Everything you need to master Mai | GUIDE | STREET FIGHTER 6 — Transcript
Full transcript
- 0:01Hello there. Uh, for those who don't
- 0:02know me, I'm Eevee. I am a 2K plus
- 0:04player. I mained my pretty much since
- 0:07her release. Often even fighting some
- 0:09pretty big names over here in the
- 0:10Japanese fighting scene as they're often
- 0:12looking for sets with like 2K plus somer
- 0:13players.
- 0:22And this will be my beginner to advance
- 0:24guide for Mai. So Mai is considered
- 0:26since her release to be a top five
- 0:27character by pretty much most people
- 0:28around the world. And even though she's
- 0:30a character that is fairly fairly easy
- 0:31entry, she has some specifics that may
- 0:33be kind of awkward to get into and
- 0:35hopefully I can help you iron those out
- 0:36a little bit. So, I'll be putting
- 0:37timestamps for every session below.
- 0:39First, we sort of buttons and then
- 0:41specials and then some options that you
- 0:42can do in neutral and you should be
- 0:44using in neutral, some good combos and
- 0:45some conversions. And then we'll go over
- 0:47some general game plan stuff. And later
- 0:49on the video, we'll take a look at one
- 0:50or two pro players replays where I'll
- 0:52try to explain the thought process
- 0:53behind their choices so you guys can
- 0:54take a better look at how it will all
- 0:56come together. So yeah, without further
- 0:57ado, we'll start with her buttons.
- 1:00All right, so to start off, let's talk
- 1:02about her for frames. So Mai has two
- 1:04main foreframes and a third one that is
- 1:07a little bit more unique, so we'll talk
- 1:08about it later with stand kick. The main
- 1:11difference between the two light punches
- 1:13is frame data and length. So overall
- 1:15frame data for the same or both both are
- 1:1730 13 frames. But stand light punch has
- 1:21worse reach than crouch and on hit stand
- 1:23light punch is plus five where crouch
- 1:26light punch is plus four. And this
- 1:28becomes really important because some
- 1:29moves cannot be special canceled from
- 1:31crouch light punch only from stand light
- 1:32punch. For example, if I set the dummy
- 1:34to block after first hit here as you can
- 1:36see
- 1:39medium dambo combos from a stand light
- 1:40punch. But if I try to do it from a
- 1:41crotch light punch,
- 1:43it does not combo. The same goes for OD
- 1:46cartwheel,
- 1:50right?
- 1:53It does not combo. This is really
- 1:54important, especially in the corner. If
- 1:56you get like a light combo in the
- 1:57corner, going for the MD ambu sets you
- 1:59up for a really good oki
- 2:02and it's optimal on damage as opposed to
- 2:03something like this.
- 2:05The oki up from this is still really
- 2:07good. to still get a a strike throw, but
- 2:09this sets you up for a me overhead.
- 2:12Hold on, let me
- 2:17right. So, in general, if you can land
- 2:19your light string in a stand light
- 2:21punch, that is generally better except
- 2:23when you can't reach. Be careful when
- 2:24you can't reach because this can whiff
- 2:28as it has less range. So, if you don't
- 2:30know about the range, if you think the
- 2:31range is iffy, just go with light punch.
- 2:32If you don't, then go with stand light
- 2:34punch. So, another thing to note from
- 2:36her from her light punches, since her
- 2:38stand heavy punch is a nine frame
- 2:39starter, you can only do driver's jab
- 2:41into stand heavy punch if you do a stand
- 2:42light punch. So, this
- 2:45does not work if you do a light punch, a
- 2:47crutch light punch,
- 2:50as you only get a plus eight after a
- 2:53crouch light punch. You need to do stand
- 2:54light punch to do this. Otherwise,
- 2:55you're going to be stuck doing
- 2:58medium punch here. Okay, difference
- 3:00number two. So on block, stand light
- 3:03punch is minus two while crouch light
- 3:05punch is minus one. This can be kind of
- 3:07important because when you're trying to
- 3:09shimmy someone, especially after a
- 3:11driver stab, you have a better chance to
- 3:13getting out of range if you do it with a
- 3:15crouch light punch, right?
- 3:17>> As opposed to a stand light punch.
- 3:23The difference is very minimal. It's
- 3:24like one frame, but you know why take
- 3:26that chance? If you went for a shimmy,
- 3:30use crush light puncher the most time.
- 3:32The main reason you'd want to use 10
- 3:34light puncher is because Mike can get a
- 3:36really really cool trade combo as if you
- 3:39do this, you're going to be left at a
- 3:41plus two. Your crush minion punch will
- 3:43trade with any light steam mash. So you
- 3:45can do something like this,
- 3:50which is a lot of damage. But outside of
- 3:51that, going for that crouch light punch
- 3:53tends to be better just because you get
- 3:55more frame data to play with. You can do
- 3:57something like this and then walk up
- 3:59throw more efficiently. You can do this
- 4:01to counter hit something. It's not the
- 4:04biggest difference in the world, but
- 4:05generally you want to drive rush into
- 4:07crouch light punch. You know, better
- 4:08range plus three instead of plus two
- 4:12can be really good. So, all right, going
- 4:14next. Crouch light kick is minus two in
- 4:16block and on hit it is a plus two which
- 4:18gives her a driver's crouch light kick
- 4:20into crouch medium punch like this as a
- 4:24combo. This is a really good way for you
- 4:25to catch people trying to walk back or
- 4:26fuzzy block your overhead. Right
- 4:29when you're doing this and they're
- 4:31standing up like on a timing. So because
- 4:32the overhead hits a little bit delayed,
- 4:34some people like start crouch blocking
- 4:36and then stand block after a little bit
- 4:38of time. And if you delay your driver's
- 4:39crick, you can catch them doing that.
- 4:44But yeah, this can be really important
- 4:46for situations where people are trying
- 4:47to walk back to gain distance from you
- 4:49and uh avoid your pressure because the
- 4:51driver squad light hit will catch them
- 4:52walking back as they're not blocking low
- 4:56and you can go into a full corner carry
- 4:58here. Also, uh OD fan, a lot of people
- 5:00block the OD fans and back dash or walk
- 5:03back and the crotch side kick is usually
- 5:06what I use to catch him for doing that.
- 5:08So, kind of like this.
- 5:13really important. So, okay, last but not
- 5:15least, stand light kick. My stand light
- 5:17kick is a little bit of an awkward
- 5:18normal because it has literally no
- 5:20range. So, you can't really use or like
- 5:22kick to poke or to catch like punish
- 5:24counters like scissor kicks, but this
- 5:26button has its uses. like you can get
- 5:28really good damage especially when you
- 5:30get someone to the corner and you set
- 5:31set them up for a um overhead medi
- 5:35because the overhead med leaves you at a
- 5:36plus four instead of doing a light into
- 5:39instead of doing like something like
- 5:40this
- 5:45which deals basically no damage at all.
- 5:46it can do a much much more damaging
- 5:49combo that can lead even into SA1 or SA
- 5:512, which is this.
- 5:57As you can see, that's all comboed. This
- 5:59leads into DP here in the corner if you
- 6:01want to set up a mei. This leads into
- 6:03SA1
- 6:05if you want to get the stacks. And this
- 6:07leads into SA 2 if you want to close out
- 6:08the round. This is really good. This is
- 6:10really important to know. But yeah, this
- 6:12is the main news that I can give you
- 6:13from St. Luke. Other than that, don't
- 6:15really use this button much. Those are
- 6:17her lights. All right, so going over her
- 6:19mediums. Stand medium kick is probably
- 6:21her best non-committal poke. It has
- 6:24really good range. It is plus five on
- 6:26hit. So if you catch someone trying to
- 6:27walk up and press on you on counter hits
- 6:29is plus seven, which gives you really
- 6:30really good conversions like crush
- 6:32medium punch and crush medium kick
- 6:33depending on the range. Right, like
- 6:35that.
- 6:37This is really strong. Next is stand
- 6:40medium punch, which is probably one of
- 6:41her strongest buttons even though it's
- 6:43not recognized. so many people. The
- 6:45stand medium punch on my is actually
- 6:48insane. This button is probably one of
- 6:49the best tools to catch a crush medium
- 6:51kick or or like a low whiff.
- 6:54You will catch people with this button
- 6:56like crazy. As a counter poke, when
- 6:58you're trying to whiff punish people,
- 7:00when you're trying to poke people, you
- 7:01should use this button a lot. Also, this
- 7:03button is kind of awkward to whiff
- 7:04punish as it's really fast. The recovery
- 7:06is only 15 frames, right? So, even if
- 7:09you're a little bit late, you're just
- 7:10going to just going to whiff. You have
- 7:12to be really on point for you to catch
- 7:13this.
- 7:15And uh if you miss to whiff punch, this
- 7:17can be quite safe as opposed to
- 7:19something like a stand heavy punch. If
- 7:20you try to whiff punch something with
- 7:22stand heavy punch and you whiff, you're
- 7:23going to be sitting there for like a
- 7:24whole minute. But if you wish some if
- 7:25you try to whiff punish something with
- 7:26stand medium punch, there's a really
- 7:27good chance they're not going to be able
- 7:28to catch you. So use this button a lot,
- 7:31especially versus people that are using
- 7:32a lot of crotch light crotch medium
- 7:34kicks.
- 7:36>> This button is insane.
- 7:42So next is her crush medium punch. You
- 7:44mainly don't really use this button in
- 7:46neutral. The range is quite ineffective
- 7:49and it leaves you quite open. But on the
- 7:51other hand for pressure, this is
- 7:52probably one of her best buttons. It is
- 7:54plus five on hit, which means it gets a
- 7:56link with crouch slide punch, which is
- 7:59the only one that reaches by the way.
- 8:02And if you catch a counter hit, which is
- 8:03what you should be using this button
- 8:04for, this button will combo into itself
- 8:07and give you a really, really easy
- 8:09counter hit confirm.
- 8:12And if they're crouching, you can do
- 8:13something like this. Also really good
- 8:16for drive rushes.
- 8:19So yeah, if your driver is jabbing
- 8:20someone and they're trying to like steal
- 8:22your turn by doing a jab or a late jab
- 8:24or maybe they they're doing a delay tag,
- 8:27doing a like a delay crush medium punch
- 8:29or instant crush medium punch is going
- 8:30to be really really beneficial for you
- 8:34cuz you get pretty much a free combo
- 8:35from this and it's very easy to confirm
- 8:37as well. Other than that, when someone
- 8:38drive rushes at you, since she doesn't
- 8:40have a good stand light kick, a lot of
- 8:42the times you'll be using a crouch light
- 8:44punch since it has more range than stand
- 8:45light punch. And the best button to
- 8:46follow up a counter hit crouch light
- 8:48punch is going to be crouch medium
- 8:49punch. So if someone drive rushes at you
- 8:51like this and you interrupt it going for
- 8:53the crouch medium punch there is really
- 8:54good
- 8:56or maybe you can like do drive rush,
- 8:58right? if you want a full corner carry.
- 9:01And because she moves forward a lot when
- 9:03she does crouch medium punch, you can
- 9:04very reliably link into SA1. Something
- 9:06you can't do with like crouch medium
- 9:08kick. So like in situations like this,
- 9:12it is very rare that that SA1 is not
- 9:14going to hit. So yeah, if you're cr if
- 9:16you're if you're checking a drive rush
- 9:18or if you're stealing pressure with
- 9:19crush light punch, you should be going
- 9:20into send into crush medium punch after.
- 9:22So okay, for last crouch medium kick.
- 9:25Her crush medium kick is seven frames.
- 9:26Its uses are very similar to Chen Lee in
- 9:29general. She doesn't have the best range
- 9:30in the game when it comes to crouch
- 9:32medium kicks. But since it's seven
- 9:33frames, you can do things like walk up
- 9:35jab. Walk up jab on my becomes really
- 9:37good because one, she has insanely fast
- 9:39walk speed, and two, she can combo into
- 9:42crush medium kick, which reaches very
- 9:44far. So in situations where you're
- 9:45trying to walk up to press a button like
- 9:47this, going for the crush minimum kick
- 9:49after the jab there is really, really
- 9:50good.
- 9:53You can also drag rush into your common
- 9:55combos from this. You can also combo
- 9:57from this very comfortably without even
- 9:58spending bar if you go for like
- 10:00cartwheel or if you check that they're
- 10:02standing. You can do you can even do
- 10:03this. Although this can whiff if you're
- 10:05a little bit too far. So be careful. It
- 10:08is also a crush minium kick. So when
- 10:10you're trying to like catch someone
- 10:11adjusting spacing in neutral
- 10:14crush medium kick into dervish the
- 10:16classic. It's really really good too.
- 10:18Yeah. Mainly those are the uh main uses
- 10:20for the crush medium kick. Remember this
- 10:21is really important. If you're going to
- 10:23walk up for a jab, don't do crouch jab.
- 10:25do stand jab because stand jab gives you
- 10:27much much much better range for you to
- 10:28confirm your button into. If you're
- 10:30trying to walk up into a stand jab uh
- 10:32into a crotch jab here, very often this
- 10:34crouch minium punch is going to fail
- 10:36because the range is not going to be
- 10:37there, right? This happens actually
- 10:39quite often.
- 10:41So instead of going for this, you should
- 10:43probably be going for stand light punch
- 10:45because this will always work and this
- 10:47is really strong. Abuse this as much as
- 10:50you can.
- 10:53Just be careful not to try to SA1 here
- 10:56since you're doing it for too far. This
- 10:58can whiff and try to reserve your meter.
- 11:01Don't don't don't be spending into grab
- 11:02rush every single time since you can
- 11:03confirm from two hits going from this
- 11:05into the ambo or this into cart if
- 11:07you're crouching is probably the best
- 11:09way to go. So yeah, those are her
- 11:11mediums. All righty. So now moving on to
- 11:14her heavy buttons. So starting with
- 11:17stand heavy punch. So my stand heavy
- 11:21punch is rather similar to Luke's 10
- 11:24heavy punch actually. She moves forward
- 11:26a lot when she does this which gives it
- 11:28insane range. This is a really good
- 11:31button to reach people. But really be
- 11:33careful not to whiff it. This button
- 11:35since it moves you forward and when you
- 11:36whiff it's going to leave you extra
- 11:38vulnerable. Like if you catch someone
- 11:39doing stand heavy punch on the neutral
- 11:41and whiffing you can you can murder them
- 11:43from it.
- 11:45There are a few quite important things
- 11:46that you need to know for the stand
- 11:48heavy punch. Number one, it only has
- 11:50three active frames. So like if you're
- 11:52used to playing Ryu Goki Ken, for
- 11:53example, since they have a lot of active
- 11:56frames on the stand heavy punch, it can
- 11:58seem like my stand heavy punch doesn't
- 12:00stop people from walking in that well
- 12:02because Ryuken and Akuma, what can often
- 12:03happen is they will press 10 heavy
- 12:06punch, right? And you can walk into it
- 12:09like after the fact that they pressed
- 12:11it. So like characters like Ryu,
- 12:13Kenkakuma, characters that have like a
- 12:15huge active frame window under stand
- 12:17heavy punch can be really annoying for
- 12:18you to walk in because the stand heavy
- 12:20punch feels like it lingers a lot and my
- 12:22kind of doesn't work like that. So when
- 12:24you're trying to like walk up on a and
- 12:25he throws this out, like very often
- 12:27you're going to get hit by like a late
- 12:28stand heavy punch kind of like that.
- 12:31If opponent is walking forward here,
- 12:33there's a really good chance that you're
- 12:35just going to whiff if you don't if
- 12:36they're not in range when you press
- 12:40since it has very few active frames.
- 12:42Outside than that, really good button,
- 12:44really good range, and you can combo
- 12:46very comfortably into Kachosen for a
- 12:47[ __ ] ton of drive gauge. And yeah, you
- 12:49should use this a lot because Mike can
- 12:50be one of the best characters when
- 12:51you're looking to pressure drive gauge,
- 12:53right? So, that's her stand heavy punch.
- 12:55We we go into more specifics later. So,
- 12:57next up, we go for his stand heavy kick.
- 13:00So, okay, my heavy kick is a really good
- 13:02button. First off, the range on this
- 13:04button is insane. Second off, minus
- 13:07three.
- 13:08Third off, on punish counter, you get a
- 13:10full combo. You get a fat combo because
- 13:13of that crumble right there.
- 13:17This combo can be meterless like this,
- 13:19or you can burn meter and like even get
- 13:21a super.
- 13:23This is a great poke. Great poke. Just
- 13:25be really careful not to whiff it. Range
- 13:27and speed makes it a really good poke.
- 13:28It is only 14 frames of startup, which
- 13:30makes it really hard for people to
- 13:32perfect parry you and reaction like
- 13:33consistently. Just be really careful
- 13:35when opponents are trying to make you
- 13:36whiff this because if you whiff this
- 13:37button, yeah, you're pretty much dead.
- 13:39Look at how much drive gauge damage it
- 13:41deals.
- 13:43So, the more you can force people to get
- 13:45hit block this, the better.
- 13:48As my is a lot about pressuring the
- 13:50drive gauge as I said with this. So,
- 13:53yeah, be using this button to poke. try
- 13:55to stop people from walking in, make
- 13:57them doubt, and make them try to play
- 13:58around the stand heavy kick footsies.
- 14:00But yeah, this button is going to be
- 14:02really annoying for people in neutral
- 14:03because a lot of people are going to be
- 14:05are going to try to be playing footsies
- 14:07against you around the stand heavy punch
- 14:08range, which is the button that gives
- 14:09you the most reward. And the stand heavy
- 14:12kick reaches like quite a little bit
- 14:13outside of the stand heavy punch range.
- 14:15So when people are trying to force you
- 14:16with stand heavy punch like that, stand
- 14:17heavy kick is going to like force a
- 14:19block or get a free hit in a lot of the
- 14:21a lot of times. So yeah, this button is
- 14:23really annoying to deal with. Just don't
- 14:25whiff it with this range though. If you
- 14:27whiff it's on you. So, all right. Next
- 14:30up, crouch heavy punch. So, crouch heavy
- 14:33punch is a weird one. On hit, it is plus
- 14:35four, which gives you a
- 14:37natural link. But oddly, even though she
- 14:40moves forward, you can link it to stand
- 14:41light kick, which makes the damage from
- 14:43this be quite quite bad. It's nine frame
- 14:46startup, but it's really not that good
- 14:48of a button when it comes to whiff
- 14:50punish. But, in general, you're probably
- 14:51not going to be using this button a lot.
- 14:53mainly myself mainly I don't really use
- 14:55this outside of one specific combo which
- 14:57is in the corner you can get an optimal
- 14:59damage combo with this from like driver
- 15:01rush cancel. So if you're going like
- 15:02this
- 15:06this is not her optimal damage basically
- 15:08you can do like this
- 15:13and yeah and from that sequence right
- 15:15there you can get like SA1 I mean that's
- 15:17pretty much it. This is pretty much
- 15:21the one situation I'd recommend you
- 15:22using this button in. I've tried
- 15:24experimenting with like whiff punish
- 15:26with this, but it the range and like how
- 15:28slow it is makes it really awkward. Even
- 15:29even situations like throws like you
- 15:31would think like catching throws with
- 15:33this is really good, right? But this is
- 15:34only plus eight, which means you don't
- 15:36get a stand heavy punch. And out of
- 15:37stand heavy punch, really the only thing
- 15:39that you can use is like a crouch medium
- 15:40punch, right? Or this. So usually in
- 15:42general, if you're shimming someone, you
- 15:44shouldn't be going for that. they should
- 15:45be going for crouch medium punch instead
- 15:46as you can combo into stand heavy punch.
- 15:51If you're trying to be like giga optimal
- 15:53on the shimmy on the middleless shimmy,
- 15:54you can technically go for something
- 15:56like this
- 15:58for most damage. But in general, you
- 16:00just want to be using crouch medium
- 16:02punch as it is much faster and it gives
- 16:04you like stand heavy punch which is a
- 16:05very comfortable combo sequence to you
- 16:06to go into. So something like this right
- 16:13>> here. You can combo into anything you
- 16:14want, like even SA3. And if you go for
- 16:16this route, you can only combo into SA3
- 16:18if you go for crush medium punch. And
- 16:20that can be really awkward. So yeah, use
- 16:22this specifically on that combo. Try not
- 16:24to mind this button that much. So yeah,
- 16:25when it comes to unique attacks, my only
- 16:27really has two, her overhead and back
- 16:30heavy kick. Overhead is quite nice
- 16:32because it's kind of hard to see and you
- 16:34can catch people a lot by doing like
- 16:35delayed overhead after crush medium kick
- 16:37dry rush like that and it will be a plus
- 16:41six after a drive rush which gives you a
- 16:42neat combo into like crush medium
- 16:44puncher etc. So you can do something
- 16:46like this
- 16:49and it gives you a lot of corner carry
- 16:51for it. It's really good. There are also
- 16:53ways for you to set this up as a medium
- 16:54on the corner and get a plus four
- 16:55naturally
- 16:58in a sequence in a sequence like this.
- 17:02But yeah, I'll go over those more in
- 17:03depth during the Oi part of the video.
- 17:05The other one is back heavy kick. Back
- 17:07heavy kick. There's quite a bit to talk
- 17:08about because their back heavy kicks are
- 17:10only normal that forces stand. And my on
- 17:13my forcing stand up is really important
- 17:14because if the opponent is crouching,
- 17:15you're not going to be able to hit them
- 17:16with your heavy dambo, which is your
- 17:19main launcher. So when you're going like
- 17:20from a driverish combo, the button that
- 17:22you can use to force someone to stand up
- 17:23is their back heavy kick. You're going
- 17:25to have to get used doing something like
- 17:26this
- 17:29to force a stand and go into the heavy
- 17:31damu.
- 17:36>> It has other uses as well. For example,
- 17:38in the corner, this button is very easy
- 17:40to hit confirm into the target combo.
- 17:42And like in the corner after you connect
- 17:43the full target combo, you can get like
- 17:44a DP follow-up or even an SA1 which can
- 17:47be really really strong,
- 17:49something like that. Or like you can do
- 17:52SA1
- 17:57and because of that this button can be
- 17:58like a really good delayed media option
- 18:00to catch people trying to like delay
- 18:01tech. Another thing that is worth
- 18:03mentioning driver version to back heavy
- 18:04kick gives you a plus three and you are
- 18:07in throw range right here. But if the
- 18:08opponent walks backward as soon as he
- 18:10blocks the move, they can dodge your
- 18:12throw. But there are ways to catch that.
- 18:14If you do crouch light kick into crouch
- 18:16light punch, you are going to be in
- 18:18range to combo that. So, something that
- 18:20very often happens is when you think the
- 18:22opponent is going to backwalk to try to
- 18:23dodge your throw, you can get a free
- 18:25crush light kick into crush light punch
- 18:26and carry them towards the corner.
- 18:31I like that. If you can sneak this
- 18:32button after a dry rush unblock, this
- 18:34can be quite beneficial for you because
- 18:35you get to play the mini game of uh
- 18:37throw or crush light kick.
- 18:40It is also plus three. So, if you go for
- 18:41like crush min, they try to stop you,
- 18:43you're going to be able to hit them. So,
- 18:45yeah, keep that in mind. All right, so
- 18:46going over her jumping normals really
- 18:47quick. Light kick/medium kick is going
- 18:50to be your main crossup tools. You're
- 18:51going to be going for these to try to
- 18:53cross someone up. Airtoair is a really
- 18:55good idea for you to do light punch or
- 18:57medium punch. Medium punch is going to
- 18:58give you a better reward as it juggles
- 18:59them and combo into her dive kick. And
- 19:01her medium is also really nice for
- 19:02combos like after OD card wheel. Her
- 19:06further reaching button is going to be
- 19:07heavy kick. So if you're jumping from a
- 19:08little bit further out, you should be
- 19:09using this one to catch them. And if
- 19:10you're trying to catch a whiff throw
- 19:13because you're like neutral jumps, you
- 19:14should always be going for send heavy
- 19:15punch here. There's no reason for you to
- 19:16go for anything other than jump heavy
- 19:18punch. All right, so last but not least
- 19:19is going to be her air throw. Air throw
- 19:21is actually quite nice as an air,
- 19:22especially if you're trying to stop
- 19:23someone from getting away from the
- 19:24corner.
- 19:26>> Even if you jump backwards right here,
- 19:27you're going to be able to keep them in
- 19:28the corner by air throwing them. So
- 19:30yeah, don't sleep in the air. Air grab
- 19:31is a really nice tool for you to have in
- 19:33some situations. Yeah, that's going to
- 19:35make it for the normals. So from here on
- 19:37out, we're going to move on to specials.
- 19:39Starting with cartwheel, which is
- 19:42Shinobi.
- 19:43This move is not really used outside of
- 19:46combos like combo extension and combo
- 19:48enders. Mainly combo enders because of
- 19:50the great corner carry that he has and
- 19:53it gives you pretty good oki from like
- 19:55no matter where you hit midcreen corner.
- 19:59So this is you usually your go-to for
- 20:02combo enders and like when you want to
- 20:03extend a combo via via OD version.
- 20:08Some people like to use this move as oki
- 20:10because you can hit it meaty and make it
- 20:12become plus, but I don't really think
- 20:14it's good at all because it's very
- 20:15telegraphed. So, if you go for something
- 20:17like um I know I know people do this
- 20:20that you plus three like the plus three
- 20:23is nice, but this move is so telegraphed
- 20:25that if you do that,
- 20:28it's going to be really easy for people
- 20:30to deal with it. like reversal number
- 20:33one. If you're good at perfect pairing
- 20:35this, you're going to get [ __ ] as well
- 20:36because it hits like frame one. So, it's
- 20:38not even that hard to get right as I
- 20:41drop it. There you go. One more time.
- 20:45Yeah, it's really not that hard to do,
- 20:47especially because it's so telegraphed.
- 20:48You can see her doing the cartwheel like
- 20:50from 10 meters away. The only way that
- 20:52you actually get to bait this is if you
- 20:53try to whiff the active frames on the
- 20:55cartel. But if you can see right there,
- 20:57there is like 16 frames of recovery even
- 20:59after the cartwheel. And even if you hit
- 21:01like the active window, the 16 frames of
- 21:03recovery is going to be quite enough for
- 21:05them to like dry rush in and get you and
- 21:07get a hit in. So it's really not that
- 21:09good. So I would recommend refraining
- 21:13from using this as oki. But you know,
- 21:15some people like that [ __ ] So moving
- 21:17on, we have
- 21:19duo. Damu is different depending on
- 21:22which version you use.
- 21:25Main difference between these is the
- 21:28light version is minus four, which makes
- 21:30it a kind of a good poke, especially if
- 21:33you're too far for a frame to connect
- 21:35with you. It is also really good in a
- 21:37situation like for example, let's say
- 21:38you're burnt out, but you want to
- 21:39confirm something into SA3 because it's
- 21:41going to kill. This can is going to be
- 21:42like annoying, but you're going to get
- 21:44an regardless.
- 21:46The medium version hits both standing
- 21:48and crouched, but it doesn't launch. So
- 21:51if the opponent is crouching right here
- 21:52and you do medium damu, they're going to
- 21:54get hit, the damage is all right, but
- 21:56they're not going to get launched, so
- 21:57you can't really juggle after it. On the
- 21:58other hand, heavy, although it whiffs on
- 22:01crouching, heavy du is her go-to combo
- 22:03extension when it comes to specials,
- 22:05especially if you're going into like a
- 22:06super like SA 3, SA 2. It's very
- 22:09important to note as well that OD du is
- 22:11really good, especially if you're
- 22:12mid-creen. if you want to combo into
- 22:14like SA1. For once, it hits both
- 22:16crouching and standing and it combos
- 22:19from like mediums as well. So, it's
- 22:21really nice if you catch them crouching
- 22:22like that. And yeah, you can combo into
- 22:25SA1 even midcreen which makes this very
- 22:28invaluable. It also has like probably
- 22:30one of the my favorite combos on my
- 22:32starts from OD du because when you get
- 22:34OD dwu into SA2 and they're close enough
- 22:38to the corner
- 22:40like this, you can follow this up with
- 22:43like DP or SA1 even.
- 22:48And it makes it a really good option for
- 22:49you to get someone to the corner and get
- 22:51your stacks because it deals a lot of
- 22:53damage, right?
- 22:54So yeah, if you want if you can't put
- 22:56yourself in this situation by like doing
- 22:58a let's say you do something like dry
- 23:00rush jab onto someone's block and they
- 23:02are trying to track your throw there and
- 23:04you do like this
- 23:07crouch medium punch delayed so that you
- 23:09can catch the throw. Going into this one
- 23:12is devastating like half health worth of
- 23:14damage and really good situation to put
- 23:16yourself into. Like you have flame
- 23:17stocks on the corner and opponent is
- 23:20going to have to block all this [ __ ]
- 23:21you know? So, okay, moving on.
- 23:24engine, which is her DP. This is her
- 23:27main anti-air. It's not the best when it
- 23:28comes to range. A lot of characters can
- 23:30bait this. Like, for example, Jamie can
- 23:32dive kick the [ __ ] out of it, and you're
- 23:33going to whiff a lot if you're trying to
- 23:35DP every single time he does it. So,
- 23:36yeah, be ready if Jamie is wondering. He
- 23:39does jump into insta dive kick right
- 23:41here. You're going to get baited real
- 23:44hard.
- 23:46It's really hard for you to catch uh
- 23:47catch Jamie dive kick or like Kimberly
- 23:49Elbows, another one. Akuma demon flip or
- 23:52demon raid I guess in this game. Be
- 23:54really careful when you're trying to use
- 23:55this. It has like very little horizontal
- 23:57range. As you can see,
- 24:00>> look at this. Yeah, horizontal range is
- 24:02really bad. So mainly how this works is
- 24:04that the range expands a little bit up
- 24:06top and down below there isn't that
- 24:08much, but there's kind of a little gap
- 24:10in between there.
- 24:12So that if you if you DP, if you like
- 24:14anti a little bit too late or and
- 24:16they're already like too close to the
- 24:17ground for the extended range to catch
- 24:19them, you're going to find yourself like
- 24:20anti-airing air a lot of times,
- 24:22especially when people do like empty
- 24:24jumps.
- 24:26>> Kind of like that. Now granted, this
- 24:27probably happens with a lot of
- 24:28characters as well, but yeah, my is
- 24:30quite annoying because the horizontal
- 24:31range on this again is pretty bad. So
- 24:33you're kind of forced to go into like
- 24:34heavy, but even if you do heavy DP,
- 24:36there's a good chance you're going to
- 24:38whiff because of how the hurt boxes
- 24:40work.
- 24:41Like as you can see right there,
- 24:45>> especially on empty jumps, be really
- 24:47careful. This is an awkward DP to use.
- 24:50And yeah, it's her main DP. It's also
- 24:52invincible on wake up if you burn the OD
- 24:54version. All right, so moving on before
- 24:57going to Kachosen. This is Musasabi.
- 25:01This is her dive. Her dive is pretty
- 25:03trash. You should never look to use this
- 25:06on neutral unless you really know what
- 25:07you're doing. I'll give you an example.
- 25:09In the situation that you're playing,
- 25:10let's say against a dial, a lot of the
- 25:12times he doesn't have charge. You will
- 25:14want to use stand medium kick approach,
- 25:16heavy punch to stop your your jumpins.
- 25:18You can delay her her jump in a little
- 25:20bit because she stops in the air a
- 25:22little bit before falling down. So, for
- 25:24example, let's say Guile doesn't have
- 25:26charge and you see that he doesn't have
- 25:27charge because you stood up to adjust
- 25:29positioning and you jump in. If you do
- 25:31something like this,
- 25:34>> can be really annoying for him because
- 25:37like that his medium kick is going to
- 25:38straight up whiff under you because you
- 25:40like stop a little bit in the air
- 25:41before. But other than situations like
- 25:43this, you should never really use her
- 25:45dive kick on uh on neutral. Never,
- 25:47never, never. Just do a regular jump in.
- 25:49Okay, so this
- 25:51>> is Kachosen. Her fan is one of the best
- 25:55pressure tools in the game. A normal fan
- 25:57isn't that good as it loses to normals
- 25:59and like some other specials. You can
- 26:01just punch through it and often you can
- 26:04hit my while doing it right
- 26:07like that. This is kind of risky for you
- 26:09to use, but that doesn't mean it's a bad
- 26:11uh special, especially when someone
- 26:13wants to walk up to you. Although, yeah,
- 26:15it can be riskier, especially compared
- 26:17to like other fireballs. It's still a
- 26:19fireball, so you can use it. It's just
- 26:21not as reliable. So, if you keep that in
- 26:23mind, you can still like you can still
- 26:24make this work.
- 26:26like sometimes by trying to stop people
- 26:28from walking up on you to press a
- 26:29button. It can be really annoying for
- 26:31people. Don't sleep on this. Like it's
- 26:33not the best, but it has its uses. The
- 26:35OT version of this move is what makes
- 26:38this move special. So, first off,
- 26:39regular OD fan.
- 26:42A lot of people like to go like even
- 26:44round start OD fan into Bergus mixup. I
- 26:46don't necessarily think this is the best
- 26:48thing ever because while this is really
- 26:49strong if you do this against someone
- 26:51who doesn't know how to deal with this,
- 26:52there are ways for the opponent to make
- 26:54my have to guess on her offense. And the
- 26:57issue with that is the opponent is going
- 27:00to make you guess even though you're the
- 27:02one spending bar. In general, you want
- 27:04to be using OD fan when you can get two
- 27:06uses of it at once. So, for example,
- 27:10if the opponent is a projectile
- 27:13character, you want to use your fan to
- 27:16try to beat his fireball. If you can
- 27:18beat his fireball with an OD fan,
- 27:21you get a punish counter, right?
- 27:24And from that punish counter, you can
- 27:26get pretty much a free combo. So,
- 27:28apparent like this.
- 27:32And in case the opponent doesn't throw
- 27:34out a fireball and you still toss out
- 27:36the OD fan, then you can go for the
- 27:38pressure. So that means you're not just
- 27:40tossing this out to get the pressure,
- 27:42you're trying to beat his fireball. And
- 27:44in case that fails, you can still go for
- 27:46the pressure later, which becomes sort
- 27:47of like a coin flip. If the opponent
- 27:49guesses how you're going to approach, he
- 27:50can stop you. If you guess how he's
- 27:52going to try to stop you, you can punish
- 27:53that, right? And that is like one of the
- 27:54reasons this special is so good. So, if
- 27:56you toss the OD fan out and you don't
- 27:59get a punish counter because your
- 28:00opponent did not throw a fireball, for
- 28:02example, and this thing gets blocked or
- 28:04normal parry, then that means your
- 28:05opponent's going to have to deal with
- 28:06your approach plus the falling the
- 28:08second head of the fan.
- 28:10And this can go plenty of ways. One of
- 28:13the things that happens really often is
- 28:14opponent's going to get hit by the first
- 28:15fan and hold back to clear the distance
- 28:17so he doesn't get hit by the second one.
- 28:19And right here as Mai, you can dash up
- 28:21and try to hit him with a low
- 28:24so that it stops his backward movement
- 28:26and then you can get a follow-up after
- 28:27the second hit of the fan hits their
- 28:28head. Right? So something like this.
- 28:31This happens very common. If you're
- 28:33close enough, you can go for a version
- 28:34of this that doesn't necessarily use
- 28:36another drive gauge for drive rush. But
- 28:37you have to be really close for that to
- 28:39happen.
- 28:41Something like this. So most of the
- 28:43times what's going to be happening is
- 28:45you read a fireball, you toss this out,
- 28:47you drive rush to get the uh
- 28:49to get the low.
- 28:51>> This works for both back dash and back
- 28:53walk, but back dash can be a little bit
- 28:54more risky, especially if you're a
- 28:56little bit further away that you can
- 28:57dash up and press like set heavy punch
- 28:59because during back dash, it doesn't
- 29:00opponent doesn't block your normals,
- 29:01right? So, this can be very dangerous,
- 29:03right? Like like that. They're trying to
- 29:05like back dash out of this thing. Okay,
- 29:07so next up, there's a tech where people
- 29:09can dragon punch you through the fan and
- 29:11they trade hits with the second fan if
- 29:12you're trying to approach too fast here.
- 29:14Kind of like that. And as you can see,
- 29:16the opponent takes 240 damage. I take
- 29:191,100 damage. That is because the second
- 29:21hit of the fan deals basically no damage
- 29:24and you take full damage of the DP here
- 29:26by trying to approach. So be careful
- 29:28when people are doing this. Be careful
- 29:30to not approach doing forward dash
- 29:31specifically. This catches for dash
- 29:33really well. You can do something like
- 29:35drive rush and press a normal as long as
- 29:37you have enough distance between you and
- 29:39the opponent because what basically
- 29:41happens is you hit them before the the
- 29:42special move comes out. But essentially
- 29:45what they're doing right here is they're
- 29:46trying to catch a forward dash. So in
- 29:48general, if someone is doing a lot of
- 29:49like DP after you toss a no def fan,
- 29:52walk up and let them take the hit. If
- 29:54this happens, this situation is not bad
- 29:55at all for my because you can just walk
- 29:58up and get pressure, right? And they get
- 29:59closer to the corner. If you're really
- 30:01greedy here for a follow-up, you can do
- 30:02dry rush and catch the juggle off the
- 30:04fan
- 30:07like that. Damage is not that good, but
- 30:09the corner carry is really nice. Moving
- 30:11on, something else that a lot of people
- 30:13like to do is OD reversal you after the
- 30:16fan.
- 30:18So, this can be really good if you're
- 30:19trying to pressure them with a normal
- 30:21after the fan hits
- 30:23as you will invincible you through your
- 30:25normal, right? But this can be really
- 30:28risky
- 30:29cuz your opponent's losing a lot of bars
- 30:31doing this.
- 30:33And same idea if your opponent blocks
- 30:36the um defend and trade with the thing.
- 30:37A lot of a lot of the ODPs though, like
- 30:39unlike my, they won't trade. They'll
- 30:41just clear right through your fan.
- 30:43Characters that have like a good forward
- 30:45movement on their DP may not trade with
- 30:46the fan, especially if you're able to
- 30:48block the reversal.
- 30:50So my specifically,
- 30:53if you block it, she gets hit there,
- 30:59but you can definitely get a follow up
- 31:00right after. So if they're doing OD
- 31:02reversal right here, just treat it like
- 31:03any other time they're going to try to
- 31:05OD reversal you. just block or shimmy
- 31:08instead of going for the pressure. And
- 31:10yeah, if they clear through the
- 31:11fireball, then you can get a free combo.
- 31:13If they don't, then try to pick up the
- 31:14juggle as best as you can. And if you
- 31:15can't, you just take the Yokei. So, all
- 31:17right, next one. Uh, sweep. Sweep is
- 31:20actually a really good thing opponent
- 31:21can do here to stop you. Sweep is going
- 31:23to be great against drive rush and for
- 31:26dash
- 31:28as they you get knocked down if you get
- 31:30hit. If the sweep gets blocked though,
- 31:31you can pretty much get a free combo
- 31:33here. But it's really nice because you
- 31:35can also catch her like walking back to
- 31:36try to shimmy me. You can dash up and
- 31:39bait to sweep as sweep usually has like
- 31:419 to 12 frames of startup. But it's
- 31:43still really good meterless and you can
- 31:45get like quite a few hits in because M
- 31:46usually is trying to approach you
- 31:47whenever she tosses out the fan. So,
- 31:49okay, here's the issue. When you're
- 31:50throwing out an OD fan, as you can see,
- 31:52there are ways for the opponents to hit
- 31:53you on your way in. And the only way for
- 31:55you to stop them from hitting you is if
- 31:57you lay back and wait for the hit so
- 31:58that you can block it and punish, right?
- 32:00The problem is, so let's say if the
- 32:02opponent is mixing up really well
- 32:04between like back walk like that and
- 32:08medium DP
- 32:11like that, then you have to basically
- 32:13take a guess whenever you want to
- 32:14approach. And if you're guessing
- 32:15correctly, you're going to be burning
- 32:16two bars for basically nothing. So
- 32:19opponent backs and you're trying to bait
- 32:21to DP. You're going to wait. They're
- 32:23just going to walk past the second hit.
- 32:24You get no pressure. If you try to
- 32:27approach and they do DP,
- 32:31you're going to get a traded hit. You're
- 32:33going to lose on the damage and you're
- 32:34going to lose two bars. So, in general,
- 32:37people that know how to rotate their
- 32:38defenses are going to be really
- 32:39annoying. And this is like one of the
- 32:41main reasons why tossing out the OD fan
- 32:42as soon as you can in neutral and going
- 32:44for pressure may not be the best of
- 32:45ideas.
- 32:47There are proper ways for you to use
- 32:49this tool that pressures them in
- 32:51multiple ways instead of just going for
- 32:53the one dimension fan into pressure that
- 32:56they can try to counter you whenever you
- 32:58do. If the opponent's really good at the
- 32:59game and they got their perfect parries
- 33:01down, then you're going to be having a
- 33:03little bit of a bad time. If the
- 33:04opponent's really good at perfect
- 33:05pairing, then it becomes really risky
- 33:07for you to pressure them because there
- 33:08are 10 new ways that it can stop your
- 33:10pressure. And those those ways can be
- 33:12actually kind of annoying. Like for
- 33:13example, they can do safe stop like
- 33:15forward moving pokes. Like for example,
- 33:16they can do this because it moves them
- 33:19forward. They get to like poke you while
- 33:20you're trying to come in and the fan
- 33:23will land on top of them. And when
- 33:26you're trying to do this after a block,
- 33:27since there's uh blocks them from the
- 33:30fan, they get interrupted. But because
- 33:32of the perfect parry, oh [ __ ] I did the
- 33:33wrong one. Yeah, because of the perfect
- 33:36parry, they can uh they can press.
- 33:37There's also stuff like they can OS the
- 33:39driver rush after the barrier here.
- 33:42And this is really [ __ ] annoying. The
- 33:44last thing that you're expecting is
- 33:45someone to be able to pressure you
- 33:46instead of you pressuring them after you
- 33:47throw out a no def fan, right? Cuz like
- 33:49either way, if you're waiting for the
- 33:50opponent to do like an MDP so that you
- 33:52can punish or if you're trying to
- 33:54pressure them because you think they're
- 33:55going to back dash, if they dry rush on
- 33:56top of you, they're going to get you. So
- 33:58like really really the only way that you
- 33:59can deal with this is if you do
- 34:01something like OD fan into normal. Like
- 34:03even if it I get him to instantly like
- 34:05light punch right there after the fan to
- 34:06try to check the drivers. Check this
- 34:08out.
- 34:10Yeah, I get to him before he gets to um
- 34:14before he gets to light punch. Like at
- 34:16most I get a trade. I guess if I'm a
- 34:18little bit further out then I guess it's
- 34:19less dangerous. Maybe he can try to
- 34:21check. But yeah, it's going to be
- 34:22awkward because you're burning two bars
- 34:23for you to be guessing what they're
- 34:24going to do. Yeah, especially if the
- 34:26opponent's really good at perfect
- 34:27pairing these. Try not to throw these
- 34:29that much on neutral. You're going to be
- 34:30on the guessing side very often. So
- 34:32right then what are the good ways that
- 34:33you can use fan? So okay main one
- 34:36whenever they want to toss a fireball at
- 34:37you
- 34:39>> right you can try to get through the
- 34:41fireball with an OD fan much like you
- 34:43would do with like Ken. Another one is
- 34:45if the opponent is low on drive gauge
- 34:47because they're going to be incentivized
- 34:48to try to bury your followup to try to
- 34:50get some meter right especially if
- 34:51you're doing something like this.
- 34:54It can be devastating for the opponent's
- 34:56drive gage and they can be fairly close
- 34:57to burnout which is deadly against my
- 34:59and if they're pairing right here there
- 35:01are plenty of ways for you to punish
- 35:02this parry
- 35:04>> with a throw especially because you can
- 35:05throw them from like a little bit
- 35:06further out right kind of like that can
- 35:09be really good to learn.
- 35:12>> So going for fan pressure when they're
- 35:15low ungage can be really beneficial for
- 35:16you. Another one is when the opponent is
- 35:18close to the corner. This is probably
- 35:20the best situation that you can toss an
- 35:21O def fan. And the reason is quite
- 35:24straightforward, right? If the
- 35:25opponent's in the corner, that means
- 35:26back walking and back dashing become
- 35:28unavailable. So, they're going to have
- 35:30to deal with your pressure without being
- 35:33able to walk out of the range of the
- 35:34fan, which means doing something like
- 35:36this
- 35:38becomes insanely strong. Look at their
- 35:39drive gauge. By the way, don't want you
- 35:40guys to pay attention to what happens to
- 35:41the drive gauge when I do this.
- 35:45>> You see that? If I'm a little bit more
- 35:47risky, even I can do something like
- 35:48this.
- 35:56>> Look at that. Look at how much that
- 35:57drive gauge that deals. Yeah, this is
- 35:58really dangerous for them. They're kind
- 36:00of forced to like take your pressure
- 36:01right here. But yeah, since they're
- 36:02close to the corner, if the opponent
- 36:03tries to do something funky right here,
- 36:05like NDP you like that, then the punish
- 36:07becomes a lot more scary because you can
- 36:09do stuff like like this,
- 36:13which deal quite a bit of damage, right?
- 36:18Yeah, it's no joke. Especially because
- 36:19of how good the Yoki is after you do
- 36:21something like that. Another thing that
- 36:22becomes really scary right here is throw
- 36:24because going for a walk up throw is
- 36:25much easier when they are not like
- 36:27allowed to walk back. So when opponent
- 36:29is in the corner, this is when OD fan is
- 36:32the best. Like this is like if the
- 36:33opponent's in the corner and you have
- 36:34enough gauge, then going for this as a
- 36:36form of pressure is pretty good. Which
- 36:37is why I recommend try not to burn
- 36:39yourself out throwing O def fans in
- 36:41neutral like this and going for like a
- 36:4350/50 when you can play solid neutral.
- 36:45Get a hit in and one single hit in Mike
- 36:48can corner carry with someone like crazy
- 36:49right after you get like a single hit in
- 36:51confirm that into however you can. Maybe
- 36:53maybe you have to drivers right
- 36:56combo in the corner and if he's right
- 36:58here then then a little bit of gauge
- 37:00that you can recover while keeping them
- 37:01in the corner. It becomes fan party.
- 37:06So, okay. Now, moving on to charge fans.
- 37:08So, charge fans
- 37:10[Music]
- 37:11are really slow to throw them out in
- 37:13neutral. And what's probably going to
- 37:14happen very often is the opponent's
- 37:16going to see you charge this [ __ ] and
- 37:18they're just going to jump on top of you
- 37:20because this is pretty much a free jump
- 37:21in.
- 37:23There are ways for you to implement
- 37:24this. For example, after someone gets
- 37:26knocked down, uh let's say you do
- 37:28something like this.
- 37:32This can be okay. Like for example, if I
- 37:34make the dummy four jump after knock
- 37:36down there, you will see that I'm still
- 37:39be able to anti them,
- 37:45>> right? One thing to note on charge light
- 37:48specifically, as the second bounce is
- 37:50really fast, if the opponent tries to
- 37:52press something right here and he gets
- 37:53counter hit, the pen is going to combo
- 37:56into itself, which means you get a very
- 37:57very frequent firm right here.
- 38:02So yeah, be looking for the counter
- 38:03hits. Also, if you're facing someone
- 38:05that is tall like Marissa,
- 38:09JP, Sagot, if you're facing a tall
- 38:12character basically, the as long as they
- 38:14get hit standing up, the fan is going to
- 38:16combo into itself naturally. So yeah,
- 38:18this is a very free combo.
- 38:24Charge medium fan is pretty much the
- 38:25same as OD fan. Charge heavy fan can be
- 38:28useful because it's really fast
- 38:29projectile on the screen. And if the
- 38:31opponent gets hit by the first hit, the
- 38:33fan is going to linger for a long time
- 38:34up there, right? And because the fan is
- 38:36lingering for like 10 seconds up there,
- 38:37you can you get a lot of time to
- 38:39approach them. And a lot of people are
- 38:40going to be scared shitless because like
- 38:41they're usually like used to the medium
- 38:44fan timing.
- 38:46So tossing out the OD fan and going for
- 38:47something like a late throw or like a
- 38:49button can be really nice.
- 38:52[Music]
- 38:55and you catch him while they're trying
- 38:56to perfect parry defend. Next up, people
- 38:59don't talk about this that much, but
- 39:03this thing right here is one of her best
- 39:05ways to approach someone safely. Tossing
- 39:07out only two fans
- 39:10lets you recover really [ __ ] fast,
- 39:11much faster than people are used to. So,
- 39:14something that's going to happen really
- 39:15often is opponent's going to see you
- 39:16doing the charge fan and is going to try
- 39:17to jump over you. And that gives you
- 39:19pretty much a free anti-air. So, like
- 39:20this can happen very easily.
- 39:23[Music]
- 39:27Yeah, another one is this.
- 39:30>> Okay, so midc screen. I don't think this
- 39:32is necessarily that good. When it comes
- 39:34to corner pressure, this thing right
- 39:35here is probably one of my favorite wake
- 39:36up tools online
- 39:39because it's 28 frames of startup. You
- 39:41can get fairly easy medies off this
- 39:43after her most common knockdowns on the
- 39:45corner. So something like this
- 39:48will give you a meaty fan. Also
- 39:50something like this.
- 39:54will also give you a min.
- 39:57So if the opponent is low on drive
- 39:59gauge, so let's say you poke the
- 40:01opponent's drive gauge a little bit and
- 40:03now they're sitting at like two bars,
- 40:05right?
- 40:07Right here.
- 40:10It's really scary for them to only
- 40:11reversal you because if they do, it's
- 40:13instant burnout, right? So you can like
- 40:14use that to set up really good okie for
- 40:17yourself
- 40:18by doing this. If the opponent doesn't
- 40:21have, for example, if the opponent is
- 40:22burnt out, is low on drive gauge, and
- 40:25doesn't have like something above SA2 or
- 40:27doesn't have like a super that goes
- 40:28through fireballs, this is going to be
- 40:30really [ __ ] strong, man.
- 40:33Because after this, like let's say they
- 40:35block this,
- 40:37you can do pretty much anything you want
- 40:38right here. So, first off, the first two
- 40:41fans are two block strings. There's a
- 40:43gap between the second and the third
- 40:45ones that the opponents can technically
- 40:48reversal through. So, if I set up set
- 40:50him up to reversal, you will see that
- 40:51they can reversal through this. But this
- 40:53isn't necessarily safe because you can
- 40:55block after the second hit and bait the
- 40:58reversal.
- 41:00Yeah, this is pretty diabolical.
- 41:02If you if you can notice, if you notice
- 41:04right there, if you toss out two charge
- 41:06fans, you're at plus 12, by the way.
- 41:08Like, it's really [ __ ] strong. So, if
- 41:10you if you think they're going to
- 41:11reversal, stopping right here, getting
- 41:14the plus 12, you can even go for a
- 41:15shimmy if you want
- 41:18is really good. If you don't care that
- 41:20they reverse you because they have like
- 41:21low drive gauge as you can see the dummy
- 41:23right has right now and you toss them
- 41:25out. What follows is they have to deal
- 41:28with the two fans falling on their head.
- 41:29And in between these two fans, there's a
- 41:31little bit of a gap.
- 41:34And during that gap, if you hit them
- 41:35with a high or low, they're going to be
- 41:37comboed by the fans. So if you're really
- 41:38good with your timing, you can do
- 41:39something like this.
- 41:42And they're going to get hit if they're
- 41:43blocking high or like this.
- 41:46and they're going to get hit if they're
- 41:48blocking low. So, for example, let's
- 41:49see. I'm going set up the dummy to only
- 41:51block lows right here. Switch block type
- 41:54to crouch blocking only. So, opponent's
- 41:56only blocking the low, right? So, if I
- 41:59do this, he's going to be able to deal
- 42:00with it. What about if I go to the
- 42:02overhead?
- 42:04>> Yeah, this is a full combo. And if he's
- 42:06only blocking high
- 42:12again, full combo, it's not the greatest
- 42:15of damage. might isn't necessarily a
- 42:17character that's going to bring you a
- 42:18lot of damage, but it's really [ __ ]
- 42:20strong. Uh, so what what else can
- 42:23happen? Okay, so let's say the opponent
- 42:24is scared of your high low mixup right
- 42:26here and he presses parry to try to like
- 42:28catch both of them. What can you do?
- 42:29Well,
- 42:30>> there's a gap in there.
- 42:32>> This is pretty much a free throw. And if
- 42:35they start the parry beforehand,
- 42:40>> going for something like this is really
- 42:41strong as well. I catch people with this
- 42:42a lot actually because right here
- 42:45they're trying to preserve meter
- 42:47basically they're losing almost all
- 42:48meter they have left. So yeah, going for
- 42:50something like this can be really
- 42:51annoying and like if they're trying to
- 42:52parry in between the two fans like deal
- 42:54with your mixup. You can just react with
- 42:57the throw. There's also a small little
- 42:58gap there after the first fan hits that
- 42:59you technically can get a throw if you
- 43:01see the parry
- 43:05>> like that. The gap is really small
- 43:07though, so it's very easy to miss. So
- 43:08you guys have to practice this if you
- 43:11want to see it.
- 43:14Oops.
- 43:16>> So okay, I said this is really good,
- 43:18right? What is the caveat? There is one
- 43:19caveat. When it comes to fans, there's
- 43:22one really good way for you to counter
- 43:23them, and that way is perfect parry. So
- 43:26So I'm going to make the dummy do a
- 43:28meaty charge defend on me.
- 43:31[Music]
- 43:34So you can see what's what you can do.
- 43:39>> Yeah,
- 43:42you can perfect parry the first hit
- 43:45and throw them out of it. Someone is
- 43:47really good at this, they can get it
- 43:48really consistently,
- 43:51but it is a little bit of a harder skill
- 43:52to get.
- 43:54>> But yeah, it's not that easy. So
- 43:55probably not everyone's going to be
- 43:57ready for this.
- 44:00>> Just be on the lookout that this is
- 44:02doable.
- 44:07So, all right. Want to see something
- 44:08cool? What happens if I set the
- 44:10opponents to perfect parry after the
- 44:12first hit and I tell them to normal
- 44:14throw me after they block? So, if I do
- 44:17something like this, they're going to be
- 44:19able to block the fan and throw me right
- 44:21after. Right. So, what happens if I do
- 44:23that when I have flame stocks? Let's see
- 44:25what happens.
- 44:33As you can see, they cannot perfect
- 44:36parry into throw because the fan hits
- 44:39twice. They can technically perfect
- 44:41parry it twice and then go into throw,
- 44:43but it's much harder. You go into flame
- 44:45stocks with like a a corner combo, stuff
- 44:47like that.
- 44:49And you wake them up with like a regular
- 44:51charge fan instead of the OD charge fan
- 44:53because the regular charge fan when it's
- 44:55on flame sucks hits twice. So if the
- 44:57opponent tries to perfect parry you into
- 44:59back throw, they're going to get hit by
- 45:00the second hit of Bam. They have to
- 45:01perfect parry twice before back uh back
- 45:03throwing you, which is a lot harder. So
- 45:05something like this is going to happen,
- 45:06right?
- 45:09Basically got a free combo right here.
- 45:11And yeah, you can look the situation
- 45:13again. It's really nice. So yeah, don't
- 45:16sleep on charge fan, especially on the
- 45:17corner when setting up for pressure. So,
- 45:20okay, I just told you to not overly rely
- 45:22on OD fans in neutral to try to start
- 45:24your pressure because a lot of people
- 45:25are going to make it really hard for you
- 45:27to get something going every single time
- 45:29and often you're going to be low on
- 45:30drive gauge in order to be able to keep
- 45:32rushing with OD fans. So, what do you do
- 45:34then? Well, first and foremost, Mai has
- 45:37a really fast walk speed and you should
- 45:39really be using this to advantage to
- 45:41play neutral. If people are good at
- 45:43stopping your OD fans, then you're going
- 45:44to be forced to play neutral. Luckily,
- 45:46she has really good buttons and she has
- 45:48really good walk speed. But yeah, it's
- 45:50kind of hard for me to like tell you
- 45:52exactly what to do because footsies is
- 45:54very intricate. In general, you're going
- 45:55to be wanting to force your opponents to
- 45:57block as much normals as you can or get
- 45:59hit by as much normals as you can by
- 46:01like walking in and pressing buttons on
- 46:03their face. And if the opponent is
- 46:05trying to catch you walking in and
- 46:06they're like pressing something when
- 46:07they see you walk up, then you can try
- 46:09to bait that and with punish it to get a
- 46:12huge reward and carry them to the corner
- 46:14so that you can get your actual good
- 46:15pressure started with OD fans and throws
- 46:17and etc., etc. If you play against a
- 46:19character that has like an annoying
- 46:20fireball or something really good, try
- 46:22not to panic. Parry, walk up, parry,
- 46:27>> as long as you can get in range to
- 46:28threaten a jump in or an OD fan. If you
- 46:31OD fan right here, there's a really good
- 46:34chance you're going to catch them and
- 46:35even if you don't like you get to try to
- 46:36force a mixup. Like yes, you're going to
- 46:39be burning two bars and if you get
- 46:41nothing from it, that's going to suck.
- 46:42But you're not just burning two bars to
- 46:44get the pressure. You're trying to get a
- 46:45read under hadukan and if you read
- 46:47correctly with these two bars, you're
- 46:48going to get a full combo, right? So
- 46:50it's worth to use it.
- 46:53Something like that. So yeah, outside of
- 46:55that, you're really not just stuck
- 46:57playing punk mode here in neutral. For
- 46:59starters, her drive rush is really
- 47:01[ __ ] fast. Especially if the opponent
- 47:03is being like overly passive, just
- 47:05trying to like see what you're doing and
- 47:07trying to like bait your normal so that
- 47:09you so that he can whiff punish and get
- 47:11his pressure started. If you see that
- 47:13your opponent is like being really
- 47:14passive and not putting buttons on the
- 47:16screen, then going for a dry rush into
- 47:17mixup is going to be really good for
- 47:19you. So, okay. When you want to get the
- 47:21party started with like a raw dry rush,
- 47:22these are the ones that I like the most.
- 47:24Dry rush crouch light punch. This is
- 47:26really good because this is really fast.
- 47:28It is also plus three on block. So you
- 47:30can go for something like a walk up
- 47:31throw here. And if the opponent is
- 47:33trying to attack your throw right here,
- 47:35you can do crutch medium punch after
- 47:36rever jab to catch them.
- 47:41And if they're doing something like
- 47:43delay throw, for example, let's say
- 47:44they're delaying their throw for four
- 47:46frames here to try to catch both your
- 47:48walk up throw and your instant crouch
- 47:50medium punch right here. You can also
- 47:51delay your crouch medium punch to get
- 47:53the same reward that you would get
- 47:56>> like that.
- 47:58You can also do like crouch medium kick
- 48:00and catch them going for something like
- 48:02a back dash or a back walk after you do
- 48:03rever crouch light kick punch.
- 48:09It can be a little bit expensive on the
- 48:10mirror, but you know, you can also do
- 48:12crouch light kick into crouch light
- 48:14punch after the driver's jab here
- 48:18and you're going to be able to catch
- 48:19them trying to back dash or back walk
- 48:20out of your pressure
- 48:23and you get like basically a mirrorless
- 48:25combo into a really good corner carry.
- 48:26So from the drive rush, there's also
- 48:28drive rush back heavy kick. This is
- 48:30really nice. If you get the hit in, you
- 48:32get a full combo. If you don't get the
- 48:34hit the hit in, you're at plus three on
- 48:35their face. So it's a similar situation
- 48:37to this. Another way to deal with people
- 48:39that are being overly defensive is to
- 48:41press like very long range buttons in
- 48:43their face when they're trying to hold
- 48:44down back in neutral. So something like
- 48:45stand heavy kick. Like I've done stand
- 48:47heavy kick like three times in a row on
- 48:50someone and like depleted the [ __ ] out
- 48:51of their drive gauge. And now you're
- 48:53like in a really good spot to try to do
- 48:54something with OD fan because they're
- 48:57really like soon they're going to be
- 48:58like running out of gauge, right?
- 49:02Like the opponent doesn't want to be in
- 49:04this situation. What happens next is the
- 49:06opponent is going to be very
- 49:07incentivized to use parry to stop your
- 49:08drive gauge pressure. And as my like you
- 49:11have a very very easy way to create a
- 49:13situation where your opponent wants to
- 49:14parry because otherwise you lose out of
- 49:16drive gauge. But you can also very
- 49:17easily go for a walk up throw if you
- 49:18think the opponent's going to parry. So
- 49:20something like this happens very often,
- 49:22right? Opponent's low on meter, you go
- 49:24for something into fan, opponent blocks
- 49:26the fan and because you blocked it, you
- 49:27get to go for another followup. Even if
- 49:28it isn't block, it's going to be
- 49:29devastating for his drive gauge, right?
- 49:32Look at that. Especially if you guess
- 49:33that the opponent is not going to parry
- 49:35because he's going to be scared and you
- 49:36go for like stand heavy punch into
- 49:37another send heavy punch. So something
- 49:39like this,
- 49:42>> it's going to be devastating for his
- 49:43drive gauge. And very often opponents
- 49:46are going to try to parry you right
- 49:47there after that single fan hit so that
- 49:49they can stop you from going for like
- 49:51something like a stand heavy punch into
- 49:52another stand heavy punch. So a
- 49:54situation like this will happen very
- 49:55often
- 49:56>> where you're going to be able to just
- 49:57walk up and throw their parry especially
- 49:59because the parry gives them like a
- 50:00bigger hurt box for your throws. So you
- 50:02can throw them from like really far away
- 50:06>> where usually you wouldn't be able to.
- 50:07And yeah, if they get hit by this at the
- 50:09end of the day they're just going to
- 50:09lose a ton of meter which makes your
- 50:11pressure even more deadly.
- 50:16But yeah, in neutral in general, you
- 50:18want to be playing footsies with your
- 50:20long pokes. Stand medium kick. Don't
- 50:22forget this move is really good because
- 50:23it's really hard to punish. That medium
- 50:25punch really [ __ ] nice. 15 frames of
- 50:27recovery. Like it's basically nothing
- 50:28for a medium, especially a medium that
- 50:30is really good range. After you get a
- 50:32hit on the opponent, let's say you walk
- 50:35up for a jab and the opponent tried to
- 50:36press something when they saw you
- 50:38walking up, but since you pressed the
- 50:39jab, which is a four frame, you got a
- 50:40counter hit. This happens quite often.
- 50:42That counter hit can lead into crouch
- 50:44medium kick as I explained earlier. And
- 50:46from this medium kick there there are
- 50:48going to be a few options that you can
- 50:49do. Number one is
- 50:51you can just cancel this into heavy do
- 50:53amu and get like the furthest corner
- 50:55carry you can for the le least amount of
- 50:57drive gauge possible. Number two, you
- 50:59can go for a drive rush
- 51:04to try to squeeze in a little bit more
- 51:05damage and a little bit more corner
- 51:07carry. You're going to be wasting meter
- 51:08though. So unless you're like really
- 51:09healthy with in drive gauge, I don't
- 51:11think you should be going for this. But
- 51:13it is a really good option to keep in
- 51:15mind. You can try to go into something
- 51:17that gives you SA1. For example, you can
- 51:19do this
- 51:24or you can do this.
- 51:29Mai's SA1
- 51:31gives her five flame stocks. And these
- 51:34flame stocks are really [ __ ] good on
- 51:36my because especially in matchups where
- 51:39people have really good fireballs. It
- 51:41allows you to out pressure them in
- 51:42neutral because your fireball it becomes
- 51:45better than theirs. It's only for five
- 51:47of them but is really good because you
- 51:49get to be proactive when it comes to
- 51:51pressuring the opponent with your
- 51:53normals. Like let's say you're playing
- 51:54neutral against Ryu. If Ryu tries to go
- 51:57for a hadukan at the same time that you
- 51:59go for a fan, this going to give you
- 52:01basically a free way to walk up to them.
- 52:03So, you are going to be the one with the
- 52:04advantage. The opponent is going to have
- 52:06to either get hit or block the following
- 52:08fan. And while he's doing that, you are
- 52:10free to approach for however you want.
- 52:12Like walk up, jab, you can try to walk
- 52:15up, stand heavy punch, like if they try
- 52:17to block it after the um the hadukan.
- 52:20So, it gets scarier for the opponent to
- 52:21try to contest neutral, which means you
- 52:23get like free range to like walk up and
- 52:25press buttons on their face. A lot of
- 52:26the times you get so much drive gauge
- 52:28damage on people just by like walking up
- 52:30and pressing buttons on them. So yeah,
- 52:32it becomes really annoying for the
- 52:33opponents to deal with your neutral
- 52:34after you have the stocks. I think
- 52:36stocks is basically what makes my great
- 52:38really stabilizes the [ __ ] out of her
- 52:40neutral because before you had to take a
- 52:42chance with something like a no defense
- 52:43through a fireball or a jump in to be
- 52:45able to deal with this fireball. Now
- 52:47it's on the opponents to do that.
- 52:49There's also the fact that if they do
- 52:50try to throw a fireball and you have
- 52:52SA2,
- 52:54this super is [ __ ] insane.
- 52:59Her SA2 by itself is really shitty to go
- 53:01over fireballs.
- 53:03As you saw right there, you don't go
- 53:05fast enough. You only have invincibility
- 53:07during like the first flippy that you
- 53:09do. So, if you don't get through the
- 53:10fireball during that flip, you're going
- 53:12to get hit by the fireball like that. It
- 53:14has to be like really neatly like this.
- 53:17But since the range is not the greatest,
- 53:20you have to be like really close to the
- 53:21opponent when you do this for you to be
- 53:23able to hit them. There is although a
- 53:25way for you to get through this if you
- 53:26do aerial SA2.
- 53:30You can go over the fireball and hit
- 53:32them. But number one, the Oi from this
- 53:34is terrible. Number two, the damage from
- 53:35this is even worse. It is something to
- 53:37keep in mind, I guess. Like let's say
- 53:38the opponent is really low on health and
- 53:40you want to like finish the round and
- 53:42you see them throwing a fireball right
- 53:43here. You can do like quarter circle
- 53:44forward, quarter circle forward into up
- 53:46and kicks and this is going to work.
- 53:51But yeah, after you get SA1 and you get
- 53:53access to the defense, then my neutral
- 53:55becomes becomes [ __ ] unleashed. So
- 53:57whenever I'm playing my against a
- 53:58character that like relies on fireballs
- 54:00or something to get pressure and neutral
- 54:02and like I get in a situation where I'm
- 54:04able to do SA1, I think yeah, going for
- 54:07the SA1 in this situation is by far one
- 54:09of the best things you can do. So like
- 54:10something like this.
- 54:14From here on out, the opponent is the
- 54:16one that is going to have to take
- 54:18chances like trying to jump over a fan
- 54:20of mine to get something started. Like
- 54:22even her DP gains range. Like every
- 54:24everything about my gets better once you
- 54:26have the stocks.
- 54:30With that said, I don't think SA1 is the
- 54:32absolute best against every single
- 54:34matchup. For example, characters that
- 54:36have like a good way to go over your
- 54:38fireballs is not going to be that
- 54:39beneficial for you to start up that SA1
- 54:41in neutral. So like Cammy can be awkward
- 54:43because it's going to be hard to abuse
- 54:45the fireball as much as you can against
- 54:47another character because she can like
- 54:48dive kick over them, right? Another one
- 54:50is like Dawim, Zangie, Bison character
- 54:54that have really weak defense. Lily,
- 54:56Marissa, Aki. I think in those
- 54:59situations, it's better that you just go
- 55:01for the corner carry most of the times
- 55:03because these are characters that really
- 55:05fall apart when they're put on the
- 55:06defensive because they have like really
- 55:08bad ways to deal with um with offense.
- 55:10Kimberly is a good example because she
- 55:12has really bad defense and she has like
- 55:14a really easy way to get over or under
- 55:16your fireballs whenever you can. Take
- 55:19her to the corner. Don't worry too much
- 55:21about getting your S1 started like
- 55:23neutral. It's not going to be that
- 55:24beneficial for you in the corner though.
- 55:26It can be really good. So, okay. Another
- 55:28another thing to think about. So, let's
- 55:30say you're playing neutral against
- 55:31someone and they're wiggling back and
- 55:33forth like this, and you're fairly
- 55:35confident that if you try to reach with
- 55:37a crouch medium kick, they're not going
- 55:39to crouch block in time, and you're
- 55:41going to be able to get a hit because
- 55:42basically, they're just trying to adjust
- 55:44pacing as as well as possible.
- 55:47In these situations, going for a crouch
- 55:49minimum kick drive rush is going to be
- 55:50really good for you. It's basically the
- 55:52same idea as um OD fan. You don't want
- 55:56to use this as your prime way to get a
- 55:58mixup. Like let's say opponent is
- 56:00sitting right here crouch blocking. You
- 56:02don't necessarily want to go crouch
- 56:04medium kick into dry rush if he's just
- 56:06crouch blocking because the odds that
- 56:07your crouch medium kick is going to hit
- 56:09them are very low. Right? So you're
- 56:10going to try to catch them walking like
- 56:13this. And if you think there's a good
- 56:14chance your crouch medium kick is going
- 56:16to hit, it's worth for you to try to
- 56:17walk up to a crouch medium kick and
- 56:19spend the bar right here to get the uh
- 56:21the party started. even if they do block
- 56:23your crouch medium kick right here. Like
- 56:25at worst, you're just setting yourself
- 56:27up with like a plus three in throw
- 56:28range. Same idea as the OD fan. You
- 56:31don't use this as your prime way to get
- 56:33pressure. You try to hit people and if
- 56:35you think they're going to get hit or if
- 56:37you can confirm the hit, something like
- 56:38stand heavy punch or stand medium punch.
- 56:40If you can confirm that because you see
- 56:41the hit spark, are you here? Or maybe
- 56:43you're looking at the enemy's HP. I
- 56:45don't know. Some people do it
- 56:46differently. If you can like confirm the
- 56:48hit or if you think there's a good
- 56:49chance to hit and you have the bar to
- 56:51spend, spend that bar and worst case
- 56:53scenario, you still get a mixup. That's
- 56:55in general how I think about DRC. It's
- 56:57really important to practice as well.
- 56:59Put the dummy on random block and hit
- 57:02the stand heavy punch or the crouch
- 57:03medium kick on them. And as you're drive
- 57:05rushing, you try to confirm the hits
- 57:07into a combo and the blocks into a block
- 57:09string or a block makes up something
- 57:11like this.
- 57:25[Music]
- 57:28Yeah, something like that, you know. All
- 57:30right, so going next, we're going to go
- 57:32over combos. All of the combo notations
- 57:34will be listed in a Google doc linked
- 57:36below. While on the video, I'll be going
- 57:37for like the reasons why you should be
- 57:39doing that combo in the first place. So,
- 57:40I've built this part of the video
- 57:42separated between ranks. So, I'm going
- 57:44to start with beginner, like up to
- 57:46platinum, and then we're going to go
- 57:47over intermediate around diamond until
- 57:49like just reach master and then we're
- 57:51going to go over early master to
- 57:52midmaster, which is around until 16
- 57:54to,700 MR. And after that, we're going
- 57:56to go over 1,700 MR and up. So, starting
- 57:59up, this is what you should know if
- 58:01you're trying to get like up to diamond.
- 58:03If you're around like gold, platinum, or
- 58:05or below, and you're trying to get up to
- 58:07diamond, number one, learn to cancel
- 58:09your light strings into a special
- 58:11cancel. So, something like this
- 58:14is going to be really important. So, the
- 58:16idea is you're going to chain your
- 58:18lights and you're going to end the last
- 58:21one with a light botchi. Botchi is the
- 58:23cart.
- 58:25And to ensure we're doing this
- 58:27correctly, we're going to go over to
- 58:29dummy settings and set the dummy to
- 58:30block on random. The reason why we do
- 58:32this is because we only want to cancel
- 58:34into bachi if we see that your combo is
- 58:36hitting. So something like this.
- 58:41See he he blocked the first one. So we
- 58:43don't go for it.
- 58:46Oh, he was blocking. We don't go for it.
- 58:50Something like that. Eventually when we
- 58:52once we get to diamond like up to
- 58:53master, we can learn to confirm off two
- 58:55lights. But since we're just beginning,
- 58:57it's okay for you to for you to just
- 59:00cancel it if you see that the full combo
- 59:02is hitting
- 59:04because one more light right there gives
- 59:06you a lot of time for you to think about
- 59:07it, right? Instead of just trying to
- 59:09cancel it up two lights, which is what
- 59:11we're going to try to learn once you get
- 59:12over to diamond. After that, remember to
- 59:15practice this from jumpins as well.
- 59:18If you see the jumping landing,
- 59:22we confirm into light batchy at the end.
- 59:25Oh, one more thing. Always, always,
- 59:27always, if you get this combo,
- 59:31dash up to the opponent. This is really
- 59:33important and you need to make a habit
- 59:34out of this. You should always dash up
- 59:36to your opponent
- 59:38to be on top of them as they wake up.
- 59:40The reason why is because, as a rule of
- 59:41thumb in this game, you want to be able
- 59:42to make your opponents on be on the
- 59:44receiving end of your pressure as much
- 59:45as possible. And if you're able to have
- 59:47the opportunity to mix them up as they
- 59:49wake up with like a striker throw is
- 59:51going to be really valuable and lead to
- 59:53a lot of wins. So whenever you can dash
- 59:55up and go for the Yoki.
- 1:00:01>> So learn to confirm your lights. It's
- 1:00:03really important. Number two, Mai
- 1:00:05doesn't really have good ways to combo
- 1:00:07normal into normal unless you use a dry
- 1:00:09rush. So So learning to drive rush
- 1:00:10cancel from your normals is going to be
- 1:00:12really important for you to learn good
- 1:00:13like big damaging combos early on. So
- 1:00:16let's say your opponent does something
- 1:00:18dumb like unsafe on block against you.
- 1:00:21Something like this.
- 1:00:23If you see this happening, you're going
- 1:00:24to have a really big opportunity to
- 1:00:26combo them and do a lot of damage. And
- 1:00:28the way that I want you to do this is
- 1:00:31>> press a normal stand heavy punch if you
- 1:00:33have a lot of time. Crouch medium punch
- 1:00:36if you don't. I want you to press this
- 1:00:37normal and drive rush cancel from it.
- 1:00:39And from the driver rush cancel, you
- 1:00:41need to do back heavy kick. The reason
- 1:00:42we're going to use back heavy kick here
- 1:00:44almost all the times is like I said
- 1:00:45before, because this forces stand. So
- 1:00:47you don't have to think about trying to
- 1:00:49see if the opponent is standing or not.
- 1:00:51Because if you go for this combo, the
- 1:00:52opponent is always going to be first
- 1:00:54standing. So you go for a stand heavy
- 1:00:56punch, drive rush, back heavy kick into
- 1:00:58crouch, medium punch, heavy do, and then
- 1:01:01light botchi. So okay, let's put it all
- 1:01:04together. Block the unsafe move. Punish
- 1:01:06with stand heavy punch into back heavy
- 1:01:08kick like this. And don't forget, chase
- 1:01:11them. Go after them and get Oi. After
- 1:01:14you learn this, know that you can also
- 1:01:16do this from jumpins. If you get like a
- 1:01:17big jump in hit, you can go for the same
- 1:01:19combo. Let's say you jump like over a
- 1:01:20fan or haduken.
- 1:01:26This is really important to learn. One
- 1:01:28of the reasons this is really important
- 1:01:29to learn is because this sequence right
- 1:01:32here after the driver's cancel looped.
- 1:01:37So if you want to deal like most damage
- 1:01:40because you think the opponent's going
- 1:01:41to die if you go for super, this is
- 1:01:42going to be really useful.
- 1:01:46Eventually,
- 1:01:49[Music]
- 1:01:52we'll learn to get better at this and
- 1:01:54like do more damaging variations. But
- 1:01:56right now, since you're a beginner, this
- 1:01:58is really important to learn. So, once
- 1:01:59again, press a medium or heavy normal
- 1:02:01that is cancelellable, drive rush,
- 1:02:03cancel it, and go into back heavy kick,
- 1:02:05crutch, medium punch. So, something like
- 1:02:06this,
- 1:02:08heavy du
- 1:02:10botchi. And if you want to confirm into
- 1:02:12super there, you can. Don't forget you
- 1:02:14can do this from jumpins as well. So, as
- 1:02:16a beginner, I don't think you need to
- 1:02:17worry that much about having big like
- 1:02:19intricate combos. As long as you have
- 1:02:21something that is good for your lights
- 1:02:23and something that is good to punish
- 1:02:25people for doing big dumb things, I
- 1:02:26think that it's enough. So, for beginner
- 1:02:28up to platinum, this is going to be it.
- 1:02:30All right. So, next, this is for you who
- 1:02:32just got out of platinum. You got into
- 1:02:33diamond and you're looking to optimize
- 1:02:35your game a little bit better. So, the
- 1:02:36way that we're going to go about this is
- 1:02:38we're going to try to optimize your
- 1:02:39conversions so that you can get more
- 1:02:41value from your hits. So, starting up,
- 1:02:43we're going to learn to confirm off two
- 1:02:44lights instead of three. This is
- 1:02:46important
- 1:02:48again, set the dummy block to random
- 1:02:52and do two lights into light bot. And if
- 1:02:56you see that the opponent is getting hit
- 1:02:57by the lights, then you go into bot. If
- 1:02:59you see that they're blocking, then you
- 1:03:00don't do anything like that.
- 1:03:04This is going to be fairly important for
- 1:03:06my moving forward. So, we need to learn
- 1:03:08this as soon as possible. All right.
- 1:03:10Next up, we're going to learn corner
- 1:03:12combo ender variations for when we get a
- 1:03:14good combo in the opponent at the
- 1:03:16corner. So, when you're in the corner
- 1:03:19with my, you don't want to be going for
- 1:03:22the same combos that you're going
- 1:03:23midcreen. The reason is because you can
- 1:03:25get better situations out of different
- 1:03:27enders. For example, going for light DP
- 1:03:30after the heavy video ambu there is
- 1:03:32going to give you a better OK situation.
- 1:03:34So something like this
- 1:03:37is going to be really good for you
- 1:03:38because it sets up a really good auto
- 1:03:40time meaty with dash up back heavy kick.
- 1:03:42Because it sets up a really good auto
- 1:03:43time me with like dash up back heavy
- 1:03:45kick which I'll teach you more about
- 1:03:47later on the video. But so let you guys
- 1:03:49know what it looks like. It looks like
- 1:03:50this.
- 1:03:53And yeah, you get a plus seven on there.
- 1:03:55And if you're blocking, you get a plus
- 1:03:57three. We'll go over that during the
- 1:04:00mixup and pressure part of the video.
- 1:04:01Another thing that you can do is instead
- 1:04:04of going for a special ender at the end,
- 1:04:05you can go for a super. So something
- 1:04:07like this
- 1:04:10will work
- 1:04:12if the opponent is cornered. SA1 or SA2.
- 1:04:14SA2, SA3 works midcreen as well, but SA1
- 1:04:18only works if the opponent is at the
- 1:04:19corner. So learning to link into your
- 1:04:21supers is going to be really important.
- 1:04:23So something like this,
- 1:04:29it's really nice. One more thing that
- 1:04:31we're going to be looking into is
- 1:04:34counter hit confirming. So, if the
- 1:04:37opponent gets hit by a counter hit
- 1:04:38crouch medium punch,
- 1:04:41as it shows there on the frame meter,
- 1:04:42they're going to be at minus 7, which
- 1:04:44means you can get another crouch medium
- 1:04:46punch. This is really good because
- 1:04:49this gives you a really, really easy way
- 1:04:51to confirm into your specials. So, what
- 1:04:53I want you to do is crouch medium punch
- 1:04:55into another crouch medium punch into
- 1:04:57your combo ender or a drive rush cancel
- 1:04:59extension
- 1:05:04>> or something like this if they're
- 1:05:05standing.
- 1:05:08And if they're crouching, you're going
- 1:05:09to have to go straight into heavy botchi
- 1:05:12over there
- 1:05:14like this. This is also really good for
- 1:05:18counter hit lights. So, counter hit
- 1:05:20light punch into crouch medium punch.
- 1:05:23will work the same way.
- 1:05:26>> And if they're standing, you can go for
- 1:05:31heavy ambu. As I said before, it's going
- 1:05:33to be a little bit different if the
- 1:05:35opponent is standing or not as to what
- 1:05:37you're going to do during your combo,
- 1:05:38right? Because if the opponent is
- 1:05:40standing when you do like a driver brush
- 1:05:41cancel, going for the back heavy kick
- 1:05:43here is not going to be necessary if you
- 1:05:45especially if you're going like from a
- 1:05:46heavy punch because you can do stand
- 1:05:49heavy kick here which deals more damage
- 1:05:50than back heavy kick.
- 1:05:53So going for a heavy punch into stand
- 1:05:55heavy kick if they're standing up and if
- 1:05:58they're crouching you go for a back
- 1:06:00heavy kick. And the reason I want you to
- 1:06:02do this is because if you're going to
- 1:06:03fully burn out, there is no reason for
- 1:06:05you to do
- 1:06:08this double back heavy kick if you if
- 1:06:11the first back heavy kick is already
- 1:06:13going to force the standing. So you can
- 1:06:14do something like this instead.
- 1:06:21>> You do your crouch medium punch or your
- 1:06:24crouch medium kick or your stand heavy
- 1:06:26punch and you go into drive rush. you're
- 1:06:27forced to stand with the first back
- 1:06:28heavy kick and after that they're going
- 1:06:30to be standing for the rest of your
- 1:06:30combo. So the next time you do a drive
- 1:06:33rush cancel, you can go for stand heavy
- 1:06:34kick for a little bit more damage. So
- 1:06:36learning to see if the opponent is
- 1:06:37standing or not during your my combos is
- 1:06:39going to be really important because a
- 1:06:40lot of her stuff with some people that
- 1:06:42are crouching. As we're going to be
- 1:06:43going for drive rushes, I think it's
- 1:06:45really good for you to learn some dry
- 1:06:46rush specific combos. For example, drive
- 1:06:48rush overhead is going to be really nice
- 1:06:50for my comboing from a drive rush
- 1:06:52overhead is fairly simple. You're plus
- 1:06:55six there, which means you get crouch
- 1:06:56medium punch. And after crouch, medium
- 1:06:57punch, you just have to go for your
- 1:06:58combo ender. So if the opponent's
- 1:07:00standing, you can go for heavy dambo. If
- 1:07:01the opponent's crouching, you need to go
- 1:07:02for this. Or you can go for another dry
- 1:07:04rush cancel if you have enough meter to
- 1:07:06spare. So you can do something like
- 1:07:07this.
- 1:07:11Or if they're crouching, which is going
- 1:07:12to happen often because they're getting
- 1:07:14hit by the overhead, you can go for
- 1:07:15something like this instead.
- 1:07:18And if you want more time to confirm
- 1:07:20into something and you have enough
- 1:07:21meter, you can do a dry rush after your
- 1:07:23crouch medium punch. So something like
- 1:07:24this
- 1:07:30will be really good. So if you think
- 1:07:32your opponent is looking for the
- 1:07:33overhead and he's stand blocking, then
- 1:07:34you can go for crush like instead after
- 1:07:35the drive rush. And the combo rout is
- 1:07:37going to be very similar. You go from
- 1:07:38crush light into crush medium punch into
- 1:07:40combo ender or drive rush extension. So
- 1:07:42it looks something like this
- 1:07:47or like this if they're crouching.
- 1:07:51And if you want to go for another driver
- 1:07:52rush extension, you need to do
- 1:07:55this. It's pretty much the same as the
- 1:07:58overhead version, although you're going
- 1:08:00from a light, which is light kick. So,
- 1:08:02the damage is going to be skill quite a
- 1:08:03bit. So, be careful when going for like
- 1:08:05dry rush extensions on this one cuz the
- 1:08:07damage is not going to be worth it a lot
- 1:08:08of the times. Up next, we're going to
- 1:08:10learn some better punish counter
- 1:08:12specific combos. First off, go over here
- 1:08:15to the dummy settings. Set it to punish
- 1:08:16counter so we can practice this. If the
- 1:08:19opponent whiffs like a big reversal or
- 1:08:22something that isn't safe and you want
- 1:08:23to punish them, like if you shimmy a
- 1:08:25throw for example, I want you to be
- 1:08:27going for crouch medium punch into stand
- 1:08:29heavy punch. This will combo as a punish
- 1:08:31counter. So if the opponent goes for
- 1:08:33something like this and you block it,
- 1:08:40this is going to be really good. This
- 1:08:42also works for when you shimmy someone.
- 1:08:44Let's say you throw looping someone in
- 1:08:45the corner
- 1:08:48>> and the opponent is escaping your throws
- 1:08:49a lot. You're going to enter shimmy,
- 1:08:51right? So after you shimmy, this is what
- 1:08:53I want you to do.
- 1:08:58Crouch medium punch into stand heavy
- 1:09:00punch into your combo ender/drc
- 1:09:03extension. This is a really good punish
- 1:09:04counter specific combo. Again,
- 1:09:11another one you're going to have to be
- 1:09:13learning is stand heavy kick gives you a
- 1:09:16big crumple as a punish counter. And for
- 1:09:18now, if you're around diamond, the thing
- 1:09:20that I want you to look for is if you
- 1:09:22get this punish counter on neutral, you
- 1:09:24need to dry rush in for a heavy punch.
- 1:09:26After your driver rush in for the heavy
- 1:09:27punch, you can either do
- 1:09:32SA1 if you want the flame stalks or you
- 1:09:35can do
- 1:09:38your regular combo ender heavy du into
- 1:09:41light boti.
- 1:09:46You can also cancel into SA3 right
- 1:09:48there. All right. So, since we're going
- 1:09:50for a few SA1 combos right here, I think
- 1:09:53it's important that you learn a thing or
- 1:09:55two about flame stock combos. All right,
- 1:09:57so major differences I want you to think
- 1:09:59about right now are the combo enders of
- 1:10:01your combos. After you go for a
- 1:10:03heavydoot into light botchi in your
- 1:10:05combos, the second hit of the light bot
- 1:10:08is going to hit a little bit late. And
- 1:10:09because of that, you're not going to be
- 1:10:10able to cancel into SA3.
- 1:10:14So, as you can see right here,
- 1:10:17you can't cancel into SA3 right there.
- 1:10:19So, the way that I want you to do it is
- 1:10:21I want you to cancel before the second
- 1:10:23hit. So, as soon as you do botchi,
- 1:10:26you're already mashing for SA3. So,
- 1:10:27something like that.
- 1:10:30[Music]
- 1:10:32So, the SA3 comes out before the bot.
- 1:10:34And number two, if you get a DRC combo
- 1:10:37or any combo into a heavy dambo right
- 1:10:40here, know that you can combo heavy duo
- 1:10:42into medium dambo.
- 1:10:44into DP. It has to be heavy DP right
- 1:10:47there. Otherwise, it will whiff. So,
- 1:10:49this is going to be changing your
- 1:10:50commander a little bit as long as you
- 1:10:51have the stock. So, if you go for
- 1:10:53something like this,
- 1:10:55you can do medium into heavy DP. It's
- 1:10:59really nice. We're going to go into a
- 1:11:00little bit more intricate flame stock
- 1:11:02combos a little bit later. For now, if
- 1:11:04you're on diamond, I think this is
- 1:11:05enough that you should know. Okay, one
- 1:11:08more thing last before going into early
- 1:11:10master. You should be starting to learn
- 1:11:12how to link from your O defense.
- 1:11:16Let me take out the punish counter right
- 1:11:18here. So, the way that I want you to
- 1:11:19think about this is you're going to
- 1:11:20throw out a fan. You're going to hit
- 1:11:22them with a normal. And after that
- 1:11:24normal, you're going to use the second
- 1:11:26hit of the fan to link that normal into
- 1:11:29another normal. So, something like this
- 1:11:35is what I want you to get really
- 1:11:37comfortable doing. You can start like
- 1:11:39very simple. You can do OD fan into
- 1:11:41driver scratch medium punch like I just
- 1:11:43did right there. And then you wait for
- 1:11:44the second fan to hit and you go stand
- 1:11:46heavy punch into combo ender/drc
- 1:11:48extension. So something like this.
- 1:11:55Alternatively, if you're going for a dry
- 1:11:56rush crouch light kick right here
- 1:11:58because you think the opponent's going
- 1:12:00to be walking back after you fan, which
- 1:12:01happens quite often, the combo stays the
- 1:12:03same.
- 1:12:08know that you're going to have to adapt
- 1:12:09to the opponent if he is crouching or
- 1:12:11standing when you hit them with the
- 1:12:12normal. So if they're crouching right
- 1:12:14here instead of going for the heavy
- 1:12:16amber route, you're going to have to go
- 1:12:17for the
- 1:12:19heavy botchi. So something like this.
- 1:12:25So for now, this is what I want you to
- 1:12:26think about. So okay, going over to
- 1:12:28early master to midmaster. So, if you
- 1:12:31got master and you're in the 1,200 MR,
- 1:12:341300 MR and you're struggling, it's time
- 1:12:36to learn to squeeze as much as you can
- 1:12:38out of your conversions. So, first off,
- 1:12:40this is where you should be starting to
- 1:12:42use stand light punch into your combos.
- 1:12:44As you know, stand light punch combos
- 1:12:46into specials where that crouch light
- 1:12:49punch cannot. So, if you hit someone
- 1:12:51with a light string and you're close
- 1:12:53enough to end light string into stand
- 1:12:55light punch, you can do something like
- 1:12:57this.
- 1:13:01or something like this.
- 1:13:04>> And those are going to be really
- 1:13:05important for you. Okay, so first off,
- 1:13:08let's say you're around here in the
- 1:13:10screen and you get the opponent with
- 1:13:11like a light string
- 1:13:13like that. Going for a drive rush cancel
- 1:13:16is going to burn three bars. Okay, let
- 1:13:18me save. Let me save current state.
- 1:13:20Going for a drive rush cancel is going
- 1:13:22to burn three bars and it's going to
- 1:13:24carry less than going for an Obachi. So,
- 1:13:26let me show you.
- 1:13:33This is how much it corner carries.
- 1:13:34Right. Right here. Let's go for another
- 1:13:37route.
- 1:13:43So, as you can see, it costs less bar
- 1:13:46because you only use two instead of
- 1:13:47three for the dry rush. And the amount
- 1:13:49of corner carry you lose is barely
- 1:13:50noticeable. It's only a little. So going
- 1:13:52for a stand light ender right here into
- 1:13:54Odbachi is always going to be better
- 1:13:57than just go than going for the driver's
- 1:13:58cancel unless of course you want to
- 1:14:00route towards like burning meter because
- 1:14:02then you can like straight up going to
- 1:14:03super or going to a driver's cancel.
- 1:14:05Next up MD ambo. So MD ambu is going to
- 1:14:09be really good for you because
- 1:14:10especially in the corner it sets up for
- 1:14:11a really good overhead me setup
- 1:14:15like that. It deals less damage than the
- 1:14:17DP here, but the DP only gives you
- 1:14:19regular oki and you can't go for light
- 1:14:21DP because it will whiff. So you have to
- 1:14:23do heavy in the corner. After MD amubo,
- 1:14:25you can do frame kill into medium
- 1:14:27overhead to get another combo. So this
- 1:14:29is going to be the sequence I'm going to
- 1:14:30teach you. You do your light string and
- 1:14:33into stand light punch MD ambo and then
- 1:14:36you're going to whiff a stand light kick
- 1:14:38as soon as possible and go into
- 1:14:40overhead. Let me turn on the frame bar
- 1:14:42to show you how this looks.
- 1:14:47As you can see right there, I got a
- 1:14:48plus4 instead of a plus two. After the
- 1:14:50media overhead, I want you to go into
- 1:14:51stand like kick target combo. After the
- 1:14:54stand light kick target combo, you will
- 1:14:56do preferably OD dive because you can
- 1:14:58get a follow-up after. And that
- 1:14:59follow-up can be either light DP for to
- 1:15:01set up a really good OI
- 1:15:04with this or you're going to do SA1.
- 1:15:11This is why this overhead setup is
- 1:15:12really important for my because you can
- 1:15:14get a free SA1 if the opponent doesn't
- 1:15:16block your your mixup. Damage is quite
- 1:15:18high and it gives you a lot of
- 1:15:19opportunities to finish the opponent off
- 1:15:21because you have flame stocks in the
- 1:15:22corner. If you're doing your light
- 1:15:24strings, remember to end it instant
- 1:15:25light punch if you're close enough. And
- 1:15:27if you're ending it instant light punch
- 1:15:29in the corner, know that you can go for
- 1:15:30the overhead setup. Okay, so up next,
- 1:15:32another thing that you should know is
- 1:15:34you can combo crouch, medium punch into
- 1:15:36crouch, light punch like this
- 1:15:39as a natural link. This isn't really
- 1:15:42hard, but the reason why you're going to
- 1:15:44be using this is going to be a little
- 1:15:45bit complicated. This is the same for
- 1:15:48back heavy kick into target combo here
- 1:15:49in the corner, which can give you light
- 1:15:51DP or SA1.
- 1:15:57The reason why you're going to be going
- 1:15:58for these is especially if you're throw
- 1:16:00looping. someone in the corner and the
- 1:16:01opponent is going to wake up with a back
- 1:16:03dash to beat your throw loop. Because if
- 1:16:05you don't know, back dash beats a my
- 1:16:06throw loop and gives you a punish. The
- 1:16:08crouch medium punch or the back heavy
- 1:16:10kick here are really good ways for you
- 1:16:11to catch that back dash. So something
- 1:16:13like this happens.
- 1:16:19Going for the back heavy kick or going
- 1:16:20for the crouch medium punch can be
- 1:16:22really good.
- 1:16:26And the crouch medium punch into crouch
- 1:16:28light puncher gives you a lot of time
- 1:16:29for you to confirm this. especially if
- 1:16:30you want to confirm this into like a
- 1:16:32super. So, knowing that this works and
- 1:16:34knowing that you can combo after this
- 1:16:38in the corner is really important. So,
- 1:16:40let's say you get a combo into the
- 1:16:42corner and you're able to go into heavy
- 1:16:43duo because your opponent is standing up
- 1:16:46or because you're forced to stand up
- 1:16:47with like a dry rush back heavy kick.
- 1:16:49What I want you to do here is I want you
- 1:16:50to go for
- 1:16:52light DP as a combo in there. And the
- 1:16:54reason why I tell you to do that light
- 1:16:56DP you can get a really good mey with
- 1:16:58forward dash into back heavy kick. This
- 1:17:00is what it's going to look like.
- 1:17:05You're going to get a plus seven there
- 1:17:06from your back heavy kick, which is
- 1:17:07really nice. And unblock, this is going
- 1:17:09to be plus three.
- 1:17:13So, whenever you're doing a my combo in
- 1:17:15the corner and you can go into light DP,
- 1:17:18this is going to give you one of your
- 1:17:19best oki situations, which is the me
- 1:17:22back heavy kick. If the back heavy kick
- 1:17:24works, if they don't block it, I mean,
- 1:17:26if you catch them like back dashing or
- 1:17:27not blocking, try to jump out, that back
- 1:17:29heavy kick is going to be comboing into
- 1:17:30crouch medium punch. And because it's
- 1:17:32back heavy kick, it doesn't matter if
- 1:17:33the opponent was standing or crouching,
- 1:17:35it's going to force stand no matter
- 1:17:36what. So, if you go for a sequence like
- 1:17:38this and like you get the back heavy
- 1:17:39kick to hit there,
- 1:17:41you can very easily get another combo
- 1:17:43off it
- 1:17:47and this licks into itself as well. So,
- 1:17:49it's really nice. So learning to do this
- 1:17:51oki and learning to go for light DP at
- 1:17:53the end of your combo is going to be
- 1:17:54really nice. One important thing to note
- 1:17:58for this to work properly, your light DP
- 1:18:00needs to end in plus 29 frames. So if
- 1:18:03you go for something like O DD ember
- 1:18:04right here
- 1:18:08because the opponent is too high when
- 1:18:10you hit the light DP, he's going to be
- 1:18:12plus 31 instead of plus 29 and that is
- 1:18:14not going to give you the med.
- 1:18:18So to fix this, all you have to do is
- 1:18:21wait until the opponent is closer to the
- 1:18:22ground to hit them with your DP
- 1:18:28like that. It's really not that hard.
- 1:18:30You can get used to it very easily. Just
- 1:18:32look out for it. So, one more important
- 1:18:33thing. Once we get a hit in the corner
- 1:18:35and we're going for like a dry rush
- 1:18:37extension, it's a good thing to know
- 1:18:38that there is a better ender to your
- 1:18:40combos than this,
- 1:18:44which is after the driver rush, you go
- 1:18:46for a crouch heavy punch into back heavy
- 1:18:48kick target combo. But be careful
- 1:18:50because this sequence cannot be
- 1:18:51cancelceled into SA3. It can only be
- 1:18:53cancelceled into SA1
- 1:18:58into light DP for the OI or SA1.
- 1:19:05This is going to do more damage than
- 1:19:06going for your regular send heavy kick
- 1:19:08into heavy duo.
- 1:19:11>> All right, so going over your counter
- 1:19:13hit confirms
- 1:19:15as I set the dummy to get counter hit.
- 1:19:21A few ones that are really really
- 1:19:22important for my is stand light punch
- 1:19:25into crouch medium kick. You can either
- 1:19:27do heavy botchi
- 1:19:30if you just want the corner carry and
- 1:19:31the meter or you can try to DRC it for
- 1:19:34you to get a a little bit more damage. I
- 1:19:36think it's best that you learn to just
- 1:19:38extend this with a special cancel
- 1:19:39especially if the opponent is standing
- 1:19:40up because you can do this
- 1:19:43and this should work fairly consistent.
- 1:19:47But yeah, if you're if you can't because
- 1:19:48like in the situation is too hard, then
- 1:19:50going for a driver after crouch medium
- 1:19:52kick is also also works
- 1:19:56right into whatever you want. Another
- 1:19:58one is crouch light punch into crouch
- 1:20:00medium punch. This is the same idea.
- 1:20:05Either go into that if they're standing
- 1:20:06or
- 1:20:08into this if they're crouching. You can
- 1:20:10also do SA1 here.
- 1:20:13Whereas from stand light punch to crouch
- 1:20:15medium kick, you can't because the
- 1:20:17crouch medium punch moves my forward
- 1:20:19quite a bit. And because it moves my
- 1:20:21forward, it gets her closer to the
- 1:20:23opponent for you to be able to hit S1
- 1:20:26because it doesn't have that much
- 1:20:27horizontal range. So going for something
- 1:20:28like this
- 1:20:31is going to whiff while going something
- 1:20:32like this
- 1:20:35is going to hit. With that said, going
- 1:20:37for the crutch light punch in neutral
- 1:20:39here is usually not that good. The
- 1:20:41crouch medium punch can often whiff as
- 1:20:43it doesn't have a lot of range unlike
- 1:20:45crouch medium kick. So this
- 1:20:48as you can see right there whereas the
- 1:20:49stand medium punch into crouch medium
- 1:20:51kick is not remember you cannot combo
- 1:20:53into crouch medium kick from crouch
- 1:20:55light punch. So whenever you're looking
- 1:20:57for a counter hit here you should never
- 1:20:59never never do crotch light punch into
- 1:21:00crouch medium kick. This is a mistake.
- 1:21:02This is a big mistake. Avoid doing this.
- 1:21:04If you're going for crutch light punch,
- 1:21:06go into crush medium punch. If you're
- 1:21:07going for stand light punch, then you go
- 1:21:09into crush medium kick. And yeah, if you
- 1:21:11if you really want like the SA1 ext
- 1:21:13here, you can just do reverse extension
- 1:21:15into it. Something like this.
- 1:21:20This should work really well. So, if you
- 1:21:21catch someone with a counter hit crush
- 1:21:23medium punch midcreen, cuz let's say you
- 1:21:24did something like driver's jab here and
- 1:21:26you frame trap them, often times they're
- 1:21:28not going to be in range to do another
- 1:21:29crush medium punch. As you see right
- 1:21:31there, this actually happens quite a
- 1:21:33bit. It's like it's not that uncommon
- 1:21:34for you to be out of range of the crunch
- 1:21:36medium punch here. So, I want you to
- 1:21:37know that you can combo this crunch
- 1:21:38medium punch into crunch medium kick.
- 1:21:42It's going to be the same idea as going
- 1:21:43for two crush medium punches here. But
- 1:21:45know that if you're a little bit too
- 1:21:46far, going for crush medium kick is
- 1:21:48going to be better just because it's
- 1:21:49certain it's going to hit.
- 1:21:54Your damage is going to suffer a little
- 1:21:55bit though because crush medium kick
- 1:21:57adds more scaling to your combos.
- 1:22:00With this idea in mind, another one that
- 1:22:02is really nice for you to know is stand
- 1:22:03medium kick counter hit combos into
- 1:22:05crouch medium kick. So if you're poking
- 1:22:08someone in neutral and they try to walk
- 1:22:09up hit you and you like catch them with
- 1:22:11a counter hit,
- 1:22:14you can go for crouch medium kick into
- 1:22:16combo ender. Another situation very
- 1:22:18similar to this, if you're trying to
- 1:22:19poke someone in neutral with like stand
- 1:22:21heavy kick and they try to dash up throw
- 1:22:23or get really close to you and you get a
- 1:22:24counter hit with your stand heavy kick,
- 1:22:25know that you can combo this into crush
- 1:22:27side punch.
- 1:22:29I will sometimes get a counter hit with
- 1:22:31this and they'll be close enough for me
- 1:22:32to get a free combo here.
- 1:22:35>> So know that this exists and be ready to
- 1:22:37confirm into like a crush light punch
- 1:22:38into a dambo there for to get like good
- 1:22:40corner carry and knockdown.
- 1:22:44So, whenever you hit someone with a
- 1:22:45counter hit and you confirm that into a
- 1:22:47combo, like into another normal,
- 1:22:48something like this, this gives you a
- 1:22:50lot of time for you to see that you're
- 1:22:52hitting the opponent, which allows you
- 1:22:54to confirm into stuff that is not driver
- 1:22:55rush cancel, something that is better.
- 1:22:57Like, so for example, this is like one
- 1:22:58of my favorite combos on my if you're
- 1:23:00around midcreen right here and you get
- 1:23:02like a counter hit, crouch, medium punch
- 1:23:04into crouch, medium kick,
- 1:23:06you can do odamu for a for a really good
- 1:23:10combo.
- 1:23:17I absolutely love this combo. It gives
- 1:23:19you five stacks, corner carry, and 5k
- 1:23:21damage. And this only works if you go
- 1:23:23into ODMU. But going from ODMU after a
- 1:23:27driver's Cancel can be quite expensive
- 1:23:31as you're going to burn five bars
- 1:23:36and it deals less damage as well. So, if
- 1:23:38you can go for something like this
- 1:23:42or for something like this
- 1:23:45because you confirmed off your counter
- 1:23:46hit, that's going to be really good for
- 1:23:47you. And especially moving forward,
- 1:23:49there's going to be quite a lot you can
- 1:23:50do with uh confirming your normals into
- 1:23:52OD specials instead of dry rush. It's
- 1:23:54very meter efficient as well because you
- 1:23:56start to recover your drive bar much
- 1:23:58faster after a after a OD special
- 1:24:02compared to a dry rush cancel.
- 1:24:06as you can see.
- 1:24:12So yeah, confirming your buttons into OD
- 1:24:14special instead of driver's castle is
- 1:24:15going to be really good. Oh, remember
- 1:24:16that ODM also hits crouchers. So
- 1:24:19regardless if the opponent is crouching
- 1:24:20or standing right here,
- 1:24:23this is going to work as long as you're
- 1:24:24in range.
- 1:24:26Just be careful not to whiff because
- 1:24:27yeah, if you're too far like for example
- 1:24:30like this,
- 1:24:32the first hit can whiff there. So,
- 1:24:34you're going to have to confirm based on
- 1:24:36the range. It should always work from a
- 1:24:37crouch medium punch, though.
- 1:24:40All right, going next. I told you guys
- 1:24:42to use crouch medium punch for big
- 1:24:43punishes for it to go into something
- 1:24:45like this.
- 1:24:47And this works really well for both like
- 1:24:48a shimeade throw or a big reversal miss.
- 1:24:51But technically, going for a stand
- 1:24:53medium kick here deals more damage than
- 1:24:54going for a crouch medium punch. So, if
- 1:24:56the opponent whiffs a big reversal on
- 1:24:58you, instead of going for a crouch
- 1:25:00medium punch right here, you should be
- 1:25:01going for a stand medium kick.
- 1:25:08So, this is a really good thing for you
- 1:25:09to keep in mind. And while we're talking
- 1:25:10about punish counter, whenever you hit a
- 1:25:13stand heavy kick mid-creen, you don't
- 1:25:15necessarily need to burn bar doing a
- 1:25:17driver rusher to pick them up. If you're
- 1:25:19close enough, you can go for dash crouch
- 1:25:20light punch,
- 1:25:23which gives you a lot of corner carry.
- 1:25:24And if you're close to the corner, you
- 1:25:26can even get a DP after or SA1.
- 1:25:32Or maybe light DP.
- 1:25:36>> So yeah, if they're closest to the
- 1:25:37corner and you're close enough to get
- 1:25:39him after this 10 heavy kick, you don't
- 1:25:41necessarily need to spend bar here.
- 1:25:46>> It's all right. You've been playing at
- 1:25:47master rank and you're trying to get
- 1:25:48your MR up. So it's time for you to
- 1:25:50really really start working with linking
- 1:25:52your normals with your fans.
- 1:25:54So, first up, your OD fan goes over a
- 1:25:57hadukan
- 1:26:00>> and you get that punish counter. You
- 1:26:02need to know how to pick that up every
- 1:26:04single time. So, right here, the easiest
- 1:26:05thing to do
- 1:26:10is to go for a dry rush. You can also do
- 1:26:14drive rush heavy punch if you're fast
- 1:26:15enough,
- 1:26:18but you don't necessarily need to be dry
- 1:26:20rush for for picking this up. But this
- 1:26:21is very spacing dependent and like
- 1:26:23timing dependent if you're able to like
- 1:26:25get a really good punish counter through
- 1:26:28the hadukan there with your fan.
- 1:26:33You don't necessarily need to be
- 1:26:34spending your barf dry rush. So learning
- 1:26:37to pick these up is going to be really
- 1:26:38nice for you. Yeah, it's not really that
- 1:26:40easy. It requires a lot of practice. So
- 1:26:42mess around with it
- 1:26:45and get like really consistent at
- 1:26:46picking this up because this is going to
- 1:26:48be really important for you. Another
- 1:26:49thing is I want you to guys to start
- 1:26:51learning your OD charge fan shenanigans.
- 1:26:53I've showed this before, but if the
- 1:26:54opponent is like close to the corner and
- 1:26:56low engage and you want to force them to
- 1:26:57like deal with you by their like
- 1:26:59throwing out a lot of meter at you or or
- 1:27:01burning out or like having to block your
- 1:27:03mixup, then yeah, you can go for OD fan
- 1:27:06charge right here. And learning to pick
- 1:27:08up from these fan charges is really
- 1:27:10important. So, first off, you're going
- 1:27:11to do OD charge fan. After the they get
- 1:27:13juggled, you do lightly embu. And then
- 1:27:15you wait for the second jungle fan to
- 1:27:17hit and you slightly delay another light
- 1:27:192 amboo into light TP or SA1. So
- 1:27:21something like this
- 1:27:26or again SA1
- 1:27:31going to be really nice. Another thing
- 1:27:33for you guys to think about if they wake
- 1:27:35up and block this
- 1:27:38how you going to deal with that? So,
- 1:27:40first off,
- 1:27:43there is a space in between the third
- 1:27:44and the fourth fan there where you can
- 1:27:46hit them with like an overhead or a low
- 1:27:50right here.
- 1:27:53And this is going to combo into the
- 1:27:54second into the other fan. So, if we set
- 1:27:56them to only block crouching and we go
- 1:28:01for an overhead right here,
- 1:28:05you will see that I'm able to combo
- 1:28:06this. And if you set them to only stand
- 1:28:08block here,
- 1:28:12you see that we're going to be able to
- 1:28:13combo that. So going for something like
- 1:28:14this
- 1:28:19can be really good. So something else
- 1:28:21you have to keep in mind.
- 1:28:25If you only throw two of these and they
- 1:28:27block it, they're going to be plus 12.
- 1:28:29And this can be really good if you're
- 1:28:30like looking to beta reversal or like a
- 1:28:31drive reversal even.
- 1:28:37As you can see, you're able to block.
- 1:28:38But be aware, you can't do this if you
- 1:28:40go for light DP here.
- 1:28:45>> If you go for light DP, you get hit like
- 1:28:46on one of the last frames. You have to
- 1:28:48go for heavy.
- 1:28:54Yeah, you can get a full combo.
- 1:28:56There's also the fact that this tradeup
- 1:28:58just wins against SA1's, right? Because
- 1:29:00they have no projectile invincibility.
- 1:29:02So, the next thing I want you to think
- 1:29:03about, true flame stocks, combo
- 1:29:05optimization only really start to be
- 1:29:07worth it after you get really comfy at
- 1:29:08confirming buttons into like OD specials
- 1:29:11instead of DRC. And this is mainly
- 1:29:13because of how much meter you just dump
- 1:29:15if you try to go for like a DRC into OD
- 1:29:18move
- 1:29:21five bars. It's totally not worth it.
- 1:29:23That said, there is a thing or two that
- 1:29:24you can do better at this level when
- 1:29:26we're talking flame stocks. For example,
- 1:29:28if you want to refresh the usage of your
- 1:29:31SA1, you can combo heavy embu into SA1
- 1:29:33here midcreen,
- 1:29:38>> as long as you have two flame sucks or
- 1:29:39more. Another one that's really
- 1:29:41important is if you're like if you're a
- 1:29:42little bit over halfway across the
- 1:29:44screen, you can do DRC combo into heavy
- 1:29:47duo and after that heavy duo, you can
- 1:29:48combo into SA2 and that will give you a
- 1:29:51follow-up if you reach the corner with
- 1:29:52heavy DP or SA1. So something like this,
- 1:29:55right?
- 1:30:00Yeah, here you can get either heavy DP
- 1:30:03S1
- 1:30:06>> and it's quite a bit of damage. Pretty
- 1:30:09nice for you to keep in mind.
- 1:30:12There's also a better full bar
- 1:30:13conversion if you have at least three
- 1:30:14stocks right here,
- 1:30:18which goes something like this. You do
- 1:30:20your regular route into DRC so that you
- 1:30:24can force the stand with like back heavy
- 1:30:25kick and then you do heavy du into OD
- 1:30:29boti into jump medium punch and then you
- 1:30:31do od dive into SA3. this route right
- 1:30:34here.
- 1:30:40[Music]
- 1:30:49This route right here is a better meter
- 1:30:50dump sequence than going for a straight
- 1:30:52up regular combo for many reasons.
- 1:30:54Number one is because going for a
- 1:30:56regular
- 1:31:00DRC combo midcreen can be awkward
- 1:31:02because of this interaction right here
- 1:31:05[Music]
- 1:31:07where you need to either time
- 1:31:11your light boti so that your opponent is
- 1:31:13closer to the ground and you get both
- 1:31:15hits or you have to cancel before this
- 1:31:17second hit hits
- 1:31:20>> like that which lowers your damage
- 1:31:22output by a little
- 1:31:26in timing it can be like unreliable as
- 1:31:28well. But even then,
- 1:31:35[Music]
- 1:31:37as you can see, this version of the
- 1:31:39combo deals less damage. So, if you're
- 1:31:42going for a full burnout combo here
- 1:31:43after you have SA1 and you want to like
- 1:31:46combo into SA 3 or even SA 2, going for
- 1:31:48this route is really good.
- 1:31:54Yeah, you can even do SA2 here. This is
- 1:31:57really good to close out rounds. Just
- 1:31:58keep it in mind. All right, so now
- 1:32:00you're pretty good at the game. You
- 1:32:01understand why and you're looking into
- 1:32:03ways to push your character strength
- 1:32:05even further. So right here in the
- 1:32:06corner, OD fully charged fan has a
- 1:32:08proper conversion that you can do that
- 1:32:10deals a little bit more damage than the
- 1:32:11than the one that I taught you earlier.
- 1:32:12The way that you do is you do one light
- 1:32:13two embu into heavy shinobachi.
- 1:32:17And after the shinobachi, you're free to
- 1:32:19go for light TP or SA1.
- 1:32:25And right there, you can do SA1 if you
- 1:32:27want.
- 1:32:33This deal more damage than the
- 1:32:34alternative, but it's a little bit
- 1:32:35harder for you to confirm into because
- 1:32:36you need to be very very ready for you
- 1:32:38to be able to go into heavy duty because
- 1:32:41if you do it too late, you're just going
- 1:32:42to drop the combo
- 1:32:45here. Even if you delay just a little
- 1:32:46bit. So going for this,
- 1:32:51it's a lot easier to not drop, but you
- 1:32:53lose on like 200 damage. So if you're
- 1:32:54really trying to optimize this
- 1:32:56interaction right here,
- 1:32:58you're going to heavy botchi there.
- 1:33:00Another important thing for you to worry
- 1:33:02about here is once you get flame stocks
- 1:33:04in the corner, it becomes really hard
- 1:33:05for the opponents to perfect parry your
- 1:33:07charge fans because the regular fan hits
- 1:33:10twice instead of only once. So, they
- 1:33:12have to perfect parry it twice before
- 1:33:14trying to pressure you. So, as you can
- 1:33:15see right here, I'm going to set the
- 1:33:16opponent to
- 1:33:18perfect parry on block and do a normal
- 1:33:21throw. And I'm going to do a OD charge
- 1:33:25fan after the SA1 so that you can see
- 1:33:28how he deals with it regularly.
- 1:33:33OD fan.
- 1:33:35He can perfect parry one hit of your fan
- 1:33:37and then throw you. Right now I'm going
- 1:33:38to do the same thing, but instead of
- 1:33:40burning the OD fan right there, I'm
- 1:33:41going to do a regular charge fan.
- 1:33:52So yeah, he was not able to perfect
- 1:33:54parry into back from me. When you charge
- 1:33:56the OD fan,
- 1:33:58it's only one hit as opposed to when you
- 1:34:00charge the regular fan. It's two hits on
- 1:34:03the first instance of the fan. So if
- 1:34:05you're going to set up the medium fan
- 1:34:07rate here, go for a regular fan instead.
- 1:34:09It makes it harder for the opponents to
- 1:34:11perfect parry and punish you. So, if
- 1:34:13you're going for that interaction, you
- 1:34:14have to be ready to pick it up because
- 1:34:16if the opponent perfect parries here and
- 1:34:17goes into a punish for you, he's going
- 1:34:20to be counter hit by the second hit of
- 1:34:21the fan. But the second hit of defend
- 1:34:23doesn't have a lot of hit stun, so
- 1:34:24you're going to have to be really fast
- 1:34:25to pick it up. So,
- 1:34:28I'm going to save state right here.
- 1:34:32As you can see, you only have a seven
- 1:34:34frame window right there. Be ready.
- 1:34:36Throw out the fan
- 1:34:40and follow it up. I usually follow it up
- 1:34:42with a jab. You can technically do it
- 1:34:43with a crouch medium punch, but it's
- 1:34:45very very tight timing. You have to be
- 1:34:47like really looking for it, and I'm not
- 1:34:48comfortable going for those like mid
- 1:34:50game. I prefer to just take the the jab
- 1:34:52there. Yeah, technically you can do it.
- 1:34:55So, I guess kind of like this. Hold on.
- 1:35:06>> Yeah, like that. As you can see, it's
- 1:35:08pretty hard. So once you have flame
- 1:35:11stocks, if you have three flame stocks
- 1:35:14or more, you can go for a really good
- 1:35:16conversion into SA1 right here. But you
- 1:35:19have to reach the corner when you do it.
- 1:35:21But you can carry them like pretty much
- 1:35:23like 40% of the screen and get him to
- 1:35:26the corner before you do the SA1. And
- 1:35:28the way that you do it is you need to
- 1:35:29confirm something into ODMU and then you
- 1:35:32go into OD cartwheel, jump medium punch
- 1:35:35into MDP.
- 1:35:40right here. You can go for this combo.
- 1:35:48>> So, as you can see right there, it deals
- 1:35:50pretty good damage. It refreshes your
- 1:35:52flame stalks and it carries like very
- 1:35:54far into the screen. The only caveat is
- 1:35:57this becomes a little bit harder if you
- 1:35:59don't have a good way to confirm into
- 1:36:01it. So, for example, if you're going
- 1:36:02from a dry rush, this can be quite
- 1:36:04expensive because you need to burn five
- 1:36:05bars for this combo. So sometimes it
- 1:36:07might not be worth it.
- 1:36:18But overall, especially if you get like
- 1:36:20a mini crush, medium punch or a drive
- 1:36:22rush starter like drive rush crouch
- 1:36:24light kick or maybe you get a punish
- 1:36:26counter because opponent tried to
- 1:36:27reverse you midcreen and you can go into
- 1:36:30this combo. It's going to be really
- 1:36:31really good for you. So okay.
- 1:36:42Yeah, damage is pretty nice. Corner
- 1:36:44carry is really nice. You refresh your
- 1:36:46flame stocks to get into the corner.
- 1:36:48This is a really good combo for you to
- 1:36:49learn and keep it in your back pocket.
- 1:36:50It's going to be useful for you. Another
- 1:36:52good way for you to go into this combo
- 1:36:54is something that happens quite often is
- 1:36:55you throw out a fan on a read, your
- 1:36:57opponent wants to throw a projectile and
- 1:36:58you like win against this projectile
- 1:37:00right there. As you can see, they don't
- 1:37:02get knocked down, right? So you can kind
- 1:37:03of drive rush pick it up into heavy do
- 1:37:05ambush and still be standing up. That's
- 1:37:06it. Kind of like this.
- 1:37:17The damage is really good and like you
- 1:37:19only burn three bars of drive gauge. So
- 1:37:21keep that in mind. So at four stocks or
- 1:37:23more you actually get a better full bar
- 1:37:25punish combo conversion if you go for
- 1:37:28this right here. Hold on. So the way
- 1:37:30that it looks is you do punish counter
- 1:37:33stand heavy punch into OD charge fan and
- 1:37:35then after the OD charge fan you jump in
- 1:37:37with a heavy punch and you do heavy
- 1:37:39punch into the ambo and then you go into
- 1:37:41OD cartwheel into jump medium punch OD
- 1:37:44dive etc etc. So I guess it looks
- 1:37:46something like this
- 1:37:53[Music]
- 1:38:02As you can see, the damage on that combo
- 1:38:04is actually pretty nice, especially for
- 1:38:05my standards. You can technically go for
- 1:38:07no DDU there to deal a little bit more
- 1:38:09damage, but that is going to fully burn
- 1:38:10you out. So, only if you're really
- 1:38:12looking for the kill right there. Let's
- 1:38:14say like let's say opponent's at this
- 1:38:16amount of HP and they try to wake up
- 1:38:18reversal you
- 1:38:22go for OD ambo here for a little bit
- 1:38:24more damage.
- 1:38:28[Music]
- 1:38:33Oh yeah, that's a lot of damage. That's
- 1:38:35without CA. By the way, you can get like
- 1:38:37200 on top of this. Another important
- 1:38:39thing to note is how much drive gauge
- 1:38:40you just recover during that combo
- 1:38:42anyway. So even if you pop SA1 like this
- 1:38:44>> and you hit the opponent with the combo,
- 1:38:46you're going to get like 70% back from
- 1:38:47your bar kind of like this.
- 1:38:55Look how much drive gauge I got there.
- 1:38:56So like literally if you pop say one
- 1:39:00>> and you like throw them twice in a row
- 1:39:03or I guess one punish counter. Hold on.
- 1:39:07Like you get one throw and you get the
- 1:39:10opponent to like block a stand heavy
- 1:39:11punch fireball. I think right here you
- 1:39:13already have enough bar for it to get
- 1:39:14your full combo on.
- 1:39:18Right. Watch this.
- 1:39:23Yeah, look at that.
- 1:39:25[Music]
- 1:39:30>> That alone gives you enough bar for you
- 1:39:32to route into S3 there. It's really
- 1:39:33good. This is the same for situations
- 1:39:35where you have like full bar you want to
- 1:39:36spend for a punish counter combo. Going
- 1:39:38for something like this is going to be
- 1:39:40more damage.
- 1:39:47then going for a standard like stand
- 1:39:48medium kick into DRC combo.
- 1:39:56So yeah, keep this in mind.
- 1:40:01>> So yeah, keep this in mind. This can be
- 1:40:02really good.
- 1:40:07So as I was editing the video, World War
- 1:40:09II happened here in Japan. And in World
- 1:40:10War II, Yamaguchi went to top eight with
- 1:40:12Mai and he showed off this really cool
- 1:40:14combo, punish combo that I want to show
- 1:40:15you to guys.
- 1:40:24And from this he goes into a very very
- 1:40:26optimal
- 1:40:28>> conversion right here.
- 1:40:33So the combo that I did there he
- 1:40:36basically did punish counter stand heavy
- 1:40:37kick after a big reversal and from the
- 1:40:39sun heavy kick he went into crouch
- 1:40:41medium punch and odamu right.
- 1:40:47And after that ODM, you can fit a light
- 1:40:49cartwheel. And that cartwheel will have
- 1:40:51the opponent juggle high enough that you
- 1:40:52can combo into SA1 if you're close to
- 1:40:53the corner. So depending on your skin
- 1:40:55screen positioning when you get the
- 1:40:56punish counter, you can go for this
- 1:40:57combo right here. Mind you, you kind of
- 1:40:59have to walk forward a little bit if
- 1:41:00you're a little bit too far after the
- 1:41:01punish counter. But if the opponent does
- 1:41:02like a really big punish counter,
- 1:41:03there's a really good chance you're just
- 1:41:05going to be like really in front of him
- 1:41:06anyways. So just mind the spacing when
- 1:41:08you do that. So,
- 1:41:10Odu
- 1:41:11light cartpilly one. Mind you, this
- 1:41:15light cartpill right here is manually
- 1:41:17timed. So, I suggest that you guys do
- 1:41:19something like save state right here
- 1:41:23as you do this odu so that you guys
- 1:41:25learn to time this
- 1:41:30and get the correct juggle every time.
- 1:41:32>> It's not really that hard. As long as
- 1:41:33you hit the first one all the way high
- 1:41:35enough, you're still going to be able to
- 1:41:37get the follow up
- 1:41:41right there. So yeah, this is what I
- 1:41:43recommend. Save the state right here and
- 1:41:45practice the timing.
- 1:41:47But yeah, you do this
- 1:41:50into like cartwheel into SA1. And after
- 1:41:54this SA1, he plays around with OD fan
- 1:41:56with the opponent in the corner just how
- 1:41:57I showed you guys earlier. And from this
- 1:41:59situation, he gets a really good confirm
- 1:42:01from O def fan into crouch medium kick
- 1:42:03right here. And this gives him a send
- 1:42:05heavy punch when the opponent's close to
- 1:42:06the corner. But because he just
- 1:42:07activated S1, as I just showed you guys,
- 1:42:09on the better punish route that you can
- 1:42:11take, going for an
- 1:42:14OD bot here into an OD dive gives you a
- 1:42:17follow-up. And that combo alone gives
- 1:42:18you a lot more damage than a regular
- 1:42:20like conversion that you would. So he
- 1:42:22goes for this and then he he gets this
- 1:42:24into send heavy punch and he goes into
- 1:42:26odi bachi
- 1:42:28and ends up and ends it with a DP. This
- 1:42:32by far like the best way for you to deal
- 1:42:34damage from that situation.
- 1:42:43>> As you can see, this whole route right
- 1:42:45here did 2732 damage. Now I'm going to
- 1:42:47go for the route that he went for.
- 1:42:573,100
- 1:42:59if you have the if you have the flame
- 1:43:02stocks and you can spend them all
- 1:43:04because it's going to end the round.
- 1:43:06Going for a combo like this is going to
- 1:43:07be really good. Remember the less that
- 1:43:09you DRC the more dual combo is going to
- 1:43:11deal. So if you can go into like heavy
- 1:43:13punch and heavy to ambu into odbachi
- 1:43:15there it's always going to be the better
- 1:43:16combo.
- 1:43:24So yeah, just keep this in mind.
- 1:43:28So there's a few meaty overhead
- 1:43:30shenanigans you can do in the corner
- 1:43:31with flame stocks because flame stocks
- 1:43:33change a little bit the frame data on
- 1:43:35your DPS after I have heavy embu in the
- 1:43:36corner.
- 1:43:38As you can see, if you do a light here,
- 1:43:40you're going to be at even if you wait
- 1:43:42until the opponent is close to the
- 1:43:43ground right here.
- 1:43:46You're still not going to get like plus
- 1:43:4729 for you to get your regular combos.
- 1:43:50But there's a really good way for you to
- 1:43:51get a medium overhead, which is you do
- 1:43:54this combo.
- 1:44:00And you end that with medium DP right
- 1:44:02there. The medium DP is going to give
- 1:44:03you a plus 34. And on plus 34, you can
- 1:44:06whiff a stand light punch and get a
- 1:44:07mediohead. So something like this,
- 1:44:09right?
- 1:44:16This is really nice. If you still have
- 1:44:17flame stocks here after that
- 1:44:18interaction, as you know, the OD dive
- 1:44:22forces the opponents to juggle a little
- 1:44:23bit longer, a lot longer than the
- 1:44:25regular one does. So you can do
- 1:44:27something like heavy damu into DP after
- 1:44:30that dive right there. So I'm going to
- 1:44:31go from the top. Confirm from a heavy
- 1:44:33damu into medium rambu and you do medium
- 1:44:36DP with flight punch into the overhead
- 1:44:39stand like kick target combo OD dive
- 1:44:43into heavy damu light DP there or you
- 1:44:46can do like SA1 if you want. So as long
- 1:44:49as that dive is using flame stocks you
- 1:44:52do heavy damu doesn't have to have flame
- 1:44:54stocks for you to combo by the way
- 1:44:58as you can see right there. So yeah,
- 1:45:00this uh the medi overheads are really
- 1:45:02good to keep in mind because you can
- 1:45:04open a lot of people up. Not everyone is
- 1:45:06expecting a medi overhead, especially
- 1:45:08because this is not a very well-known
- 1:45:09route.
- 1:45:11There's a ton of shenanigans you can do
- 1:45:13from this. This is really good. So the
- 1:45:15more that you play with my the better
- 1:45:16you get at doing things like ad libing a
- 1:45:19juggle after the opponent tries to jump
- 1:45:21out of your OD fan. So situations like
- 1:45:24this are going to occur very commonly in
- 1:45:25your game. You're going to go for
- 1:45:26pressure right here. opponent is going
- 1:45:29to like M DP reversal and get hit by the
- 1:45:31second hit defend right there. Learning
- 1:45:32to pick these up is not a bad thing.
- 1:45:34It's not something you necessarily need
- 1:45:35to go for every single time. I need to
- 1:45:37look for every single time, but
- 1:45:38sometimes you're going to have the
- 1:45:39opportunity to do so and not dropping
- 1:45:40that can give you like a lot of good
- 1:45:42momentum in a match like good corner
- 1:45:44carry for example. So if you go for like
- 1:45:45something like a driver's heavy punch,
- 1:45:47this can work.
- 1:45:51Or maybe you're a little bit too far and
- 1:45:53you can't go for the driver's heavy
- 1:45:54punch. So you go for something like
- 1:45:56crouch medium.
- 1:45:58Familiarizing yourself with picking the
- 1:45:59opponent up after he's juggled on the
- 1:46:01fans is going to be a nice way for you
- 1:46:03to like get a little bit more mileage
- 1:46:04out of it. You don't have to necessarily
- 1:46:06go for it every single time though. Just
- 1:46:07remember stand heavy punch best case
- 1:46:10scenario. You can also go for crouch
- 1:46:11light punch or crouch medium punch. And
- 1:46:13in the corner the pickups can be a
- 1:46:15little bit more intricate because since
- 1:46:16the opponent's at the corner, it's very
- 1:46:18easy for you to like chain into a super
- 1:46:19and you don't even have to like to burn
- 1:46:20meter. Sometimes
- 1:46:25you do stuff like that or you can do
- 1:46:26stuff like this.
- 1:46:31So it becomes very risky for the
- 1:46:33opponents to for the opponents to try to
- 1:46:34jump or MDP reverse. So you when he's at
- 1:46:37the corner, as long as you're like
- 1:46:39willing to impose that threat of picking
- 1:46:41them up right here and going for like a
- 1:46:43big reward, the opponent's not going to
- 1:46:46be happy with these. But yeah, get
- 1:46:48familiar with picking them up. Do the
- 1:46:50best you can. Sometimes you're even
- 1:46:51going to be able to pick it up like
- 1:46:52meterless by doing something like this.
- 1:46:57It's going to be it's going to be hard,
- 1:46:58but it's going to happen eventually as
- 1:46:59long as you like keep playing my and
- 1:47:01keep like looking for these over and
- 1:47:02over. Don't force yourself to overly go
- 1:47:05for them because you can get very
- 1:47:06predictable if you're just waiting
- 1:47:08instead of like pressuring them after a
- 1:47:10fan because the opponent's just going to
- 1:47:12do walk back, right? If you're always
- 1:47:15waiting for the for the pickup right
- 1:47:16there, opponent's just going to walk
- 1:47:18back out of your fan and you're just
- 1:47:19burning meter for no reason.
- 1:47:20Okay, so that's probably all I have to
- 1:47:22say about combos. Remember, the game is
- 1:47:24always evolving and better combos might
- 1:47:26come out in the future. The character
- 1:47:28might change, so keep an eye out for
- 1:47:29those, but for now, this should do. All
- 1:47:32right, so now that we're closing in at
- 1:47:33the end of the video, summarize things a
- 1:47:35little bit. M has really good walk speed
- 1:47:37and really good normals, and you use
- 1:47:39those alongside a good read on your OD
- 1:47:40fan to get a good hit on the opponent.
- 1:47:42And after you get a good hit on the
- 1:47:43opponent, you can corner carry them
- 1:47:44really far. And after this corner carry,
- 1:47:46you're free to mix them up with strike
- 1:47:48throws and they're going to be pretty
- 1:47:49much at your mercy here. Don't forget,
- 1:47:51try not to overspend your drive gauge
- 1:47:53here on neutral
- 1:47:56just so that you can get in because if
- 1:47:57you do that, your corner pressure is not
- 1:47:59going to be as effective as if you had
- 1:48:01full meter when the opponent's at the
- 1:48:02corner. Because in this situation right
- 1:48:04here, going for like a throw into OD fan
- 1:48:07is really [ __ ] strong, especially if
- 1:48:09you're looking to deplete the opponent's
- 1:48:10drive gauge, right? because it gives you
- 1:48:11a really easy way to force your
- 1:48:13opponents to block something and after
- 1:48:15they do you can just abuse their drive
- 1:48:17gauge and egg them on until they hit
- 1:48:19parry. Yeah. And if they try to hit
- 1:48:20Barry there right right there it becomes
- 1:48:22really easy for you to just catch them.
- 1:48:26>> And by that point it's going to be
- 1:48:27devastating for their health. So catch
- 1:48:29the opponent carry them to the corner.
- 1:48:31Pressure them as best as you can. Try
- 1:48:33not to overuse your meter. And remember
- 1:48:35to pop SA1 when you can,
- 1:48:38especially if you're looking to secure a
- 1:48:39round because it gives you a lot of
- 1:48:40stability in neutral, forcing the
- 1:48:42opponents to be on the defensive instead
- 1:48:43of you.
- 1:48:45All right, now last to finish up the
- 1:48:48video, let's take a look at a few pro
- 1:48:50replays. First off, we're watching Yama
- 1:48:52versus Nemo. Nemo needs no introduction.
- 1:48:55Yama is a player from Zeta Division, the
- 1:48:57same one as Kakaru. He got fifth place
- 1:48:59last World War in Japan. He's a really,
- 1:49:01really good player.
- 1:49:04right now facing against Bison. He's
- 1:49:06basically trying to footies the
- 1:49:07opponents as best as he can cuz Bison
- 1:49:09can be quite dangerous if you're just
- 1:49:10walking up to press buttons as he has
- 1:49:12really good normals themselves.
- 1:49:14>> So right here he gets a really good
- 1:49:15crouch stand medium kick and as you can
- 1:49:18see he has three bars but he doesn't
- 1:49:19confirm this into drive rush.
- 1:49:23Goes into crouch medium kick and heavy
- 1:49:24du. The main reason is there's really no
- 1:49:27need for you to go straight into drive
- 1:49:28rush if you can just confirm into heavy
- 1:49:31duty ambu as the corner carry is going
- 1:49:32to be similar and the damage is not
- 1:49:33going to sc is not going to be that much
- 1:49:34bigger anyways.
- 1:49:37And right here Nemo is in a really bad
- 1:49:38position because he took this throw.
- 1:49:47This perfect parry right here is
- 1:49:49something that a lot of people practice.
- 1:49:50Used to be a lot easier before the parry
- 1:49:51changes because you didn't have to parry
- 1:49:53it while holding back. You could just
- 1:49:54parry it while crouch blocking, but
- 1:49:55right now since it's not a low, you have
- 1:49:57to hold back and then parry, but you can
- 1:50:00definitely practice to be able to do
- 1:50:01this yourself.
- 1:50:03So, right here,
- 1:50:06he goes for a stand heavy into crouch
- 1:50:08medium punch. That combo only really
- 1:50:10works if you hit stand heavy kick very
- 1:50:11close to the opponent. And the only way
- 1:50:12that you can get a punish counter heavy
- 1:50:14kick close to the opponent is one, he
- 1:50:16whiffs something with a really big
- 1:50:17recovery, like a reversal, or two, you
- 1:50:20perfect parry something that has a lot
- 1:50:21of recovery. So, in those situations,
- 1:50:22you can do this combo. Otherwise, you
- 1:50:24can need to go for something else. Pops
- 1:50:26SA1 and now it's pressure time. So,
- 1:50:28right here, Nemo's in a really bad spot.
- 1:50:33That's nice.
- 1:50:35Okay, so watch this. Right here, he goes
- 1:50:37for the crutch, medium punch, and OD
- 1:50:38fan. This OD fan with flame stock is
- 1:50:40plus one on block, which allows him to
- 1:50:42go for a jab right here. And this jab
- 1:50:44would not be interrupted if the opponent
- 1:50:46went for anything other than SA1.
- 1:50:48And after this jab, he goes into crouch,
- 1:50:50light kick, then heavy punch, which
- 1:50:52gives him a perfect timing to combo with
- 1:50:54the fan.
- 1:50:57So yeah, getting used to the timing that
- 1:50:59the fan hits so that you can combo into
- 1:51:01itself is really important,
- 1:51:03right? Not much happens with this round
- 1:51:05too. Nemo gets a really good hidden
- 1:51:07early on in the game, carries them to
- 1:51:08the corner, and after he carries him to
- 1:51:10the corner, he continues to pressure
- 1:51:11with him and basically gets him to the
- 1:51:14corner where he takes like five throws
- 1:51:16in a row and dies.
- 1:51:18So overall, Nemo played this really well
- 1:51:19and did really good reads on his
- 1:51:21offense, which gave him the win on the
- 1:51:22round. Let's go over to round three.
- 1:51:32Very nice.
- 1:51:34So Nemo feels really threatened in this
- 1:51:35situation that Yamama is going to go for
- 1:51:37a walk up button, especially if it's a
- 1:51:39crouch medium kick. And because of that,
- 1:51:40he threw out this knee press, but this
- 1:51:42knee press was slightly out of range
- 1:51:44with gauge a really good punish
- 1:51:46again. Remember, he does not burn meter
- 1:51:49for this. If you can get the combo
- 1:51:50readerless, go for the combo meterless
- 1:51:52corner carry so that you can use your
- 1:51:53gauge in the corner. Goes for the driver
- 1:51:56baits the throw
- 1:51:58into SA1. All right, so he's in a
- 1:52:01similar position as he was last round.
- 1:52:03As soon as the fans start to come in,
- 1:52:04we're going to be
- 1:52:07nice minion kicks on Bison.
- 1:52:12Very nice. Insane confirm by the way.
- 1:52:16That combos on uh counter hit.
- 1:52:19Doesn't necessarily need to go for this,
- 1:52:20but I guess he's talenting. So, the
- 1:52:22importance of watching that VOD is for
- 1:52:24you to see Yama doesn't necessarily go
- 1:52:26for OD fans that often because Bison
- 1:52:29doesn't really have things that you can
- 1:52:31OD fan through. So he basically plays
- 1:52:33only relying on his ne on his neutral.
- 1:52:36So now let's take a look at
- 1:52:39Yama versus Kosa. Kosasan, if you don't
- 1:52:41know, is a professional player here in
- 1:52:42Japan. He is in the Sai console. And fun
- 1:52:45fact, he's one of the only professional
- 1:52:46players in Japan who plays on pad. He's
- 1:52:48a really good Ryu.
- 1:52:51Let's give it a watch.
- 1:52:55Gets counter poked with a crush medium
- 1:52:57kick.
- 1:53:00Oh, that was a very bad whiff on stand
- 1:53:01heavy punch. So, as you can see,
- 1:53:03whiffing a normal like that is going to
- 1:53:04be very, very dangerous for you.
- 1:53:09>> Get stuck in a corner. Nice back dash,
- 1:53:12but Ryu doesn't get punished by that.
- 1:53:21>> Very nice shimmy.
- 1:53:22>> Yeah, he kind of got destroyed this
- 1:53:24round. Let's go for the next one.
- 1:53:31Instantly put in the corner round start.
- 1:53:32He has to get out somehow, right? He has
- 1:53:34to make a read. There we go. Wait, I
- 1:53:36don't necessarily know why he went for
- 1:53:37the medium hadukan there, but I guess
- 1:53:40could have been a mistake. I don't know.
- 1:53:43>> So, Yama capitalizes on it. I don't
- 1:53:45think necessarily he wanted to punish
- 1:53:46counter the hadukan. I think he just
- 1:53:48wanted to take his turn.
- 1:53:50But regardless, he goes for the crush
- 1:53:52minion punch drive rush
- 1:53:55>> and he does not pop SA1, which I think
- 1:53:57it's weird. You would think popping SA1
- 1:53:59there makes more sense, but maybe he
- 1:54:00just wants to save so that he can get
- 1:54:02SA3 and finish the round with SA3 in
- 1:54:04case he needs to. Go for the wake up
- 1:54:06crouch medium punch gets blocked.
- 1:54:09Now he's back at neutral.
- 1:54:13>> A lot of driver rush pressure is being
- 1:54:15very defensive.
- 1:54:17Cross cuts the opponent trying to leave
- 1:54:18the corner.
- 1:54:21Inching forward only a little bit. Oo,
- 1:54:23that was so close.
- 1:54:26Oh,
- 1:54:27>> damn. Kosa dropped it.
- 1:54:30>> That was supposed to be lethal, but Kosa
- 1:54:32dropped the combo.
- 1:54:39>> Damn, look at how tense this is. Oh, a
- 1:54:41damn it. So, right here. Right here.
- 1:54:45Goes for a crush. medium kick into drive
- 1:54:47rush during after crutch medium kick
- 1:54:49drive rush. If you input your reversal,
- 1:54:51the only way that the reversal comes out
- 1:54:52is if the opponent does something that
- 1:54:54is not four frames. If the opponent hits
- 1:54:56a jab or something that is four frame,
- 1:54:58you're going to get true block string.
- 1:54:59So, your reversal isn't going to come
- 1:55:00out. If you don't know, that is an
- 1:55:02option select which caught Kosku going
- 1:55:04for a back throw right here to try to
- 1:55:06put Yama back in the corner.
- 1:55:09>> So, now he's threatening the burnout and
- 1:55:11Kosan needs to do something right here
- 1:55:12because if you get burned out in the
- 1:55:13corner by May, you're going to be
- 1:55:15[ __ ]
- 1:55:18Oo, he tried to go for the Dish, but I
- 1:55:20think the driver shimpoo was a little
- 1:55:21bit too slow. Let's check. Yeah, he
- 1:55:24tried to go for the D rush, but it was a
- 1:55:25little bit too slow.
- 1:55:29And yeah, because last time he was a
- 1:55:31little bit slow on the driver rush, this
- 1:55:32time he makes sure to press it as soon
- 1:55:33as possible, but he gets blocked, so his
- 1:55:36drive gauge goes on the dump, goes on
- 1:55:38the drain. Ooh, very nice. Caught him
- 1:55:39trying to dash forward. He needs SA2
- 1:55:41here, though.
- 1:55:43All right. I had to burn SA too, but I
- 1:55:45got the round which is really important.
- 1:55:48>> Final round.
- 1:55:55>> Oh,
- 1:55:57so send a heavy punch into dry rush
- 1:55:58right here into the jab to get the mix
- 1:56:00up.
- 1:56:01>> Gets the throw and throws out a fan. And
- 1:56:03Kosa does this SA1, I believe, because
- 1:56:05he thought Yama was going to charge the
- 1:56:08fan. If Yama tries to charge the fan
- 1:56:10right here,
- 1:56:12let's see.
- 1:56:14Yeah, I think this is what Kosa expected
- 1:56:16Yama to do. And in this situation, Yama
- 1:56:19just gets hit. Yeah, I don't know if
- 1:56:21this was a read or not or he just wanted
- 1:56:23to pressure, but yeah, he he baited Kosa
- 1:56:25for into doing that reversal and and got
- 1:56:27him for it. So, okay, nice.
- 1:56:30Great crush, medium kick, and Kosa's in
- 1:56:32the corner. Pops SA1. This SA1 is really
- 1:56:35good because it allows him to pressure
- 1:56:36with fans while he regenerates drive
- 1:56:39gauge, which is really important because
- 1:56:40he's really low on drive gauge.
- 1:56:43gets a really sick MIDI counter hit
- 1:56:45right here, which gives him a really
- 1:56:46good combo.
- 1:56:48>> This is really important to note as well
- 1:56:50because this combo has no driver rush
- 1:56:52cancel. He's recovering drive gauge all
- 1:56:54the way through. Watch how much drive
- 1:56:56gauge he recovers.
- 1:57:01>> That was almost two bars. So now he's
- 1:57:04really healthy when it comes to drag
- 1:57:06gauge. And he can use a lot of like old
- 1:57:07defense and shenanigans to try to open
- 1:57:09cost up. Let's see what he does.
- 1:57:17Okay, one more throw and he's dead.
- 1:57:21>> Oh, he tried to go for the throw, but
- 1:57:22it's a little bit too far. Unfortunate.
- 1:57:24Goes for another throw and Kosa is
- 1:57:25ready.
- 1:57:30>> Oh, nice.
- 1:57:33>> Yeah, if you're close in that situation,
- 1:57:34it's going to be really hard for you
- 1:57:35because almost every hit you can take
- 1:57:37right there is going to be lethal.
- 1:57:39>> Yeah, that was really good by Yama.
- 1:57:42As you can see, you don't necessarily go
- 1:57:44for a lot of hailmary O defense over and
- 1:57:46over in neutral. And you don't
- 1:57:48necessarily need to be going for a lot
- 1:57:49of dry rush castles on your conversions
- 1:57:51as long as you're looking for the
- 1:57:52correct stuff. Play your neutral, get
- 1:57:54good hits in, and spend your meter
- 1:57:56wisely. All right, so that finishes up
- 1:57:59the video. Hopefully, I was able to give
- 1:58:00you some guidance on how to get better
- 1:58:01at my In case you don't know, I do free
- 1:58:04coaching on my Discord. I will coach any
- 1:58:06character, but some I've put in more
- 1:58:07time than others. I also have a Twitch
- 1:58:09where I stream fairly often. hop in,
- 1:58:11play some ranked games on random
- 1:58:12characters and listen to some metal. I
- 1:58:14also do VOD reviews while I'm live.
- 1:58:15Again, for free. All you have to do is
- 1:58:17hit me up. This video took me quite a
- 1:58:19while to make, so anyone that found this
- 1:58:20helpful, I'm really glad I was able to
- 1:58:21help you out. Looking forward, I'm going
- 1:58:23to be taking a little bit break on my as
- 1:58:24Viper is about to come out and I've kind
- 1:58:26of waited for that character for almost
- 1:58:2820 years. And my next guide will
- 1:58:30probably be on Viper. Hopefully, I can
- 1:58:31use the experience I gather editing this
- 1:58:33video to make a guide for Viper that is
- 1:58:35even better. But yeah, anyways, thank
- 1:58:37you for watching. Good luck with your
- 1:58:38practices and peace out.
- 1:59:02Mhm.
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