48meter they have left. So yeah, going for
  1286. 42:50something like this can be really
  1287. 42:51annoying and like if they're trying to
  1288. 42:52parry in between the two fans like deal
  1289. 42:54with your mixup. You can just react with
  1290. 42:57the throw. There's also a small little
  1291. 42:58gap there after the first fan hits that
  1292. 42:59you technically can get a throw if you
  1293. 43:01see the parry
  1294. 43:05>> like that. The gap is really small
  1295. 43:07though, so it's very easy to miss. So
  1296. 43:08you guys have to practice this if you
  1297. 43:11want to see it.
  1298. 43:14Oops.
  1299. 43:16>> So okay, I said this is really good,
  1300. 43:18right? What is the caveat? There is one
  1301. 43:19caveat. When it comes to fans, there's
  1302. 43:22one really good way for you to counter
  1303. 43:23them, and that way is perfect parry. So
  1304. 43:26So I'm going to make the dummy do a
  1305. 43:28meaty charge defend on me.
  1306. 43:31[Music]
  1307. 43:34So you can see what's what you can do.
  1308. 43:39>> Yeah,
  1309. 43:42you can perfect parry the first hit
  1310. 43:45and throw them out of it. Someone is
  1311. 43:47really good at this, they can get it
  1312. 43:48really consistently,
  1313. 43:51but it is a little bit of a harder skill
  1314. 43:52to get.
  1315. 43:54>> But yeah, it's not that easy. So
  1316. 43:55probably not everyone's going to be
  1317. 43:57ready for this.
  1318. 44:00>> Just be on the lookout that this is
  1319. 44:02doable.
  1320. 44:07So, all right. Want to see something
  1321. 44:08cool? What happens if I set the
  1322. 44:10opponents to perfect parry after the
  1323. 44:12first hit and I tell them to normal
  1324. 44:14throw me after they block? So, if I do
  1325. 44:17something like this, they're going to be
  1326. 44:19able to block the fan and throw me right
  1327. 44:21after. Right. So, what happens if I do
  1328. 44:23that when I have flame stocks? Let's see
  1329. 44:25what happens.
  1330. 44:33As you can see, they cannot perfect
  1331. 44:36parry into throw because the fan hits
  1332. 44:39twice. They can technically perfect
  1333. 44:41parry it twice and then go into throw,
  1334. 44:43but it's much harder. You go into flame
  1335. 44:45stocks with like a a corner combo, stuff
  1336. 44:47like that.
  1337. 44:49And you wake them up with like a regular
  1338. 44:51charge fan instead of the OD charge fan
  1339. 44:53because the regular charge fan when it's
  1340. 44:55on flame sucks hits twice. So if the
  1341. 44:57opponent tries to perfect parry you into
  1342. 44:59back throw, they're going to get hit by
  1343. 45:00the second hit of Bam. They have to
  1344. 45:01perfect parry twice before back uh back
  1345. 45:03throwing you, which is a lot harder. So
  1346. 45:05something like this is going to happen,
  1347. 45:06right?
  1348. 45:09Basically got a free combo right here.
  1349. 45:11And yeah, you can look the situation
  1350. 45:13again. It's really nice. So yeah, don't
  1351. 45:16sleep on charge fan, especially on the
  1352. 45:17corner when setting up for pressure. So,
  1353. 45:20okay, I just told you to not overly rely
  1354. 45:22on OD fans in neutral to try to start
  1355. 45:24your pressure because a lot of people
  1356. 45:25are going to make it really hard for you
  1357. 45:27to get something going every single time
  1358. 45:29and often you're going to be low on
  1359. 45:30drive gauge in order to be able to keep
  1360. 45:32rushing with OD fans. So, what do you do
  1361. 45:34then? Well, first and foremost, Mai has
  1362. 45:37a really fast walk speed and you should
  1363. 45:39really be using this to advantage to
  1364. 45:41play neutral. If people are good at
  1365. 45:43stopping your OD fans, then you're going
  1366. 45:44to be forced to play neutral. Luckily,
  1367. 45:46she has really good buttons and she has
  1368. 45:48really good walk speed. But yeah, it's
  1369. 45:50kind of hard for me to like tell you
  1370. 45:52exactly what to do because footsies is
  1371. 45:54very intricate. In general, you're going
  1372. 45:55to be wanting to force your opponents to
  1373. 45:57block as much normals as you can or get
  1374. 45:59hit by as much normals as you can by
  1375. 46:01like walking in and pressing buttons on
  1376. 46:03their face. And if the opponent is
  1377. 46:05trying to catch you walking in and
  1378. 46:06they're like pressing something when
  1379. 46:07they see you walk up, then you can try
  1380. 46:09to bait that and with punish it to get a
  1381. 46:12huge reward and carry them to the corner
  1382. 46:14so that you can get your actual good
  1383. 46:15pressure started with OD fans and throws
  1384. 46:17and etc., etc. If you play against a
  1385. 46:19character that has like an annoying
  1386. 46:20fireball or something really good, try
  1387. 46:22not to panic. Parry, walk up, parry,
  1388. 46:27>> as long as you can get in range to
  1389. 46:28threaten a jump in or an OD fan. If you
  1390. 46:31OD fan right here, there's a really good
  1391. 46:34chance you're going to catch them and
  1392. 46:35even if you don't like you get to try to
  1393. 46:36force a mixup. Like yes, you're going to
  1394. 46:39be burning two bars and if you get
  1395. 46:41nothing from it, that's going to suck.
  1396. 46:42But you're not just burning two bars to
  1397. 46:44get the pressure. You're trying to get a
  1398. 46:45read under hadukan and if you read
  1399. 46:47correctly with these two bars, you're
  1400. 46:48going to get a full combo, right? So
  1401. 46:50it's worth to use it.
  1402. 46:53Something like that. So yeah, outside of
  1403. 46:55that, you're really not just stuck
  1404. 46:57playing punk mode here in neutral. For
  1405. 46:59starters, her drive rush is really
  1406. 47:01[ __ ] fast. Especially if the opponent
  1407. 47:03is being like overly passive, just
  1408. 47:05trying to like see what you're doing and
  1409. 47:07trying to like bait your normal so that
  1410. 47:09you so that he can whiff punish and get
  1411. 47:11his pressure started. If you see that
  1412. 47:13your opponent is like being really
  1413. 47:14passive and not putting buttons on the
  1414. 47:16screen, then going for a dry rush into
  1415. 47:17mixup is going to be really good for
  1416. 47:19you. So, okay. When you want to get the
  1417. 47:21party started with like a raw dry rush,
  1418. 47:22these are the ones that I like the most.
  1419. 47:24Dry rush crouch light punch. This is
  1420. 47:26really good because this is really fast.
  1421. 47:28It is also plus three on block. So you
  1422. 47:30can go for something like a walk up
  1423. 47:31throw here. And if the opponent is
  1424. 47:33trying to attack your throw right here,
  1425. 47:35you can do crutch medium punch after
  1426. 47:36rever jab to catch them.
  1427. 47:41And if they're doing something like
  1428. 47:43delay throw, for example, let's say
  1429. 47:44they're delaying their throw for four
  1430. 47:46frames here to try to catch both your
  1431. 47:48walk up throw and your instant crouch
  1432. 47:50medium punch right here. You can also
  1433. 47:51delay your crouch medium punch to get
  1434. 47:53the same reward that you would get
  1435. 47:56>> like that.
  1436. 47:58You can also do like crouch medium kick
  1437. 48:00and catch them going for something like
  1438. 48:02a back dash or a back walk after you do
  1439. 48:03rever crouch light kick punch.
  1440. 48:09It can be a little bit expensive on the
  1441. 48:10mirror, but you know, you can also do
  1442. 48:12crouch light kick into crouch light
  1443. 48:14punch after the driver's jab here
  1444. 48:18and you're going to be able to catch
  1445. 48:19them trying to back dash or back walk
  1446. 48:20out of your pressure
  1447. 48:23and you get like basically a mirrorless
  1448. 48:25combo into a really good corner carry.
  1449. 48:26So from the drive rush, there's also
  1450. 48:28drive rush back heavy kick. This is
  1451. 48:30really nice. If you get the hit in, you
  1452. 48:32get a full combo. If you don't get the
  1453. 48:34hit the hit in, you're at plus three on
  1454. 48:35their face. So it's a similar situation
  1455. 48:37to this. Another way to deal with people
  1456. 48:39that are being overly defensive is to
  1457. 48:41press like very long range buttons in
  1458. 48:43their face when they're trying to hold
  1459. 48:44down back in neutral. So something like
  1460. 48:45stand heavy kick. Like I've done stand
  1461. 48:47heavy kick like three times in a row on
  1462. 48:50someone and like depleted the [ __ ] out
  1463. 48:51of their drive gauge. And now you're
  1464. 48:53like in a really good spot to try to do
  1465. 48:54something with OD fan because they're
  1466. 48:57really like soon they're going to be
  1467. 48:58like running out of gauge, right?
  1468. 49:02Like the opponent doesn't want to be in
  1469. 49:04this situation. What happens next is the
  1470. 49:06opponent is going to be very
  1471. 49:07incentivized to use parry to stop your
  1472. 49:08drive gauge pressure. And as my like you
  1473. 49:11have a very very easy way to create a
  1474. 49:13situation where your opponent wants to
  1475. 49:14parry because otherwise you lose out of
  1476. 49:16drive gauge. But you can also very
  1477. 49:17easily go for a walk up throw if you
  1478. 49:18think the opponent's going to parry. So
  1479. 49:20something like this happens very often,
  1480. 49:22right? Opponent's low on meter, you go
  1481. 49:24for something into fan, opponent blocks
  1482. 49:26the fan and because you blocked it, you
  1483. 49:27get to go for another followup. Even if
  1484. 49:28it isn't block, it's going to be
  1485. 49:29devastating for his drive gauge, right?
  1486. 49:32Look at that. Especially if you guess
  1487. 49:33that the opponent is not going to parry
  1488. 49:35because he's going to be scared and you
  1489. 49:36go for like stand heavy punch into
  1490. 49:37another send heavy punch. So something
  1491. 49:39like this,
  1492. 49:42>> it's going to be devastating for his
  1493. 49:43drive gauge. And very often opponents
  1494. 49:46are going to try to parry you right
  1495. 49:47there after that single fan hit so that
  1496. 49:49they can stop you from going for like
  1497. 49:51something like a stand heavy punch into
  1498. 49:52another stand heavy punch. So a
  1499. 49:54situation like this will happen very
  1500. 49:55often
  1501. 49:56>> where you're going to be able to just
  1502. 49:57walk up and throw their parry especially
  1503. 49:59because the parry gives them like a
  1504. 50:00bigger hurt box for your throws. So you
  1505. 50:02can throw them from like really far away
  1506. 50:06>> where usually you wouldn't be able to.
  1507. 50:07And yeah, if they get hit by this at the
  1508. 50:09end of the day they're just going to
  1509. 50:09lose a ton of meter which makes your
  1510. 50:11pressure even more deadly.
  1511. 50:16But yeah, in neutral in general, you
  1512. 50:18want to be playing footsies with your
  1513. 50:20long pokes. Stand medium kick. Don't
  1514. 50:22forget this move is really good because
  1515. 50:23it's really hard to punish. That medium
  1516. 50:25punch really [ __ ] nice. 15 frames of
  1517. 50:27recovery. Like it's basically nothing
  1518. 50:28for a medium, especially a medium that
  1519. 50:30is really good range. After you get a
  1520. 50:32hit on the opponent, let's say you walk
  1521. 50:35up for a jab and the opponent tried to
  1522. 50:36press something when they saw you
  1523. 50:38walking up, but since you pressed the
  1524. 50:39jab, which is a four frame, you got a
  1525. 50:40counter hit. This happens quite often.
  1526. 50:42That counter hit can lead into crouch
  1527. 50:44medium kick as I explained earlier. And
  1528. 50:46from this medium kick there there are
  1529. 50:48going to be a few options that you can
  1530. 50:49do. Number one is
  1531. 50:51you can just cancel this into heavy do
  1532. 50:53amu and get like the furthest corner
  1533. 50:55carry you can for the le least amount of
  1534. 50:57drive gauge possible. Number two, you
  1535. 50:59can go for a drive rush
  1536. 51:04to try to squeeze in a little bit more
  1537. 51:05damage and a little bit more corner
  1538. 51:07carry. You're going to be wasting meter
  1539. 51:08though. So unless you're like really
  1540. 51:09healthy with in drive gauge, I don't
  1541. 51:11think you should be going for this. But
  1542. 51:13it is a really good option to keep in
  1543. 51:15mind. You can try to go into something
  1544. 51:17that gives you SA1. For example, you can
  1545. 51:19do this
  1546. 51:24or you can do this.
  1547. 51:29Mai's SA1
  1548. 51:31gives her five flame stocks. And these
  1549. 51:34flame stocks are really [ __ ] good on
  1550. 51:36my because especially in matchups where
  1551. 51:39people have really good fireballs. It
  1552. 51:41allows you to out pressure them in
  1553. 51:42neutral because your fireball it becomes
  1554. 51:45better than theirs. It's only for five
  1555. 51:47of them but is really good because you
  1556. 51:49get to be proactive when it comes to
  1557. 51:51pressuring the opponent with your
  1558. 51:53normals. Like let's say you're playing
  1559. 51:54neutral against Ryu. If Ryu tries to go
  1560. 51:57for a hadukan at the same time that you
  1561. 51:59go for a fan, this going to give you
  1562. 52:01basically a free way to walk up to them.
  1563. 52:03So, you are going to be the one with the
  1564. 52:04advantage. The opponent is going to have
  1565. 52:06to either get hit or block the following
  1566. 52:08fan. And while he's doing that, you are
  1567. 52:10free to approach for however you want.
  1568. 52:12Like walk up, jab, you can try to walk
  1569. 52:15up, stand heavy punch, like if they try
  1570. 52:17to block it after the um the hadukan.
  1571. 52:20So, it gets scarier for the opponent to
  1572. 52:21try to contest neutral, which means you
  1573. 52:23get like free range to like walk up and
  1574. 52:25press buttons on their face. A lot of
  1575. 52:26the times you get so much drive gauge
  1576. 52:28damage on people just by like walking up
  1577. 52:30and pressing buttons on them. So yeah,
  1578. 52:32it becomes really annoying for the
  1579. 52:33opponents to deal with your neutral
  1580. 52:34after you have the stocks. I think
  1581. 52:36stocks is basically what makes my great
  1582. 52:38really stabilizes the [ __ ] out of her
  1583. 52:40neutral because before you had to take a
  1584. 52:42chance with something like a no defense
  1585. 52:43through a fireball or a jump in to be
  1586. 52:45able to deal with this fireball. Now
  1587. 52:47it's on the opponents to do that.
  1588. 52:49There's also the fact that if they do
  1589. 52:50try to throw a fireball and you have
  1590. 52:52SA2,
  1591. 52:54this super is [ __ ] insane.
  1592. 52:59Her SA2 by itself is really shitty to go
  1593. 53:01over fireballs.
  1594. 53:03As you saw right there, you don't go
  1595. 53:05fast enough. You only have invincibility
  1596. 53:07during like the first flippy that you
  1597. 53:09do. So, if you don't get through the
  1598. 53:10fireball during that flip, you're going
  1599. 53:12to get hit by the fireball like that. It
  1600. 53:14has to be like really neatly like this.
  1601. 53:17But since the range is not the greatest,
  1602. 53:20you have to be like really close to the
  1603. 53:21opponent when you do this for you to be
  1604. 53:23able to hit them. There is although a
  1605. 53:25way for you to get through this if you
  1606. 53:26do aerial SA2.
  1607. 53:30You can go over the fireball and hit
  1608. 53:32them. But number one, the Oi from this
  1609. 53:34is terrible. Number two, the damage from
  1610. 53:35this is even worse. It is something to
  1611. 53:37keep in mind, I guess. Like let's say
  1612. 53:38the opponent is really low on health and
  1613. 53:40you want to like finish the round and
  1614. 53:42you see them throwing a fireball right
  1615. 53:43here. You can do like quarter circle
  1616. 53:44forward, quarter circle forward into up
  1617. 53:46and kicks and this is going to work.
  1618. 53:51But yeah, after you get SA1 and you get
  1619. 53:53access to the defense, then my neutral
  1620. 53:55becomes becomes [ __ ] unleashed. So
  1621. 53:57whenever I'm playing my against a
  1622. 53:58character that like relies on fireballs
  1623. 54:00or something to get pressure and neutral
  1624. 54:02and like I get in a situation where I'm
  1625. 54:04able to do SA1, I think yeah, going for
  1626. 54:07the SA1 in this situation is by far one
  1627. 54:09of the best things you can do. So like
  1628. 54:10something like this.
  1629. 54:14From here on out, the opponent is the
  1630. 54:16one that is going to have to take
  1631. 54:18chances like trying to jump over a fan
  1632. 54:20of mine to get something started. Like
  1633. 54:22even her DP gains range. Like every
  1634. 54:24everything about my gets better once you
  1635. 54:26have the stocks.
  1636. 54:30With that said, I don't think SA1 is the
  1637. 54:32absolute best against every single
  1638. 54:34matchup. For example, characters that
  1639. 54:36have like a good way to go over your
  1640. 54:38fireballs is not going to be that
  1641. 54:39beneficial for you to start up that SA1
  1642. 54:41in neutral. So like Cammy can be awkward
  1643. 54:43because it's going to be hard to abuse
  1644. 54:45the fireball as much as you can against
  1645. 54:47another character because she can like
  1646. 54:48dive kick over them, right? Another one
  1647. 54:50is like Dawim, Zangie, Bison character
  1648. 54:54that have really weak defense. Lily,
  1649. 54:56Marissa, Aki. I think in those
  1650. 54:59situations, it's better that you just go
  1651. 55:01for the corner carry most of the times
  1652. 55:03because these are characters that really
  1653. 55:05fall apart when they're put on the
  1654. 55:06defensive because they have like really
  1655. 55:08bad ways to deal with um with offense.
  1656. 55:10Kimberly is a good example because she
  1657. 55:12has really bad defense and she has like
  1658. 55:14a really easy way to get over or under
  1659. 55:16your fireballs whenever you can. Take
  1660. 55:19her to the corner. Don't worry too much
  1661. 55:21about getting your S1 started like
  1662. 55:23neutral. It's not going to be that
  1663. 55:24beneficial for you in the corner though.
  1664. 55:26It can be really good. So, okay. Another
  1665. 55:28another thing to think about. So, let's
  1666. 55:30say you're playing neutral against
  1667. 55:31someone and they're wiggling back and
  1668. 55:33forth like this, and you're fairly
  1669. 55:35confident that if you try to reach with
  1670. 55:37a crouch medium kick, they're not going
  1671. 55:39to crouch block in time, and you're
  1672. 55:41going to be able to get a hit because
  1673. 55:42basically, they're just trying to adjust
  1674. 55:44pacing as as well as possible.
  1675. 55:47In these situations, going for a crouch
  1676. 55:49minimum kick drive rush is going to be
  1677. 55:50really good for you. It's basically the
  1678. 55:52same idea as um OD fan. You don't want
  1679. 55:56to use this as your prime way to get a
  1680. 55:58mixup. Like let's say opponent is
  1681. 56:00sitting right here crouch blocking. You
  1682. 56:02don't necessarily want to go crouch
  1683. 56:04medium kick into dry rush if he's just
  1684. 56:06crouch blocking because the odds that
  1685. 56:07your crouch medium kick is going to hit
  1686. 56:09them are very low. Right? So you're
  1687. 56:10going to try to catch them walking like
  1688. 56:13this. And if you think there's a good
  1689. 56:14chance your crouch medium kick is going
  1690. 56:16to hit, it's worth for you to try to
  1691. 56:17walk up to a crouch medium kick and
  1692. 56:19spend the bar right here to get the uh
  1693. 56:21the party started. even if they do block
  1694. 56:23your crouch medium kick right here. Like
  1695. 56:25at worst, you're just setting yourself
  1696. 56:27up with like a plus three in throw
  1697. 56:28range. Same idea as the OD fan. You
  1698. 56:31don't use this as your prime way to get
  1699. 56:33pressure. You try to hit people and if
  1700. 56:35you think they're going to get hit or if
  1701. 56:37you can confirm the hit, something like
  1702. 56:38stand heavy punch or stand medium punch.
  1703. 56:40If you can confirm that because you see
  1704. 56:41the hit spark, are you here? Or maybe
  1705. 56:43you're looking at the enemy's HP. I
  1706. 56:45don't know. Some people do it
  1707. 56:46differently. If you can like confirm the
  1708. 56:48hit or if you think there's a good
  1709. 56:49chance to hit and you have the bar to
  1710. 56:51spend, spend that bar and worst case
  1711. 56:53scenario, you still get a mixup. That's
  1712. 56:55in general how I think about DRC. It's
  1713. 56:57really important to practice as well.
  1714. 56:59Put the dummy on random block and hit
  1715. 57:02the stand heavy punch or the crouch
  1716. 57:03medium kick on them. And as you're drive
  1717. 57:05rushing, you try to confirm the hits
  1718. 57:07into a combo and the blocks into a block
  1719. 57:09string or a block makes up something
  1720. 57:11like this.
  1721. 57:25[Music]
  1722. 57:28Yeah, something like that, you know. All
  1723. 57:30right, so going next, we're going to go
  1724. 57:32over combos. All of the combo notations
  1725. 57:34will be listed in a Google doc linked
  1726. 57:36below. While on the video, I'll be going
  1727. 57:37for like the reasons why you should be
  1728. 57:39doing that combo in the first place. So,
  1729. 57:40I've built this part of the video
  1730. 57:42separated between ranks. So, I'm going
  1731. 57:44to start with beginner, like up to
  1732. 57:46platinum, and then we're going to go
  1733. 57:47over intermediate around diamond until
  1734. 57:49like just reach master and then we're
  1735. 57:51going to go over early master to
  1736. 57:52midmaster, which is around until 16
  1737. 57:54to,700 MR. And after that, we're going
  1738. 57:56to go over 1,700 MR and up. So, starting
  1739. 57:59up, this is what you should know if
  1740. 58:01you're trying to get like up to diamond.
  1741. 58:03If you're around like gold, platinum, or
  1742. 58:05or below, and you're trying to get up to
  1743. 58:07diamond, number one, learn to cancel
  1744. 58:09your light strings into a special
  1745. 58:11cancel. So, something like this
  1746. 58:14is going to be really important. So, the
  1747. 58:16idea is you're going to chain your
  1748. 58:18lights and you're going to end the last
  1749. 58:21one with a light botchi. Botchi is the
  1750. 58:23cart.
  1751. 58:25And to ensure we're doing this
  1752. 58:27correctly, we're going to go over to
  1753. 58:29dummy settings and set the dummy to
  1754. 58:30block on random. The reason why we do
  1755. 58:32this is because we only want to cancel
  1756. 58:34into bachi if we see that your combo is
  1757. 58:36hitting. So something like this.
  1758. 58:41See he he blocked the first one. So we
  1759. 58:43don't go for it.
  1760. 58:46Oh, he was blocking. We don't go for it.
  1761. 58:50Something like that. Eventually when we
  1762. 58:52once we get to diamond like up to
  1763. 58:53master, we can learn to confirm off two
  1764. 58:55lights. But since we're just beginning,
  1765. 58:57it's okay for you to for you to just
  1766. 59:00cancel it if you see that the full combo
  1767. 59:02is hitting
  1768. 59:04because one more light right there gives
  1769. 59:06you a lot of time for you to think about
  1770. 59:07it, right? Instead of just trying to
  1771. 59:09cancel it up two lights, which is what
  1772. 59:11we're going to try to learn once you get
  1773. 59:12over to diamond. After that, remember to
  1774. 59:15practice this from jumpins as well.
  1775. 59:18If you see the jumping landing,
  1776. 59:22we confirm into light batchy at the end.
  1777. 59:25Oh, one more thing. Always, always,
  1778. 59:27always, if you get this combo,
  1779. 59:31dash up to the opponent. This is really
  1780. 59:33important and you need to make a habit
  1781. 59:34out of this. You should always dash up
  1782. 59:36to your opponent
  1783. 59:38to be on top of them as they wake up.
  1784. 59:40The reason why is because, as a rule of
  1785. 59:41thumb in this game, you want to be able
  1786. 59:42to make your opponents on be on the
  1787. 59:44receiving end of your pressure as much
  1788. 59:45as possible. And if you're able to have
  1789. 59:47the opportunity to mix them up as they
  1790. 59:49wake up with like a striker throw is
  1791. 59:51going to be really valuable and lead to
  1792. 59:53a lot of wins. So whenever you can dash
  1793. 59:55up and go for the Yoki.
  1794. 1:00:01>> So learn to confirm your lights. It's
  1795. 1:00:03really important. Number two, Mai
  1796. 1:00:05doesn't really have good ways to combo
  1797. 1:00:07normal into normal unless you use a dry
  1798. 1:00:09rush. So So learning to drive rush
  1799. 1:00:10cancel from your normals is going to be
  1800. 1:00:12really important for you to learn good
  1801. 1:00:13like big damaging combos early on. So
  1802. 1:00:16let's say your opponent does something
  1803. 1:00:18dumb like unsafe on block against you.
  1804. 1:00:21Something like this.
  1805. 1:00:23If you see this happening, you're going
  1806. 1:00:24to have a really big opportunity to
  1807. 1:00:26combo them and do a lot of damage. And
  1808. 1:00:28the way that I want you to do this is
  1809. 1:00:31>> press a normal stand heavy punch if you
  1810. 1:00:33have a lot of time. Crouch medium punch
  1811. 1:00:36if you don't. I want you to press this
  1812. 1:00:37normal and drive rush cancel from it.
  1813. 1:00:39And from the driver rush cancel, you
  1814. 1:00:41need to do back heavy kick. The reason
  1815. 1:00:42we're going to use back heavy kick here
  1816. 1:00:44almost all the times is like I said
  1817. 1:00:45before, because this forces stand. So
  1818. 1:00:47you don't have to think about trying to
  1819. 1:00:49see if the opponent is standing or not.
  1820. 1:00:51Because if you go for this combo, the
  1821. 1:00:52opponent is always going to be first
  1822. 1:00:54standing. So you go for a stand heavy
  1823. 1:00:56punch, drive rush, back heavy kick into
  1824. 1:00:58crouch, medium punch, heavy do, and then
  1825. 1:01:01light botchi. So okay, let's put it all
  1826. 1:01:04together. Block the unsafe move. Punish
  1827. 1:01:06with stand heavy punch into back heavy
  1828. 1:01:08kick like this. And don't forget, chase
  1829. 1:01:11them. Go after them and get Oi. After
  1830. 1:01:14you learn this, know that you can also
  1831. 1:01:16do this from jumpins. If you get like a
  1832. 1:01:17big jump in hit, you can go for the same
  1833. 1:01:19combo. Let's say you jump like over a
  1834. 1:01:20fan or haduken.
  1835. 1:01:26This is really important to learn. One
  1836. 1:01:28of the reasons this is really important
  1837. 1:01:29to learn is because this sequence right
  1838. 1:01:32here after the driver's cancel looped.
  1839. 1:01:37So if you want to deal like most damage
  1840. 1:01:40because you think the opponent's going
  1841. 1:01:41to die if you go for super, this is
  1842. 1:01:42going to be really useful.
  1843. 1:01:46Eventually,
  1844. 1:01:49[Music]
  1845. 1:01:52we'll learn to get better at this and
  1846. 1:01:54like do more damaging variations. But
  1847. 1:01:56right now, since you're a beginner, this
  1848. 1:01:58is really important to learn. So, once
  1849. 1:01:59again, press a medium or heavy normal
  1850. 1:02:01that is cancelellable, drive rush,
  1851. 1:02:03cancel it, and go into back heavy kick,
  1852. 1:02:05crutch, medium punch. So, something like
  1853. 1:02:06this,
  1854. 1:02:08heavy du
  1855. 1:02:10botchi. And if you want to confirm into
  1856. 1:02:12super there, you can. Don't forget you
  1857. 1:02:14can do this from jumpins as well. So, as
  1858. 1:02:16a beginner, I don't think you need to
  1859. 1:02:17worry that much about having big like
  1860. 1:02:19intricate combos. As long as you have
  1861. 1:02:21something that is good for your lights
  1862. 1:02:23and something that is good to punish
  1863. 1:02:25people for doing big dumb things, I
  1864. 1:02:26think that it's enough. So, for beginner
  1865. 1:02:28up to platinum, this is going to be it.
  1866. 1:02:30All right. So, next, this is for you who
  1867. 1:02:32just got out of platinum. You got into
  1868. 1:02:33diamond and you're looking to optimize
  1869. 1:02:35your game a little bit better. So, the
  1870. 1:02:36way that we're going to go about this is
  1871. 1:02:38we're going to try to optimize your
  1872. 1:02:39conversions so that you can get more
  1873. 1:02:41value from your hits. So, starting up,
  1874. 1:02:43we're going to learn to confirm off two
  1875. 1:02:44lights instead of three. This is
  1876. 1:02:46important
  1877. 1:02:48again, set the dummy block to random
  1878. 1:02:52and do two lights into light bot. And if
  1879. 1:02:56you see that the opponent is getting hit
  1880. 1:02:57by the lights, then you go into bot. If
  1881. 1:02:59you see that they're blocking, then you
  1882. 1:03:00don't do anything like that.
  1883. 1:03:04This is going to be fairly important for
  1884. 1:03:06my moving forward. So, we need to learn
  1885. 1:03:08this as soon as possible. All right.
  1886. 1:03:10Next up, we're going to learn corner
  1887. 1:03:12combo ender variations for when we get a
  1888. 1:03:14good combo in the opponent at the
  1889. 1:03:16corner. So, when you're in the corner
  1890. 1:03:19with my, you don't want to be going for
  1891. 1:03:22the same combos that you're going
  1892. 1:03:23midcreen. The reason is because you can
  1893. 1:03:25get better situations out of different
  1894. 1:03:27enders. For example, going for light DP
  1895. 1:03:30after the heavy video ambu there is
  1896. 1:03:32going to give you a better OK situation.
  1897. 1:03:34So something like this
  1898. 1:03:37is going to be really good for you
  1899. 1:03:38because it sets up a really good auto
  1900. 1:03:40time meaty with dash up back heavy kick.
  1901. 1:03:42Because it sets up a really good auto
  1902. 1:03:43time me with like dash up back heavy
  1903. 1:03:45kick which I'll teach you more about
  1904. 1:03:47later on the video. But so let you guys
  1905. 1:03:49know what it looks like. It looks like
  1906. 1:03:50this.
  1907. 1:03:53And yeah, you get a plus seven on there.
  1908. 1:03:55And if you're blocking, you get a plus
  1909. 1:03:57three. We'll go over that during the
  1910. 1:04:00mixup and pressure part of the video.
  1911. 1:04:01Another thing that you can do is instead
  1912. 1:04:04of going for a special ender at the end,
  1913. 1:04:05you can go for a super. So something
  1914. 1:04:07like this
  1915. 1:04:10will work
  1916. 1:04:12if the opponent is cornered. SA1 or SA2.
  1917. 1:04:14SA2, SA3 works midcreen as well, but SA1
  1918. 1:04:18only works if the opponent is at the
  1919. 1:04:19corner. So learning to link into your
  1920. 1:04:21supers is going to be really important.
  1921. 1:04:23So something like this,
  1922. 1:04:29it's really nice. One more thing that
  1923. 1:04:31we're going to be looking into is
  1924. 1:04:34counter hit confirming. So, if the
  1925. 1:04:37opponent gets hit by a counter hit
  1926. 1:04:38crouch medium punch,
  1927. 1:04:41as it shows there on the frame meter,
  1928. 1:04:42they're going to be at minus 7, which
  1929. 1:04:44means you can get another crouch medium
  1930. 1:04:46punch. This is really good because
  1931. 1:04:49this gives you a really, really easy way
  1932. 1:04:51to confirm into your specials. So, what
  1933. 1:04:53I want you to do is crouch medium punch
  1934. 1:04:55into another crouch medium punch into
  1935. 1:04:57your combo ender or a drive rush cancel
  1936. 1:04:59extension
  1937. 1:05:04>> or something like this if they're
  1938. 1:05:05standing.
  1939. 1:05:08And if they're crouching, you're going
  1940. 1:05:09to have to go straight into heavy botchi
  1941. 1:05:12over there
  1942. 1:05:14like this. This is also really good for
  1943. 1:05:18counter hit lights. So, counter hit
  1944. 1:05:20light punch into crouch medium punch.
  1945. 1:05:23will work the same way.
  1946. 1:05:26>> And if they're standing, you can go for
  1947. 1:05:31heavy ambu. As I said before, it's going
  1948. 1:05:33to be a little bit different if the
  1949. 1:05:35opponent is standing or not as to what
  1950. 1:05:37you're going to do during your combo,
  1951. 1:05:38right? Because if the opponent is
  1952. 1:05:40standing when you do like a driver brush
  1953. 1:05:41cancel, going for the back heavy kick
  1954. 1:05:43here is not going to be necessary if you
  1955. 1:05:45especially if you're going like from a
  1956. 1:05:46heavy punch because you can do stand
  1957. 1:05:49heavy kick here which deals more damage
  1958. 1:05:50than back heavy kick.
  1959. 1:05:53So going for a heavy punch into stand
  1960. 1:05:55heavy kick if they're standing up and if
  1961. 1:05:58they're crouching you go for a back
  1962. 1:06:00heavy kick. And the reason I want you to
  1963. 1:06:02do this is because if you're going to
  1964. 1:06:03fully burn out, there is no reason for
  1965. 1:06:05you to do
  1966. 1:06:08this double back heavy kick if you if
  1967. 1:06:11the first back heavy kick is already
  1968. 1:06:13going to force the standing. So you can
  1969. 1:06:14do something like this instead.
  1970. 1:06:21>> You do your crouch medium punch or your
  1971. 1:06:24crouch medium kick or your stand heavy
  1972. 1:06:26punch and you go into drive rush. you're
  1973. 1:06:27forced to stand with the first back
  1974. 1:06:28heavy kick and after that they're going
  1975. 1:06:30to be standing for the rest of your
  1976. 1:06:30combo. So the next time you do a drive
  1977. 1:06:33rush cancel, you can go for stand heavy
  1978. 1:06:34kick for a little bit more damage. So
  1979. 1:06:36learning to see if the opponent is
  1980. 1:06:37standing or not during your my combos is
  1981. 1:06:39going to be really important because a
  1982. 1:06:40lot of her stuff with some people that
  1983. 1:06:42are crouching. As we're going to be
  1984. 1:06:43going for drive rushes, I think it's
  1985. 1:06:45really good for you to learn some dry
  1986. 1:06:46rush specific combos. For example, drive
  1987. 1:06:48rush overhead is going to be really nice
  1988. 1:06:50for my comboing from a drive rush
  1989. 1:06:52overhead is fairly simple. You're plus
  1990. 1:06:55six there, which means you get crouch
  1991. 1:06:56medium punch. And after crouch, medium
  1992. 1:06:57punch, you just have to go for your
  1993. 1:06:58combo ender. So if the opponent's
  1994. 1:07:00standing, you can go for heavy dambo. If
  1995. 1:07:01the opponent's crouching, you need to go
  1996. 1:07:02for this. Or you can go for another dry
  1997. 1:07:04rush cancel if you have enough meter to
  1998. 1:07:06spare. So you can do something like
  1999. 1:07:07this.
  2000. 1:07:11Or if they're crouching, which is going
  2001. 1:07:12to happen often because they're getting
  2002. 1:07:14hit by the overhead, you can go for
  2003. 1:07:15something like this instead.
  2004. 1:07:18And if you want more time to confirm
  2005. 1:07:20into something and you have enough
  2006. 1:07:21meter, you can do a dry rush after your
  2007. 1:07:23crouch medium punch. So something like
  2008. 1:07:24this
  2009. 1:07:30will be really good. So if you think
  2010. 1:07:32your opponent is looking for the
  2011. 1:07:33overhead and he's stand blocking, then
  2012. 1:07:34you can go for crush like instead after
  2013. 1:07:35the drive rush. And the combo rout is
  2014. 1:07:37going to be very similar. You go from
  2015. 1:07:38crush light into crush medium punch into
  2016. 1:07:40combo ender or drive rush extension. So
  2017. 1:07:42it looks something like this
  2018. 1:07:47or like this if they're crouching.
  2019. 1:07:51And if you want to go for another driver
  2020. 1:07:52rush extension, you need to do
  2021. 1:07:55this. It's pretty much the same as the
  2022. 1:07:58overhead version, although you're going
  2023. 1:08:00from a light, which is light kick. So,
  2024. 1:08:02the damage is going to be skill quite a
  2025. 1:08:03bit. So, be careful when going for like
  2026. 1:08:05dry rush extensions on this one cuz the
  2027. 1:08:07damage is not going to be worth it a lot
  2028. 1:08:08of the times. Up next, we're going to
  2029. 1:08:10learn some better punish counter
  2030. 1:08:12specific combos. First off, go over here
  2031. 1:08:15to the dummy settings. Set it to punish
  2032. 1:08:16counter so we can practice this. If the
  2033. 1:08:19opponent whiffs like a big reversal or
  2034. 1:08:22something that isn't safe and you want
  2035. 1:08:23to punish them, like if you shimmy a
  2036. 1:08:25throw for example, I want you to be
  2037. 1:08:27going for crouch medium punch into stand
  2038. 1:08:29heavy punch. This will combo as a punish
  2039. 1:08:31counter. So if the opponent goes for
  2040. 1:08:33something like this and you block it,
  2041. 1:08:40this is going to be really good. This
  2042. 1:08:42also works for when you shimmy someone.
  2043. 1:08:44Let's say you throw looping someone in
  2044. 1:08:45the corner
  2045. 1:08:48>> and the opponent is escaping your throws
  2046. 1:08:49a lot. You're going to enter shimmy,
  2047. 1:08:51right? So after you shimmy, this is what
  2048. 1:08:53I want you to do.
  2049. 1:08:58Crouch medium punch into stand heavy
  2050. 1:09:00punch into your combo ender/drc
  2051. 1:09:03extension. This is a really good punish
  2052. 1:09:04counter specific combo. Again,
  2053. 1:09:11another one you're going to have to be
  2054. 1:09:13learning is stand heavy kick gives you a
  2055. 1:09:16big crumple as a punish counter. And for
  2056. 1:09:18now, if you're around diamond, the thing
  2057. 1:09:20that I want you to look for is if you
  2058. 1:09:22get this punish counter on neutral, you
  2059. 1:09:24need to dry rush in for a heavy punch.
  2060. 1:09:26After your driver rush in for the heavy
  2061. 1:09:27punch, you can either do
  2062. 1:09:32SA1 if you want the flame stalks or you
  2063. 1:09:35can do
  2064. 1:09:38your regular combo ender heavy du into
  2065. 1:09:41light boti.
  2066. 1:09:46You can also cancel into SA3 right
  2067. 1:09:48there. All right. So, since we're going
  2068. 1:09:50for a few SA1 combos right here, I think
  2069. 1:09:53it's important that you learn a thing or
  2070. 1:09:55two about flame stock combos. All right,
  2071. 1:09:57so major differences I want you to think
  2072. 1:09:59about right now are the combo enders of
  2073. 1:10:01your combos. After you go for a
  2074. 1:10:03heavydoot into light botchi in your
  2075. 1:10:05combos, the second hit of the light bot
  2076. 1:10:08is going to hit a little bit late. And
  2077. 1:10:09because of that, you're not going to be
  2078. 1:10:10able to cancel into SA3.
  2079. 1:10:14So, as you can see right here,
  2080. 1:10:17you can't cancel into SA3 right there.
  2081. 1:10:19So, the way that I want you to do it is
  2082. 1:10:21I want you to cancel before the second
  2083. 1:10:23hit. So, as soon as you do botchi,
  2084. 1:10:26you're already mashing for SA3. So,
  2085. 1:10:27something like that.
  2086. 1:10:30[Music]
  2087. 1:10:32So, the SA3 comes out before the bot.
  2088. 1:10:34And number two, if you get a DRC combo
  2089. 1:10:37or any combo into a heavy dambo right
  2090. 1:10:40here, know that you can combo heavy duo
  2091. 1:10:42into medium dambo.
  2092. 1:10:44into DP. It has to be heavy DP right
  2093. 1:10:47there. Otherwise, it will whiff. So,
  2094. 1:10:49this is going to be changing your
  2095. 1:10:50commander a little bit as long as you
  2096. 1:10:51have the stock. So, if you go for
  2097. 1:10:53something like this,
  2098. 1:10:55you can do medium into heavy DP. It's
  2099. 1:10:59really nice. We're going to go into a
  2100. 1:11:00little bit more intricate flame stock
  2101. 1:11:02combos a little bit later. For now, if
  2102. 1:11:04you're on diamond, I think this is
  2103. 1:11:05enough that you should know. Okay, one
  2104. 1:11:08more thing last before going into early
  2105. 1:11:10master. You should be starting to learn
  2106. 1:11:12how to link from your O defense.
  2107. 1:11:16Let me take out the punish counter right
  2108. 1:11:18here. So, the way that I want you to
  2109. 1:11:19think about this is you're going to
  2110. 1:11:20throw out a fan. You're going to hit
  2111. 1:11:22them with a normal. And after that
  2112. 1:11:24normal, you're going to use the second
  2113. 1:11:26hit of the fan to link that normal into
  2114. 1:11:29another normal. So, something like this
  2115. 1:11:35is what I want you to get really
  2116. 1:11:37comfortable doing. You can start like
  2117. 1:11:39very simple. You can do OD fan into
  2118. 1:11:41driver scratch medium punch like I just
  2119. 1:11:43did right there. And then you wait for
  2120. 1:11:44the second fan to hit and you go stand
  2121. 1:11:46heavy punch into combo ender/drc
  2122. 1:11:48extension. So something like this.
  2123. 1:11:55Alternatively, if you're going for a dry
  2124. 1:11:56rush crouch light kick right here
  2125. 1:11:58because you think the opponent's going
  2126. 1:12:00to be walking back after you fan, which
  2127. 1:12:01happens quite often, the combo stays the
  2128. 1:12:03same.
  2129. 1:12:08know that you're going to have to adapt
  2130. 1:12:09to the opponent if he is crouching or
  2131. 1:12:11standing when you hit them with the
  2132. 1:12:12normal. So if they're crouching right
  2133. 1:12:14here instead of going for the heavy
  2134. 1:12:16amber route, you're going to have to go
  2135. 1:12:17for the
  2136. 1:12:19heavy botchi. So something like this.
  2137. 1:12:25So for now, this is what I want you to
  2138. 1:12:26think about. So okay, going over to
  2139. 1:12:28early master to midmaster. So, if you
  2140. 1:12:31got master and you're in the 1,200 MR,
  2141. 1:12:341300 MR and you're struggling, it's time
  2142. 1:12:36to learn to squeeze as much as you can
  2143. 1:12:38out of your conversions. So, first off,
  2144. 1:12:40this is where you should be starting to
  2145. 1:12:42use stand light punch into your combos.
  2146. 1:12:44As you know, stand light punch combos
  2147. 1:12:46into specials where that crouch light
  2148. 1:12:49punch cannot. So, if you hit someone
  2149. 1:12:51with a light string and you're close
  2150. 1:12:53enough to end light string into stand
  2151. 1:12:55light punch, you can do something like
  2152. 1:12:57this.
  2153. 1:13:01or something like this.
  2154. 1:13:04>> And those are going to be really
  2155. 1:13:05important for you. Okay, so first off,
  2156. 1:13:08let's say you're around here in the
  2157. 1:13:10screen and you get the opponent with
  2158. 1:13:11like a light string
  2159. 1:13:13like that. Going for a drive rush cancel
  2160. 1:13:16is going to burn three bars. Okay, let
  2161. 1:13:18me save. Let me save current state.
  2162. 1:13:20Going for a drive rush cancel is going
  2163. 1:13:22to burn three bars and it's going to
  2164. 1:13:24carry less than going for an Obachi. So,
  2165. 1:13:26let me show you.
  2166. 1:13:33This is how much it corner carries.
  2167. 1:13:34Right. Right here. Let's go for another
  2168. 1:13:37route.
  2169. 1:13:43So, as you can see, it costs less bar
  2170. 1:13:46because you only use two instead of
  2171. 1:13:47three for the dry rush. And the amount
  2172. 1:13:49of corner carry you lose is barely
  2173. 1:13:50noticeable. It's only a little. So going
  2174. 1:13:52for a stand light ender right here into
  2175. 1:13:54Odbachi is always going to be better
  2176. 1:13:57than just go than going for the driver's
  2177. 1:13:58cancel unless of course you want to
  2178. 1:14:00route towards like burning meter because
  2179. 1:14:02then you can like straight up going to
  2180. 1:14:03super or going to a driver's cancel.
  2181. 1:14:05Next up MD ambo. So MD ambu is going to
  2182. 1:14:09be really good for you because
  2183. 1:14:10especially in the corner it sets up for
  2184. 1:14:11a really good overhead me setup
  2185. 1:14:15like that. It deals less damage than the
  2186. 1:14:17DP here, but the DP only gives you
  2187. 1:14:19regular oki and you can't go for light
  2188. 1:14:21DP because it will whiff. So you have to
  2189. 1:14:23do heavy in the corner. After MD amubo,
  2190. 1:14:25you can do frame kill into medium
  2191. 1:14:27overhead to get another combo. So this
  2192. 1:14:29is going to be the sequence I'm going to
  2193. 1:14:30teach you. You do your light string and
  2194. 1:14:33into stand light punch MD ambo and then
  2195. 1:14:36you're going to whiff a stand light kick
  2196. 1:14:38as soon as possible and go into
  2197. 1:14:40overhead. Let me turn on the frame bar
  2198. 1:14:42to show you how this looks.
  2199. 1:14:47As you can see right there, I got a
  2200. 1:14:48plus4 instead of a plus two. After the
  2201. 1:14:50media overhead, I want you to go into
  2202. 1:14:51stand like kick target combo. After the
  2203. 1:14:54stand light kick target combo, you will
  2204. 1:14:56do preferably OD dive because you can
  2205. 1:14:58get a follow-up after. And that
  2206. 1:14:59follow-up can be either light DP for to
  2207. 1:15:01set up a really good OI
  2208. 1:15:04with this or you're going to do SA1.
  2209. 1:15:11This is why this overhead setup is
  2210. 1:15:12really important for my because you can
  2211. 1:15:14get a free SA1 if the opponent doesn't
  2212. 1:15:16block your your mixup. Damage is quite
  2213. 1:15:18high and it gives you a lot of
  2214. 1:15:19opportunities to finish the opponent off
  2215. 1:15:21because you have flame stocks in the
  2216. 1:15:22corner. If you're doing your light
  2217. 1:15:24strings, remember to end it instant
  2218. 1:15:25light punch if you're close enough. And
  2219. 1:15:27if you're ending it instant light punch
  2220. 1:15:29in the corner, know that you can go for
  2221. 1:15:30the overhead setup. Okay, so up next,
  2222. 1:15:32another thing that you should know is
  2223. 1:15:34you can combo crouch, medium punch into
  2224. 1:15:36crouch, light punch like this
  2225. 1:15:39as a natural link. This isn't really
  2226. 1:15:42hard, but the reason why you're going to
  2227. 1:15:44be using this is going to be a little
  2228. 1:15:45bit complicated. This is the same for
  2229. 1:15:48back heavy kick into target combo here
  2230. 1:15:49in the corner, which can give you light
  2231. 1:15:51DP or SA1.
  2232. 1:15:57The reason why you're going to be going
  2233. 1:15:58for these is especially if you're throw
  2234. 1:16:00looping. someone in the corner and the
  2235. 1:16:01opponent is going to wake up with a back
  2236. 1:16:03dash to beat your throw loop. Because if
  2237. 1:16:05you don't know, back dash beats a my
  2238. 1:16:06throw loop and gives you a punish. The
  2239. 1:16:08crouch medium punch or the back heavy
  2240. 1:16:10kick here are really good ways for you
  2241. 1:16:11to catch that back dash. So something
  2242. 1:16:13like this happens.
  2243. 1:16:19Going for the back heavy kick or going
  2244. 1:16:20for the crouch medium punch can be
  2245. 1:16:22really good.
  2246. 1:16:26And the crouch medium punch into crouch
  2247. 1:16:28light puncher gives you a lot of time
  2248. 1:16:29for you to confirm this. especially if
  2249. 1:16:30you want to confirm this into like a
  2250. 1:16:32super. So, knowing that this works and
  2251. 1:16:34knowing that you can combo after this
  2252. 1:16:38in the corner is really important. So,
  2253. 1:16:40let's say you get a combo into the
  2254. 1:16:42corner and you're able to go into heavy
  2255. 1:16:43duo because your opponent is standing up
  2256. 1:16:46or because you're forced to stand up
  2257. 1:16:47with like a dry rush back heavy kick.
  2258. 1:16:49What I want you to do here is I want you
  2259. 1:16:50to go for
  2260. 1:16:52light DP as a combo in there. And the
  2261. 1:16:54reason why I tell you to do that light
  2262. 1:16:56DP you can get a really good mey with
  2263. 1:16:58forward dash into back heavy kick. This
  2264. 1:17:00is what it's going to look like.
  2265. 1:17:05You're going to get a plus seven there
  2266. 1:17:06from your back heavy kick, which is
  2267. 1:17:07really nice. And unblock, this is going
  2268. 1:17:09to be plus three.
  2269. 1:17:13So, whenever you're doing a my combo in
  2270. 1:17:15the corner and you can go into light DP,
  2271. 1:17:18this is going to give you one of your
  2272. 1:17:19best oki situations, which is the me
  2273. 1:17:22back heavy kick. If the back heavy kick
  2274. 1:17:24works, if they don't block it, I mean,
  2275. 1:17:26if you catch them like back dashing or
  2276. 1:17:27not blocking, try to jump out, that back
  2277. 1:17:29heavy kick is going to be comboing into
  2278. 1:17:30crouch medium punch. And because it's
  2279. 1:17:32back heavy kick, it doesn't matter if
  2280. 1:17:33the opponent was standing or crouching,
  2281. 1:17:35it's going to force stand no matter
  2282. 1:17:36what. So, if you go for a sequence like
  2283. 1:17:38this and like you get the back heavy
  2284. 1:17:39kick to hit there,
  2285. 1:17:41you can very easily get another combo
  2286. 1:17:43off it
  2287. 1:17:47and this licks into itself as well. So,
  2288. 1:17:49it's really nice. So learning to do this
  2289. 1:17:51oki and learning to go for light DP at
  2290. 1:17:53the end of your combo is going to be
  2291. 1:17:54really nice. One important thing to note
  2292. 1:17:58for this to work properly, your light DP
  2293. 1:18:00needs to end in plus 29 frames. So if
  2294. 1:18:03you go for something like O DD ember
  2295. 1:18:04right here
  2296. 1:18:08because the opponent is too high when
  2297. 1:18:10you hit the light DP, he's going to be
  2298. 1:18:12plus 31 instead of plus 29 and that is
  2299. 1:18:14not going to give you the med.
  2300. 1:18:18So to fix this, all you have to do is
  2301. 1:18:21wait until the opponent is closer to the
  2302. 1:18:22ground to hit them with your DP
  2303. 1:18:28like that. It's really not that hard.
  2304. 1:18:30You can get used to it very easily. Just
  2305. 1:18:32look out for it. So, one more important
  2306. 1:18:33thing. Once we get a hit in the corner
  2307. 1:18:35and we're going for like a dry rush
  2308. 1:18:37extension, it's a good thing to know
  2309. 1:18:38that there is a better ender to your
  2310. 1:18:40combos than this,
  2311. 1:18:44which is after the driver rush, you go
  2312. 1:18:46for a crouch heavy punch into back heavy
  2313. 1:18:48kick target combo. But be careful
  2314. 1:18:50because this sequence cannot be
  2315. 1:18:51cancelceled into SA3. It can only be
  2316. 1:18:53cancelceled into SA1
  2317. 1:18:58into light DP for the OI or SA1.
  2318. 1:19:05This is going to do more damage than
  2319. 1:19:06going for your regular send heavy kick
  2320. 1:19:08into heavy duo.
  2321. 1:19:11>> All right, so going over your counter
  2322. 1:19:13hit confirms
  2323. 1:19:15as I set the dummy to get counter hit.
  2324. 1:19:21A few ones that are really really
  2325. 1:19:22important for my is stand light punch
  2326. 1:19:25into crouch medium kick. You can either
  2327. 1:19:27do heavy botchi
  2328. 1:19:30if you just want the corner carry and
  2329. 1:19:31the meter or you can try to DRC it for
  2330. 1:19:34you to get a a little bit more damage. I
  2331. 1:19:36think it's best that you learn to just
  2332. 1:19:38extend this with a special cancel
  2333. 1:19:39especially if the opponent is standing
  2334. 1:19:40up because you can do this
  2335. 1:19:43and this should work fairly consistent.
  2336. 1:19:47But yeah, if you're if you can't because
  2337. 1:19:48like in the situation is too hard, then
  2338. 1:19:50going for a driver after crouch medium
  2339. 1:19:52kick is also also works
  2340. 1:19:56right into whatever you want. Another
  2341. 1:19:58one is crouch light punch into crouch
  2342. 1:20:00medium punch. This is the same idea.
  2343. 1:20:05Either go into that if they're standing
  2344. 1:20:06or
  2345. 1:20:08into this if they're crouching. You can
  2346. 1:20:10also do SA1 here.
  2347. 1:20:13Whereas from stand light punch to crouch
  2348. 1:20:15medium kick, you can't because the
  2349. 1:20:17crouch medium punch moves my forward
  2350. 1:20:19quite a bit. And because it moves my
  2351. 1:20:21forward, it gets her closer to the
  2352. 1:20:23opponent for you to be able to hit S1
  2353. 1:20:26because it doesn't have that much
  2354. 1:20:27horizontal range. So going for something
  2355. 1:20:28like this
  2356. 1:20:31is going to whiff while going something
  2357. 1:20:32like this
  2358. 1:20:35is going to hit. With that said, going
  2359. 1:20:37for the crutch light punch in neutral
  2360. 1:20:39here is usually not that good. The
  2361. 1:20:41crouch medium punch can often whiff as
  2362. 1:20:43it doesn't have a lot of range unlike
  2363. 1:20:45crouch medium kick. So this
  2364. 1:20:48as you can see right there whereas the
  2365. 1:20:49stand medium punch into crouch medium
  2366. 1:20:51kick is not remember you cannot combo
  2367. 1:20:53into crouch medium kick from crouch
  2368. 1:20:55light punch. So whenever you're looking
  2369. 1:20:57for a counter hit here you should never
  2370. 1:20:59never never do crotch light punch into
  2371. 1:21:00crouch medium kick. This is a mistake.
  2372. 1:21:02This is a big mistake. Avoid doing this.
  2373. 1:21:04If you're going for crutch light punch,
  2374. 1:21:06go into crush medium punch. If you're
  2375. 1:21:07going for stand light punch, then you go
  2376. 1:21:09into crush medium kick. And yeah, if you
  2377. 1:21:11if you really want like the SA1 ext
  2378. 1:21:13here, you can just do reverse extension
  2379. 1:21:15into it. Something like this.
  2380. 1:21:20This should work really well. So, if you
  2381. 1:21:21catch someone with a counter hit crush
  2382. 1:21:23medium punch midcreen, cuz let's say you
  2383. 1:21:24did something like driver's jab here and
  2384. 1:21:26you frame trap them, often times they're
  2385. 1:21:28not going to be in range to do another
  2386. 1:21:29crush medium punch. As you see right
  2387. 1:21:31there, this actually happens quite a
  2388. 1:21:33bit. It's like it's not that uncommon
  2389. 1:21:34for you to be out of range of the crunch
  2390. 1:21:36medium punch here. So, I want you to
  2391. 1:21:37know that you can combo this crunch
  2392. 1:21:38medium punch into crunch medium kick.
  2393. 1:21:42It's going to be the same idea as going
  2394. 1:21:43for two crush medium punches here. But
  2395. 1:21:45know that if you're a little bit too
  2396. 1:21:46far, going for crush medium kick is
  2397. 1:21:48going to be better just because it's
  2398. 1:21:49certain it's going to hit.
  2399. 1:21:54Your damage is going to suffer a little
  2400. 1:21:55bit though because crush medium kick
  2401. 1:21:57adds more scaling to your combos.
  2402. 1:22:00With this idea in mind, another one that
  2403. 1:22:02is really nice for you to know is stand
  2404. 1:22:03medium kick counter hit combos into
  2405. 1:22:05crouch medium kick. So if you're poking
  2406. 1:22:08someone in neutral and they try to walk
  2407. 1:22:09up hit you and you like catch them with
  2408. 1:22:11a counter hit,
  2409. 1:22:14you can go for crouch medium kick into
  2410. 1:22:16combo ender. Another situation very
  2411. 1:22:18similar to this, if you're trying to
  2412. 1:22:19poke someone in neutral with like stand
  2413. 1:22:21heavy kick and they try to dash up throw
  2414. 1:22:23or get really close to you and you get a
  2415. 1:22:24counter hit with your stand heavy kick,
  2416. 1:22:25know that you can combo this into crush
  2417. 1:22:27side punch.
  2418. 1:22:29I will sometimes get a counter hit with
  2419. 1:22:31this and they'll be close enough for me
  2420. 1:22:32to get a free combo here.
  2421. 1:22:35>> So know that this exists and be ready to
  2422. 1:22:37confirm into like a crush light punch
  2423. 1:22:38into a dambo there for to get like good
  2424. 1:22:40corner carry and knockdown.
  2425. 1:22:44So, whenever you hit someone with a
  2426. 1:22:45counter hit and you confirm that into a
  2427. 1:22:47combo, like into another normal,
  2428. 1:22:48something like this, this gives you a
  2429. 1:22:50lot of time for you to see that you're
  2430. 1:22:52hitting the opponent, which allows you
  2431. 1:22:54to confirm into stuff that is not driver
  2432. 1:22:55rush cancel, something that is better.
  2433. 1:22:57Like, so for example, this is like one
  2434. 1:22:58of my favorite combos on my if you're
  2435. 1:23:00around midcreen right here and you get
  2436. 1:23:02like a counter hit, crouch, medium punch
  2437. 1:23:04into crouch, medium kick,
  2438. 1:23:06you can do odamu for a for a really good
  2439. 1:23:10combo.
  2440. 1:23:17I absolutely love this combo. It gives
  2441. 1:23:19you five stacks, corner carry, and 5k
  2442. 1:23:21damage. And this only works if you go
  2443. 1:23:23into ODMU. But going from ODMU after a
  2444. 1:23:27driver's Cancel can be quite expensive
  2445. 1:23:31as you're going to burn five bars
  2446. 1:23:36and it deals less damage as well. So, if
  2447. 1:23:38you can go for something like this
  2448. 1:23:42or for something like this
  2449. 1:23:45because you confirmed off your counter
  2450. 1:23:46hit, that's going to be really good for
  2451. 1:23:47you. And especially moving forward,
  2452. 1:23:49there's going to be quite a lot you can
  2453. 1:23:50do with uh confirming your normals into
  2454. 1:23:52OD specials instead of dry rush. It's
  2455. 1:23:54very meter efficient as well because you
  2456. 1:23:56start to recover your drive bar much
  2457. 1:23:58faster after a after a OD special
  2458. 1:24:02compared to a dry rush cancel.
  2459. 1:24:06as you can see.
  2460. 1:24:12So yeah, confirming your buttons into OD
  2461. 1:24:14special instead of driver's castle is
  2462. 1:24:15going to be really good. Oh, remember
  2463. 1:24:16that ODM also hits crouchers. So
  2464. 1:24:19regardless if the opponent is crouching
  2465. 1:24:20or standing right here,
  2466. 1:24:23this is going to work as long as you're
  2467. 1:24:24in range.
  2468. 1:24:26Just be careful not to whiff because
  2469. 1:24:27yeah, if you're too far like for example
  2470. 1:24:30like this,
  2471. 1:24:32the first hit can whiff there. So,
  2472. 1:24:34you're going to have to confirm based on
  2473. 1:24:36the range. It should always work from a
  2474. 1:24:37crouch medium punch, though.
  2475. 1:24:40All right, going next. I told you guys
  2476. 1:24:42to use crouch medium punch for big
  2477. 1:24:43punishes for it to go into something
  2478. 1:24:45like this.
  2479. 1:24:47And this works really well for both like
  2480. 1:24:48a shimeade throw or a big reversal miss.
  2481. 1:24:51But technically, going for a stand
  2482. 1:24:53medium kick here deals more damage than
  2483. 1:24:54going for a crouch medium punch. So, if
  2484. 1:24:56the opponent whiffs a big reversal on
  2485. 1:24:58you, instead of going for a crouch
  2486. 1:25:00medium punch right here, you should be
  2487. 1:25:01going for a stand medium kick.
  2488. 1:25:08So, this is a really good thing for you
  2489. 1:25:09to keep in mind. And while we're talking
  2490. 1:25:10about punish counter, whenever you hit a
  2491. 1:25:13stand heavy kick mid-creen, you don't
  2492. 1:25:15necessarily need to burn bar doing a
  2493. 1:25:17driver rusher to pick them up. If you're
  2494. 1:25:19close enough, you can go for dash crouch
  2495. 1:25:20light punch,
  2496. 1:25:23which gives you a lot of corner carry.
  2497. 1:25:24And if you're close to the corner, you
  2498. 1:25:26can even get a DP after or SA1.
  2499. 1:25:32Or maybe light DP.
  2500. 1:25:36>> So yeah, if they're closest to the
  2501. 1:25:37corner and you're close enough to get
  2502. 1:25:39him after this 10 heavy kick, you don't
  2503. 1:25:41necessarily need to spend bar here.
  2504. 1:25:46>> It's all right. You've been playing at
  2505. 1:25:47master rank and you're trying to get
  2506. 1:25:48your MR up. So it's time for you to
  2507. 1:25:50really really start working with linking
  2508. 1:25:52your normals with your fans.
  2509. 1:25:54So, first up, your OD fan goes over a
  2510. 1:25:57hadukan
  2511. 1:26:00>> and you get that punish counter. You
  2512. 1:26:02need to know how to pick that up every
  2513. 1:26:04single time. So, right here, the easiest
  2514. 1:26:05thing to do
  2515. 1:26:10is to go for a dry rush. You can also do
  2516. 1:26:14drive rush heavy punch if you're fast
  2517. 1:26:15enough,
  2518. 1:26:18but you don't necessarily need to be dry
  2519. 1:26:20rush for for picking this up. But this
  2520. 1:26:21is very spacing dependent and like
  2521. 1:26:23timing dependent if you're able to like
  2522. 1:26:25get a really good punish counter through
  2523. 1:26:28the hadukan there with your fan.
  2524. 1:26:33You don't necessarily need to be
  2525. 1:26:34spending your barf dry rush. So learning
  2526. 1:26:37to pick these up is going to be really
  2527. 1:26:38nice for you. Yeah, it's not really that
  2528. 1:26:40easy. It requires a lot of practice. So
  2529. 1:26:42mess around with it
  2530. 1:26:45and get like really consistent at
  2531. 1:26:46picking this up because this is going to
  2532. 1:26:48be really important for you. Another
  2533. 1:26:49thing is I want you to guys to start
  2534. 1:26:51learning your OD charge fan shenanigans.
  2535. 1:26:53I've showed this before, but if the
  2536. 1:26:54opponent is like close to the corner and
  2537. 1:26:56low engage and you want to force them to
  2538. 1:26:57like deal with you by their like
  2539. 1:26:59throwing out a lot of meter at you or or
  2540. 1:27:01burning out or like having to block your
  2541. 1:27:03mixup, then yeah, you can go for OD fan
  2542. 1:27:06charge right here. And learning to pick
  2543. 1:27:08up from these fan charges is really
  2544. 1:27:10important. So, first off, you're going
  2545. 1:27:11to do OD charge fan. After the they get
  2546. 1:27:13juggled, you do lightly embu. And then
  2547. 1:27:15you wait for the second jungle fan to
  2548. 1:27:17hit and you slightly delay another light
  2549. 1:27:192 amboo into light TP or SA1. So
  2550. 1:27:21something like this
  2551. 1:27:26or again SA1
  2552. 1:27:31going to be really nice. Another thing
  2553. 1:27:33for you guys to think about if they wake
  2554. 1:27:35up and block this
  2555. 1:27:38how you going to deal with that? So,
  2556. 1:27:40first off,
  2557. 1:27:43there is a space in between the third
  2558. 1:27:44and the fourth fan there where you can
  2559. 1:27:46hit them with like an overhead or a low
  2560. 1:27:50right here.
  2561. 1:27:53And this is going to combo into the
  2562. 1:27:54second into the other fan. So, if we set
  2563. 1:27:56them to only block crouching and we go
  2564. 1:28:01for an overhead right here,
  2565. 1:28:05you will see that I'm able to combo
  2566. 1:28:06this. And if you set them to only stand
  2567. 1:28:08block here,
  2568. 1:28:12you see that we're going to be able to
  2569. 1:28:13combo that. So going for something like
  2570. 1:28:14this
  2571. 1:28:19can be really good. So something else
  2572. 1:28:21you have to keep in mind.
  2573. 1:28:25If you only throw two of these and they
  2574. 1:28:27block it, they're going to be plus 12.
  2575. 1:28:29And this can be really good if you're
  2576. 1:28:30like looking to beta reversal or like a
  2577. 1:28:31drive reversal even.
  2578. 1:28:37As you can see, you're able to block.
  2579. 1:28:38But be aware, you can't do this if you
  2580. 1:28:40go for light DP here.
  2581. 1:28:45>> If you go for light DP, you get hit like
  2582. 1:28:46on one of the last frames. You have to
  2583. 1:28:48go for heavy.
  2584. 1:28:54Yeah, you can get a full combo.
  2585. 1:28:56There's also the fact that this tradeup
  2586. 1:28:58just wins against SA1's, right? Because
  2587. 1:29:00they have no projectile invincibility.
  2588. 1:29:02So, the next thing I want you to think
  2589. 1:29:03about, true flame stocks, combo
  2590. 1:29:05optimization only really start to be
  2591. 1:29:07worth it after you get really comfy at
  2592. 1:29:08confirming buttons into like OD specials
  2593. 1:29:11instead of DRC. And this is mainly
  2594. 1:29:13because of how much meter you just dump
  2595. 1:29:15if you try to go for like a DRC into OD
  2596. 1:29:18move
  2597. 1:29:21five bars. It's totally not worth it.
  2598. 1:29:23That said, there is a thing or two that
  2599. 1:29:24you can do better at this level when
  2600. 1:29:26we're talking flame stocks. For example,
  2601. 1:29:28if you want to refresh the usage of your
  2602. 1:29:31SA1, you can combo heavy embu into SA1
  2603. 1:29:33here midcreen,
  2604. 1:29:38>> as long as you have two flame sucks or
  2605. 1:29:39more. Another one that's really
  2606. 1:29:41important is if you're like if you're a
  2607. 1:29:42little bit over halfway across the
  2608. 1:29:44screen, you can do DRC combo into heavy
  2609. 1:29:47duo and after that heavy duo, you can
  2610. 1:29:48combo into SA2 and that will give you a
  2611. 1:29:51follow-up if you reach the corner with
  2612. 1:29:52heavy DP or SA1. So something like this,
  2613. 1:29:55right?
  2614. 1:30:00Yeah, here you can get either heavy DP
  2615. 1:30:03S1
  2616. 1:30:06>> and it's quite a bit of damage. Pretty
  2617. 1:30:09nice for you to keep in mind.
  2618. 1:30:12There's also a better full bar
  2619. 1:30:13conversion if you have at least three
  2620. 1:30:14stocks right here,
  2621. 1:30:18which goes something like this. You do
  2622. 1:30:20your regular route into DRC so that you
  2623. 1:30:24can force the stand with like back heavy
  2624. 1:30:25kick and then you do heavy du into OD
  2625. 1:30:29boti into jump medium punch and then you
  2626. 1:30:31do od dive into SA3. this route right
  2627. 1:30:34here.
  2628. 1:30:40[Music]
  2629. 1:30:49This route right here is a better meter
  2630. 1:30:50dump sequence than going for a straight
  2631. 1:30:52up regular combo for many reasons.
  2632. 1:30:54Number one is because going for a
  2633. 1:30:56regular
  2634. 1:31:00DRC combo midcreen can be awkward
  2635. 1:31:02because of this interaction right here
  2636. 1:31:05[Music]
  2637. 1:31:07where you need to either time
  2638. 1:31:11your light boti so that your opponent is
  2639. 1:31:13closer to the ground and you get both
  2640. 1:31:15hits or you have to cancel before this
  2641. 1:31:17second hit hits
  2642. 1:31:20>> like that which lowers your damage
  2643. 1:31:22output by a little
  2644. 1:31:26in timing it can be like unreliable as
  2645. 1:31:28well. But even then,
  2646. 1:31:35[Music]
  2647. 1:31:37as you can see, this version of the
  2648. 1:31:39combo deals less damage. So, if you're
  2649. 1:31:42going for a full burnout combo here
  2650. 1:31:43after you have SA1 and you want to like
  2651. 1:31:46combo into SA 3 or even SA 2, going for
  2652. 1:31:48this route is really good.
  2653. 1:31:54Yeah, you can even do SA2 here. This is
  2654. 1:31:57really good to close out rounds. Just
  2655. 1:31:58keep it in mind. All right, so now
  2656. 1:32:00you're pretty good at the game. You
  2657. 1:32:01understand why and you're looking into
  2658. 1:32:03ways to push your character strength
  2659. 1:32:05even further. So right here in the
  2660. 1:32:06corner, OD fully charged fan has a
  2661. 1:32:08proper conversion that you can do that
  2662. 1:32:10deals a little bit more damage than the
  2663. 1:32:11than the one that I taught you earlier.
  2664. 1:32:12The way that you do is you do one light
  2665. 1:32:13two embu into heavy shinobachi.
  2666. 1:32:17And after the shinobachi, you're free to
  2667. 1:32:19go for light TP or SA1.
  2668. 1:32:25And right there, you can do SA1 if you
  2669. 1:32:27want.
  2670. 1:32:33This deal more damage than the
  2671. 1:32:34alternative, but it's a little bit
  2672. 1:32:35harder for you to confirm into because
  2673. 1:32:36you need to be very very ready for you
  2674. 1:32:38to be able to go into heavy duty because
  2675. 1:32:41if you do it too late, you're just going
  2676. 1:32:42to drop the combo
  2677. 1:32:45here. Even if you delay just a little
  2678. 1:32:46bit. So going for this,
  2679. 1:32:51it's a lot easier to not drop, but you
  2680. 1:32:53lose on like 200 damage. So if you're
  2681. 1:32:54really trying to optimize this
  2682. 1:32:56interaction right here,
  2683. 1:32:58you're going to heavy botchi there.
  2684. 1:33:00Another important thing for you to worry
  2685. 1:33:02about here is once you get flame stocks
  2686. 1:33:04in the corner, it becomes really hard
  2687. 1:33:05for the opponents to perfect parry your
  2688. 1:33:07charge fans because the regular fan hits
  2689. 1:33:10twice instead of only once. So, they
  2690. 1:33:12have to perfect parry it twice before
  2691. 1:33:14trying to pressure you. So, as you can
  2692. 1:33:15see right here, I'm going to set the
  2693. 1:33:16opponent to
  2694. 1:33:18perfect parry on block and do a normal
  2695. 1:33:21throw. And I'm going to do a OD charge
  2696. 1:33:25fan after the SA1 so that you can see
  2697. 1:33:28how he deals with it regularly.
  2698. 1:33:33OD fan.
  2699. 1:33:35He can perfect parry one hit of your fan
  2700. 1:33:37and then throw you. Right now I'm going
  2701. 1:33:38to do the same thing, but instead of
  2702. 1:33:40burning the OD fan right there, I'm
  2703. 1:33:41going to do a regular charge fan.
  2704. 1:33:52So yeah, he was not able to perfect
  2705. 1:33:54parry into back from me. When you charge
  2706. 1:33:56the OD fan,
  2707. 1:33:58it's only one hit as opposed to when you
  2708. 1:34:00charge the regular fan. It's two hits on
  2709. 1:34:03the first instance of the fan. So if
  2710. 1:34:05you're going to set up the medium fan
  2711. 1:34:07rate here, go for a regular fan instead.
  2712. 1:34:09It makes it harder for the opponents to
  2713. 1:34:11perfect parry and punish you. So, if
  2714. 1:34:13you're going for that interaction, you
  2715. 1:34:14have to be ready to pick it up because
  2716. 1:34:16if the opponent perfect parries here and
  2717. 1:34:17goes into a punish for you, he's going
  2718. 1:34:20to be counter hit by the second hit of
  2719. 1:34:21the fan. But the second hit of defend
  2720. 1:34:23doesn't have a lot of hit stun, so
  2721. 1:34:24you're going to have to be really fast
  2722. 1:34:25to pick it up. So,
  2723. 1:34:28I'm going to save state right here.
  2724. 1:34:32As you can see, you only have a seven
  2725. 1:34:34frame window right there. Be ready.
  2726. 1:34:36Throw out the fan
  2727. 1:34:40and follow it up. I usually follow it up
  2728. 1:34:42with a jab. You can technically do it
  2729. 1:34:43with a crouch medium punch, but it's
  2730. 1:34:45very very tight timing. You have to be
  2731. 1:34:47like really looking for it, and I'm not
  2732. 1:34:48comfortable going for those like mid
  2733. 1:34:50game. I prefer to just take the the jab
  2734. 1:34:52there. Yeah, technically you can do it.
  2735. 1:34:55So, I guess kind of like this. Hold on.
  2736. 1:35:06>> Yeah, like that. As you can see, it's
  2737. 1:35:08pretty hard. So once you have flame
  2738. 1:35:11stocks, if you have three flame stocks
  2739. 1:35:14or more, you can go for a really good
  2740. 1:35:16conversion into SA1 right here. But you
  2741. 1:35:19have to reach the corner when you do it.
  2742. 1:35:21But you can carry them like pretty much
  2743. 1:35:23like 40% of the screen and get him to
  2744. 1:35:26the corner before you do the SA1. And
  2745. 1:35:28the way that you do it is you need to
  2746. 1:35:29confirm something into ODMU and then you
  2747. 1:35:32go into OD cartwheel, jump medium punch
  2748. 1:35:35into MDP.
  2749. 1:35:40right here. You can go for this combo.
  2750. 1:35:48>> So, as you can see right there, it deals
  2751. 1:35:50pretty good damage. It refreshes your
  2752. 1:35:52flame stalks and it carries like very
  2753. 1:35:54far into the screen. The only caveat is
  2754. 1:35:57this becomes a little bit harder if you
  2755. 1:35:59don't have a good way to confirm into
  2756. 1:36:01it. So, for example, if you're going
  2757. 1:36:02from a dry rush, this can be quite
  2758. 1:36:04expensive because you need to burn five
  2759. 1:36:05bars for this combo. So sometimes it
  2760. 1:36:07might not be worth it.
  2761. 1:36:18But overall, especially if you get like
  2762. 1:36:20a mini crush, medium punch or a drive
  2763. 1:36:22rush starter like drive rush crouch
  2764. 1:36:24light kick or maybe you get a punish
  2765. 1:36:26counter because opponent tried to
  2766. 1:36:27reverse you midcreen and you can go into
  2767. 1:36:30this combo. It's going to be really
  2768. 1:36:31really good for you. So okay.
  2769. 1:36:42Yeah, damage is pretty nice. Corner
  2770. 1:36:44carry is really nice. You refresh your
  2771. 1:36:46flame stocks to get into the corner.
  2772. 1:36:48This is a really good combo for you to
  2773. 1:36:49learn and keep it in your back pocket.
  2774. 1:36:50It's going to be useful for you. Another
  2775. 1:36:52good way for you to go into this combo
  2776. 1:36:54is something that happens quite often is
  2777. 1:36:55you throw out a fan on a read, your
  2778. 1:36:57opponent wants to throw a projectile and
  2779. 1:36:58you like win against this projectile
  2780. 1:37:00right there. As you can see, they don't
  2781. 1:37:02get knocked down, right? So you can kind
  2782. 1:37:03of drive rush pick it up into heavy do
  2783. 1:37:05ambush and still be standing up. That's
  2784. 1:37:06it. Kind of like this.
  2785. 1:37:17The damage is really good and like you
  2786. 1:37:19only burn three bars of drive gauge. So
  2787. 1:37:21keep that in mind. So at four stocks or
  2788. 1:37:23more you actually get a better full bar
  2789. 1:37:25punish combo conversion if you go for
  2790. 1:37:28this right here. Hold on. So the way
  2791. 1:37:30that it looks is you do punish counter
  2792. 1:37:33stand heavy punch into OD charge fan and
  2793. 1:37:35then after the OD charge fan you jump in
  2794. 1:37:37with a heavy punch and you do heavy
  2795. 1:37:39punch into the ambo and then you go into
  2796. 1:37:41OD cartwheel into jump medium punch OD
  2797. 1:37:44dive etc etc. So I guess it looks
  2798. 1:37:46something like this
  2799. 1:37:53[Music]
  2800. 1:38:02As you can see, the damage on that combo
  2801. 1:38:04is actually pretty nice, especially for
  2802. 1:38:05my standards. You can technically go for
  2803. 1:38:07no DDU there to deal a little bit more
  2804. 1:38:09damage, but that is going to fully burn
  2805. 1:38:10you out. So, only if you're really
  2806. 1:38:12looking for the kill right there. Let's
  2807. 1:38:14say like let's say opponent's at this
  2808. 1:38:16amount of HP and they try to wake up
  2809. 1:38:18reversal you
  2810. 1:38:22go for OD ambo here for a little bit
  2811. 1:38:24more damage.
  2812. 1:38:28[Music]
  2813. 1:38:33Oh yeah, that's a lot of damage. That's
  2814. 1:38:35without CA. By the way, you can get like
  2815. 1:38:37200 on top of this. Another important
  2816. 1:38:39thing to note is how much drive gauge
  2817. 1:38:40you just recover during that combo
  2818. 1:38:42anyway. So even if you pop SA1 like this
  2819. 1:38:44>> and you hit the opponent with the combo,
  2820. 1:38:46you're going to get like 70% back from
  2821. 1:38:47your bar kind of like this.
  2822. 1:38:55Look how much drive gauge I got there.
  2823. 1:38:56So like literally if you pop say one
  2824. 1:39:00>> and you like throw them twice in a row
  2825. 1:39:03or I guess one punish counter. Hold on.
  2826. 1:39:07Like you get one throw and you get the
  2827. 1:39:10opponent to like block a stand heavy
  2828. 1:39:11punch fireball. I think right here you
  2829. 1:39:13already have enough bar for it to get
  2830. 1:39:14your full combo on.
  2831. 1:39:18Right. Watch this.
  2832. 1:39:23Yeah, look at that.
  2833. 1:39:25[Music]
  2834. 1:39:30>> That alone gives you enough bar for you
  2835. 1:39:32to route into S3 there. It's really
  2836. 1:39:33good. This is the same for situations
  2837. 1:39:35where you have like full bar you want to
  2838. 1:39:36spend for a punish counter combo. Going
  2839. 1:39:38for something like this is going to be
  2840. 1:39:40more damage.
  2841. 1:39:47then going for a standard like stand
  2842. 1:39:48medium kick into DRC combo.
  2843. 1:39:56So yeah, keep this in mind.
  2844. 1:40:01>> So yeah, keep this in mind. This can be
  2845. 1:40:02really good.
  2846. 1:40:07So as I was editing the video, World War
  2847. 1:40:09II happened here in Japan. And in World
  2848. 1:40:10War II, Yamaguchi went to top eight with
  2849. 1:40:12Mai and he showed off this really cool
  2850. 1:40:14combo, punish combo that I want to show
  2851. 1:40:15you to guys.
  2852. 1:40:24And from this he goes into a very very
  2853. 1:40:26optimal
  2854. 1:40:28>> conversion right here.
  2855. 1:40:33So the combo that I did there he
  2856. 1:40:36basically did punish counter stand heavy
  2857. 1:40:37kick after a big reversal and from the
  2858. 1:40:39sun heavy kick he went into crouch
  2859. 1:40:41medium punch and odamu right.
  2860. 1:40:47And after that ODM, you can fit a light
  2861. 1:40:49cartwheel. And that cartwheel will have
  2862. 1:40:51the opponent juggle high enough that you
  2863. 1:40:52can combo into SA1 if you're close to
  2864. 1:40:53the corner. So depending on your skin
  2865. 1:40:55screen positioning when you get the
  2866. 1:40:56punish counter, you can go for this
  2867. 1:40:57combo right here. Mind you, you kind of
  2868. 1:40:59have to walk forward a little bit if
  2869. 1:41:00you're a little bit too far after the
  2870. 1:41:01punish counter. But if the opponent does
  2871. 1:41:02like a really big punish counter,
  2872. 1:41:03there's a really good chance you're just
  2873. 1:41:05going to be like really in front of him
  2874. 1:41:06anyways. So just mind the spacing when
  2875. 1:41:08you do that. So,
  2876. 1:41:10Odu
  2877. 1:41:11light cartpilly one. Mind you, this
  2878. 1:41:15light cartpill right here is manually
  2879. 1:41:17timed. So, I suggest that you guys do
  2880. 1:41:19something like save state right here
  2881. 1:41:23as you do this odu so that you guys
  2882. 1:41:25learn to time this
  2883. 1:41:30and get the correct juggle every time.
  2884. 1:41:32>> It's not really that hard. As long as
  2885. 1:41:33you hit the first one all the way high
  2886. 1:41:35enough, you're still going to be able to
  2887. 1:41:37get the follow up
  2888. 1:41:41right there. So yeah, this is what I
  2889. 1:41:43recommend. Save the state right here and
  2890. 1:41:45practice the timing.
  2891. 1:41:47But yeah, you do this
  2892. 1:41:50into like cartwheel into SA1. And after
  2893. 1:41:54this SA1, he plays around with OD fan
  2894. 1:41:56with the opponent in the corner just how
  2895. 1:41:57I showed you guys earlier. And from this
  2896. 1:41:59situation, he gets a really good confirm
  2897. 1:42:01from O def fan into crouch medium kick
  2898. 1:42:03right here. And this gives him a send
  2899. 1:42:05heavy punch when the opponent's close to
  2900. 1:42:06the corner. But because he just
  2901. 1:42:07activated S1, as I just showed you guys,
  2902. 1:42:09on the better punish route that you can
  2903. 1:42:11take, going for an
  2904. 1:42:14OD bot here into an OD dive gives you a
  2905. 1:42:17follow-up. And that combo alone gives
  2906. 1:42:18you a lot more damage than a regular
  2907. 1:42:20like conversion that you would. So he
  2908. 1:42:22goes for this and then he he gets this
  2909. 1:42:24into send heavy punch and he goes into
  2910. 1:42:26odi bachi
  2911. 1:42:28and ends up and ends it with a DP. This
  2912. 1:42:32by far like the best way for you to deal
  2913. 1:42:34damage from that situation.
  2914. 1:42:43>> As you can see, this whole route right
  2915. 1:42:45here did 2732 damage. Now I'm going to
  2916. 1:42:47go for the route that he went for.
  2917. 1:42:573,100
  2918. 1:42:59if you have the if you have the flame
  2919. 1:43:02stocks and you can spend them all
  2920. 1:43:04because it's going to end the round.
  2921. 1:43:06Going for a combo like this is going to
  2922. 1:43:07be really good. Remember the less that
  2923. 1:43:09you DRC the more dual combo is going to
  2924. 1:43:11deal. So if you can go into like heavy
  2925. 1:43:13punch and heavy to ambu into odbachi
  2926. 1:43:15there it's always going to be the better
  2927. 1:43:16combo.
  2928. 1:43:24So yeah, just keep this in mind.
  2929. 1:43:28So there's a few meaty overhead
  2930. 1:43:30shenanigans you can do in the corner
  2931. 1:43:31with flame stocks because flame stocks
  2932. 1:43:33change a little bit the frame data on
  2933. 1:43:35your DPS after I have heavy embu in the
  2934. 1:43:36corner.
  2935. 1:43:38As you can see, if you do a light here,
  2936. 1:43:40you're going to be at even if you wait
  2937. 1:43:42until the opponent is close to the
  2938. 1:43:43ground right here.
  2939. 1:43:46You're still not going to get like plus
  2940. 1:43:4729 for you to get your regular combos.
  2941. 1:43:50But there's a really good way for you to
  2942. 1:43:51get a medium overhead, which is you do
  2943. 1:43:54this combo.
  2944. 1:44:00And you end that with medium DP right
  2945. 1:44:02there. The medium DP is going to give
  2946. 1:44:03you a plus 34. And on plus 34, you can
  2947. 1:44:06whiff a stand light punch and get a
  2948. 1:44:07mediohead. So something like this,
  2949. 1:44:09right?
  2950. 1:44:16This is really nice. If you still have
  2951. 1:44:17flame stocks here after that
  2952. 1:44:18interaction, as you know, the OD dive
  2953. 1:44:22forces the opponents to juggle a little
  2954. 1:44:23bit longer, a lot longer than the
  2955. 1:44:25regular one does. So you can do
  2956. 1:44:27something like heavy damu into DP after
  2957. 1:44:30that dive right there. So I'm going to
  2958. 1:44:31go from the top. Confirm from a heavy
  2959. 1:44:33damu into medium rambu and you do medium
  2960. 1:44:36DP with flight punch into the overhead
  2961. 1:44:39stand like kick target combo OD dive
  2962. 1:44:43into heavy damu light DP there or you
  2963. 1:44:46can do like SA1 if you want. So as long
  2964. 1:44:49as that dive is using flame stocks you
  2965. 1:44:52do heavy damu doesn't have to have flame
  2966. 1:44:54stocks for you to combo by the way
  2967. 1:44:58as you can see right there. So yeah,
  2968. 1:45:00this uh the medi overheads are really
  2969. 1:45:02good to keep in mind because you can
  2970. 1:45:04open a lot of people up. Not everyone is
  2971. 1:45:06expecting a medi overhead, especially
  2972. 1:45:08because this is not a very well-known
  2973. 1:45:09route.
  2974. 1:45:11There's a ton of shenanigans you can do
  2975. 1:45:13from this. This is really good. So the
  2976. 1:45:15more that you play with my the better
  2977. 1:45:16you get at doing things like ad libing a
  2978. 1:45:19juggle after the opponent tries to jump
  2979. 1:45:21out of your OD fan. So situations like
  2980. 1:45:24this are going to occur very commonly in
  2981. 1:45:25your game. You're going to go for
  2982. 1:45:26pressure right here. opponent is going
  2983. 1:45:29to like M DP reversal and get hit by the
  2984. 1:45:31second hit defend right there. Learning
  2985. 1:45:32to pick these up is not a bad thing.
  2986. 1:45:34It's not something you necessarily need
  2987. 1:45:35to go for every single time. I need to
  2988. 1:45:37look for every single time, but
  2989. 1:45:38sometimes you're going to have the
  2990. 1:45:39opportunity to do so and not dropping
  2991. 1:45:40that can give you like a lot of good
  2992. 1:45:42momentum in a match like good corner
  2993. 1:45:44carry for example. So if you go for like
  2994. 1:45:45something like a driver's heavy punch,
  2995. 1:45:47this can work.
  2996. 1:45:51Or maybe you're a little bit too far and
  2997. 1:45:53you can't go for the driver's heavy
  2998. 1:45:54punch. So you go for something like
  2999. 1:45:56crouch medium.
  3000. 1:45:58Familiarizing yourself with picking the
  3001. 1:45:59opponent up after he's juggled on the
  3002. 1:46:01fans is going to be a nice way for you
  3003. 1:46:03to like get a little bit more mileage
  3004. 1:46:04out of it. You don't have to necessarily
  3005. 1:46:06go for it every single time though. Just
  3006. 1:46:07remember stand heavy punch best case
  3007. 1:46:10scenario. You can also go for crouch
  3008. 1:46:11light punch or crouch medium punch. And
  3009. 1:46:13in the corner the pickups can be a
  3010. 1:46:15little bit more intricate because since
  3011. 1:46:16the opponent's at the corner, it's very
  3012. 1:46:18easy for you to like chain into a super
  3013. 1:46:19and you don't even have to like to burn
  3014. 1:46:20meter. Sometimes
  3015. 1:46:25you do stuff like that or you can do
  3016. 1:46:26stuff like this.
  3017. 1:46:31So it becomes very risky for the
  3018. 1:46:33opponents to for the opponents to try to
  3019. 1:46:34jump or MDP reverse. So you when he's at
  3020. 1:46:37the corner, as long as you're like
  3021. 1:46:39willing to impose that threat of picking
  3022. 1:46:41them up right here and going for like a
  3023. 1:46:43big reward, the opponent's not going to
  3024. 1:46:46be happy with these. But yeah, get
  3025. 1:46:48familiar with picking them up. Do the
  3026. 1:46:50best you can. Sometimes you're even
  3027. 1:46:51going to be able to pick it up like
  3028. 1:46:52meterless by doing something like this.
  3029. 1:46:57It's going to be it's going to be hard,
  3030. 1:46:58but it's going to happen eventually as
  3031. 1:46:59long as you like keep playing my and
  3032. 1:47:01keep like looking for these over and
  3033. 1:47:02over. Don't force yourself to overly go
  3034. 1:47:05for them because you can get very
  3035. 1:47:06predictable if you're just waiting
  3036. 1:47:08instead of like pressuring them after a
  3037. 1:47:10fan because the opponent's just going to
  3038. 1:47:12do walk back, right? If you're always
  3039. 1:47:15waiting for the for the pickup right
  3040. 1:47:16there, opponent's just going to walk
  3041. 1:47:18back out of your fan and you're just
  3042. 1:47:19burning meter for no reason.
  3043. 1:47:20Okay, so that's probably all I have to
  3044. 1:47:22say about combos. Remember, the game is
  3045. 1:47:24always evolving and better combos might
  3046. 1:47:26come out in the future. The character
  3047. 1:47:28might change, so keep an eye out for
  3048. 1:47:29those, but for now, this should do. All
  3049. 1:47:32right, so now that we're closing in at
  3050. 1:47:33the end of the video, summarize things a
  3051. 1:47:35little bit. M has really good walk speed
  3052. 1:47:37and really good normals, and you use
  3053. 1:47:39those alongside a good read on your OD
  3054. 1:47:40fan to get a good hit on the opponent.
  3055. 1:47:42And after you get a good hit on the
  3056. 1:47:43opponent, you can corner carry them
  3057. 1:47:44really far. And after this corner carry,
  3058. 1:47:46you're free to mix them up with strike
  3059. 1:47:48throws and they're going to be pretty
  3060. 1:47:49much at your mercy here. Don't forget,
  3061. 1:47:51try not to overspend your drive gauge
  3062. 1:47:53here on neutral
  3063. 1:47:56just so that you can get in because if
  3064. 1:47:57you do that, your corner pressure is not
  3065. 1:47:59going to be as effective as if you had
  3066. 1:48:01full meter when the opponent's at the
  3067. 1:48:02corner. Because in this situation right
  3068. 1:48:04here, going for like a throw into OD fan
  3069. 1:48:07is really [ __ ] strong, especially if
  3070. 1:48:09you're looking to deplete the opponent's
  3071. 1:48:10drive gauge, right? because it gives you
  3072. 1:48:11a really easy way to force your
  3073. 1:48:13opponents to block something and after
  3074. 1:48:15they do you can just abuse their drive
  3075. 1:48:17gauge and egg them on until they hit
  3076. 1:48:19parry. Yeah. And if they try to hit
  3077. 1:48:20Barry there right right there it becomes
  3078. 1:48:22really easy for you to just catch them.
  3079. 1:48:26>> And by that point it's going to be
  3080. 1:48:27devastating for their health. So catch
  3081. 1:48:29the opponent carry them to the corner.
  3082. 1:48:31Pressure them as best as you can. Try
  3083. 1:48:33not to overuse your meter. And remember
  3084. 1:48:35to pop SA1 when you can,
  3085. 1:48:38especially if you're looking to secure a
  3086. 1:48:39round because it gives you a lot of
  3087. 1:48:40stability in neutral, forcing the
  3088. 1:48:42opponents to be on the defensive instead
  3089. 1:48:43of you.
  3090. 1:48:45All right, now last to finish up the
  3091. 1:48:48video, let's take a look at a few pro
  3092. 1:48:50replays. First off, we're watching Yama
  3093. 1:48:52versus Nemo. Nemo needs no introduction.
  3094. 1:48:55Yama is a player from Zeta Division, the
  3095. 1:48:57same one as Kakaru. He got fifth place
  3096. 1:48:59last World War in Japan. He's a really,
  3097. 1:49:01really good player.
  3098. 1:49:04right now facing against Bison. He's
  3099. 1:49:06basically trying to footies the
  3100. 1:49:07opponents as best as he can cuz Bison
  3101. 1:49:09can be quite dangerous if you're just
  3102. 1:49:10walking up to press buttons as he has
  3103. 1:49:12really good normals themselves.
  3104. 1:49:14>> So right here he gets a really good
  3105. 1:49:15crouch stand medium kick and as you can
  3106. 1:49:18see he has three bars but he doesn't
  3107. 1:49:19confirm this into drive rush.
  3108. 1:49:23Goes into crouch medium kick and heavy
  3109. 1:49:24du. The main reason is there's really no
  3110. 1:49:27need for you to go straight into drive
  3111. 1:49:28rush if you can just confirm into heavy
  3112. 1:49:31duty ambu as the corner carry is going
  3113. 1:49:32to be similar and the damage is not
  3114. 1:49:33going to sc is not going to be that much
  3115. 1:49:34bigger anyways.
  3116. 1:49:37And right here Nemo is in a really bad
  3117. 1:49:38position because he took this throw.
  3118. 1:49:47This perfect parry right here is
  3119. 1:49:49something that a lot of people practice.
  3120. 1:49:50Used to be a lot easier before the parry
  3121. 1:49:51changes because you didn't have to parry
  3122. 1:49:53it while holding back. You could just
  3123. 1:49:54parry it while crouch blocking, but
  3124. 1:49:55right now since it's not a low, you have
  3125. 1:49:57to hold back and then parry, but you can
  3126. 1:50:00definitely practice to be able to do
  3127. 1:50:01this yourself.
  3128. 1:50:03So, right here,
  3129. 1:50:06he goes for a stand heavy into crouch
  3130. 1:50:08medium punch. That combo only really
  3131. 1:50:10works if you hit stand heavy kick very
  3132. 1:50:11close to the opponent. And the only way
  3133. 1:50:12that you can get a punish counter heavy
  3134. 1:50:14kick close to the opponent is one, he
  3135. 1:50:16whiffs something with a really big
  3136. 1:50:17recovery, like a reversal, or two, you
  3137. 1:50:20perfect parry something that has a lot
  3138. 1:50:21of recovery. So, in those situations,
  3139. 1:50:22you can do this combo. Otherwise, you
  3140. 1:50:24can need to go for something else. Pops
  3141. 1:50:26SA1 and now it's pressure time. So,
  3142. 1:50:28right here, Nemo's in a really bad spot.
  3143. 1:50:33That's nice.
  3144. 1:50:35Okay, so watch this. Right here, he goes
  3145. 1:50:37for the crutch, medium punch, and OD
  3146. 1:50:38fan. This OD fan with flame stock is
  3147. 1:50:40plus one on block, which allows him to
  3148. 1:50:42go for a jab right here. And this jab
  3149. 1:50:44would not be interrupted if the opponent
  3150. 1:50:46went for anything other than SA1.
  3151. 1:50:48And after this jab, he goes into crouch,
  3152. 1:50:50light kick, then heavy punch, which
  3153. 1:50:52gives him a perfect timing to combo with
  3154. 1:50:54the fan.
  3155. 1:50:57So yeah, getting used to the timing that
  3156. 1:50:59the fan hits so that you can combo into
  3157. 1:51:01itself is really important,
  3158. 1:51:03right? Not much happens with this round
  3159. 1:51:05too. Nemo gets a really good hidden
  3160. 1:51:07early on in the game, carries them to
  3161. 1:51:08the corner, and after he carries him to
  3162. 1:51:10the corner, he continues to pressure
  3163. 1:51:11with him and basically gets him to the
  3164. 1:51:14corner where he takes like five throws
  3165. 1:51:16in a row and dies.
  3166. 1:51:18So overall, Nemo played this really well
  3167. 1:51:19and did really good reads on his
  3168. 1:51:21offense, which gave him the win on the
  3169. 1:51:22round. Let's go over to round three.
  3170. 1:51:32Very nice.
  3171. 1:51:34So Nemo feels really threatened in this
  3172. 1:51:35situation that Yamama is going to go for
  3173. 1:51:37a walk up button, especially if it's a
  3174. 1:51:39crouch medium kick. And because of that,
  3175. 1:51:40he threw out this knee press, but this
  3176. 1:51:42knee press was slightly out of range
  3177. 1:51:44with gauge a really good punish
  3178. 1:51:46again. Remember, he does not burn meter
  3179. 1:51:49for this. If you can get the combo
  3180. 1:51:50readerless, go for the combo meterless
  3181. 1:51:52corner carry so that you can use your
  3182. 1:51:53gauge in the corner. Goes for the driver
  3183. 1:51:56baits the throw
  3184. 1:51:58into SA1. All right, so he's in a
  3185. 1:52:01similar position as he was last round.
  3186. 1:52:03As soon as the fans start to come in,
  3187. 1:52:04we're going to be
  3188. 1:52:07nice minion kicks on Bison.
  3189. 1:52:12Very nice. Insane confirm by the way.
  3190. 1:52:16That combos on uh counter hit.
  3191. 1:52:19Doesn't necessarily need to go for this,
  3192. 1:52:20but I guess he's talenting. So, the
  3193. 1:52:22importance of watching that VOD is for
  3194. 1:52:24you to see Yama doesn't necessarily go
  3195. 1:52:26for OD fans that often because Bison
  3196. 1:52:29doesn't really have things that you can
  3197. 1:52:31OD fan through. So he basically plays
  3198. 1:52:33only relying on his ne on his neutral.
  3199. 1:52:36So now let's take a look at
  3200. 1:52:39Yama versus Kosa. Kosasan, if you don't
  3201. 1:52:41know, is a professional player here in
  3202. 1:52:42Japan. He is in the Sai console. And fun
  3203. 1:52:45fact, he's one of the only professional
  3204. 1:52:46players in Japan who plays on pad. He's
  3205. 1:52:48a really good Ryu.
  3206. 1:52:51Let's give it a watch.
  3207. 1:52:55Gets counter poked with a crush medium
  3208. 1:52:57kick.
  3209. 1:53:00Oh, that was a very bad whiff on stand
  3210. 1:53:01heavy punch. So, as you can see,
  3211. 1:53:03whiffing a normal like that is going to
  3212. 1:53:04be very, very dangerous for you.
  3213. 1:53:09>> Get stuck in a corner. Nice back dash,
  3214. 1:53:12but Ryu doesn't get punished by that.
  3215. 1:53:21>> Very nice shimmy.
  3216. 1:53:22>> Yeah, he kind of got destroyed this
  3217. 1:53:24round. Let's go for the next one.
  3218. 1:53:31Instantly put in the corner round start.
  3219. 1:53:32He has to get out somehow, right? He has
  3220. 1:53:34to make a read. There we go. Wait, I
  3221. 1:53:36don't necessarily know why he went for
  3222. 1:53:37the medium hadukan there, but I guess
  3223. 1:53:40could have been a mistake. I don't know.
  3224. 1:53:43>> So, Yama capitalizes on it. I don't
  3225. 1:53:45think necessarily he wanted to punish
  3226. 1:53:46counter the hadukan. I think he just
  3227. 1:53:48wanted to take his turn.
  3228. 1:53:50But regardless, he goes for the crush
  3229. 1:53:52minion punch drive rush
  3230. 1:53:55>> and he does not pop SA1, which I think
  3231. 1:53:57it's weird. You would think popping SA1
  3232. 1:53:59there makes more sense, but maybe he
  3233. 1:54:00just wants to save so that he can get
  3234. 1:54:02SA3 and finish the round with SA3 in
  3235. 1:54:04case he needs to. Go for the wake up
  3236. 1:54:06crouch medium punch gets blocked.
  3237. 1:54:09Now he's back at neutral.
  3238. 1:54:13>> A lot of driver rush pressure is being
  3239. 1:54:15very defensive.
  3240. 1:54:17Cross cuts the opponent trying to leave
  3241. 1:54:18the corner.
  3242. 1:54:21Inching forward only a little bit. Oo,
  3243. 1:54:23that was so close.
  3244. 1:54:26Oh,
  3245. 1:54:27>> damn. Kosa dropped it.
  3246. 1:54:30>> That was supposed to be lethal, but Kosa
  3247. 1:54:32dropped the combo.
  3248. 1:54:39>> Damn, look at how tense this is. Oh, a
  3249. 1:54:41damn it. So, right here. Right here.
  3250. 1:54:45Goes for a crush. medium kick into drive
  3251. 1:54:47rush during after crutch medium kick
  3252. 1:54:49drive rush. If you input your reversal,
  3253. 1:54:51the only way that the reversal comes out
  3254. 1:54:52is if the opponent does something that
  3255. 1:54:54is not four frames. If the opponent hits
  3256. 1:54:56a jab or something that is four frame,
  3257. 1:54:58you're going to get true block string.
  3258. 1:54:59So, your reversal isn't going to come
  3259. 1:55:00out. If you don't know, that is an
  3260. 1:55:02option select which caught Kosku going
  3261. 1:55:04for a back throw right here to try to
  3262. 1:55:06put Yama back in the corner.
  3263. 1:55:09>> So, now he's threatening the burnout and
  3264. 1:55:11Kosan needs to do something right here
  3265. 1:55:12because if you get burned out in the
  3266. 1:55:13corner by May, you're going to be
  3267. 1:55:15[ __ ]
  3268. 1:55:18Oo, he tried to go for the Dish, but I
  3269. 1:55:20think the driver shimpoo was a little
  3270. 1:55:21bit too slow. Let's check. Yeah, he
  3271. 1:55:24tried to go for the D rush, but it was a
  3272. 1:55:25little bit too slow.
  3273. 1:55:29And yeah, because last time he was a
  3274. 1:55:31little bit slow on the driver rush, this
  3275. 1:55:32time he makes sure to press it as soon
  3276. 1:55:33as possible, but he gets blocked, so his
  3277. 1:55:36drive gauge goes on the dump, goes on
  3278. 1:55:38the drain. Ooh, very nice. Caught him
  3279. 1:55:39trying to dash forward. He needs SA2
  3280. 1:55:41here, though.
  3281. 1:55:43All right. I had to burn SA too, but I
  3282. 1:55:45got the round which is really important.
  3283. 1:55:48>> Final round.
  3284. 1:55:55>> Oh,
  3285. 1:55:57so send a heavy punch into dry rush
  3286. 1:55:58right here into the jab to get the mix
  3287. 1:56:00up.
  3288. 1:56:01>> Gets the throw and throws out a fan. And
  3289. 1:56:03Kosa does this SA1, I believe, because
  3290. 1:56:05he thought Yama was going to charge the
  3291. 1:56:08fan. If Yama tries to charge the fan
  3292. 1:56:10right here,
  3293. 1:56:12let's see.
  3294. 1:56:14Yeah, I think this is what Kosa expected
  3295. 1:56:16Yama to do. And in this situation, Yama
  3296. 1:56:19just gets hit. Yeah, I don't know if
  3297. 1:56:21this was a read or not or he just wanted
  3298. 1:56:23to pressure, but yeah, he he baited Kosa
  3299. 1:56:25for into doing that reversal and and got
  3300. 1:56:27him for it. So, okay, nice.
  3301. 1:56:30Great crush, medium kick, and Kosa's in
  3302. 1:56:32the corner. Pops SA1. This SA1 is really
  3303. 1:56:35good because it allows him to pressure
  3304. 1:56:36with fans while he regenerates drive
  3305. 1:56:39gauge, which is really important because
  3306. 1:56:40he's really low on drive gauge.
  3307. 1:56:43gets a really sick MIDI counter hit
  3308. 1:56:45right here, which gives him a really
  3309. 1:56:46good combo.
  3310. 1:56:48>> This is really important to note as well
  3311. 1:56:50because this combo has no driver rush
  3312. 1:56:52cancel. He's recovering drive gauge all
  3313. 1:56:54the way through. Watch how much drive
  3314. 1:56:56gauge he recovers.
  3315. 1:57:01>> That was almost two bars. So now he's
  3316. 1:57:04really healthy when it comes to drag
  3317. 1:57:06gauge. And he can use a lot of like old
  3318. 1:57:07defense and shenanigans to try to open
  3319. 1:57:09cost up. Let's see what he does.
  3320. 1:57:17Okay, one more throw and he's dead.
  3321. 1:57:21>> Oh, he tried to go for the throw, but
  3322. 1:57:22it's a little bit too far. Unfortunate.
  3323. 1:57:24Goes for another throw and Kosa is
  3324. 1:57:25ready.
  3325. 1:57:30>> Oh, nice.
  3326. 1:57:33>> Yeah, if you're close in that situation,
  3327. 1:57:34it's going to be really hard for you
  3328. 1:57:35because almost every hit you can take
  3329. 1:57:37right there is going to be lethal.
  3330. 1:57:39>> Yeah, that was really good by Yama.
  3331. 1:57:42As you can see, you don't necessarily go
  3332. 1:57:44for a lot of hailmary O defense over and
  3333. 1:57:46over in neutral. And you don't
  3334. 1:57:48necessarily need to be going for a lot
  3335. 1:57:49of dry rush castles on your conversions
  3336. 1:57:51as long as you're looking for the
  3337. 1:57:52correct stuff. Play your neutral, get
  3338. 1:57:54good hits in, and spend your meter
  3339. 1:57:56wisely. All right, so that finishes up
  3340. 1:57:59the video. Hopefully, I was able to give
  3341. 1:58:00you some guidance on how to get better
  3342. 1:58:01at my In case you don't know, I do free
  3343. 1:58:04coaching on my Discord. I will coach any
  3344. 1:58:06character, but some I've put in more
  3345. 1:58:07time than others. I also have a Twitch
  3346. 1:58:09where I stream fairly often. hop in,
  3347. 1:58:11play some ranked games on random
  3348. 1:58:12characters and listen to some metal. I
  3349. 1:58:14also do VOD reviews while I'm live.
  3350. 1:58:15Again, for free. All you have to do is
  3351. 1:58:17hit me up. This video took me quite a
  3352. 1:58:19while to make, so anyone that found this
  3353. 1:58:20helpful, I'm really glad I was able to
  3354. 1:58:21help you out. Looking forward, I'm going
  3355. 1:58:23to be taking a little bit break on my as
  3356. 1:58:24Viper is about to come out and I've kind
  3357. 1:58:26of waited for that character for almost
  3358. 1:58:2820 years. And my next guide will
  3359. 1:58:30probably be on Viper. Hopefully, I can
  3360. 1:58:31use the experience I gather editing this
  3361. 1:58:33video to make a guide for Viper that is
  3362. 1:58:35even better. But yeah, anyways, thank
  3363. 1:58:37you for watching. Good luck with your
  3364. 1:58:38practices and peace out.
  3365. 1:59:02Mhm.

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