The Replay and Analysis Thread

I’m fairly new to this game, but I’m not new to fighting games. I find it difficult to get better at this game and I was wondering if anyone will analyze my scrubby play. Sorry if the video gets laggy at parts.


As a non-Riptor player…

  • I would like to see more utilization of Riptors spatial control tools. HK, Run Back Fireball, Mortar Assist, Run HP.

  • Carpet isn’t really fit for neutral, and you got blown up a few times for setting it thus. You have the right idea setting it down on KD to enforce your mixups, but you weren’t really taking advantage of these opportunities.

  • Similarly, take advantage of the coverage provided by Mortars. There’s still all that horizontal space to work with while the sky is protected and some of your riskier options (like Leap>> or Run HK) can be made safe or even lead to advantageous scenarios w/ the Mortar connecting afterward. Think of them more as assists than fireballs.

  • More contesting neutral frame situations, taking your offensive turns, and punishing unsafe stuff on block. You let TJ bully you w/ Spin, and Orchid kept pressuring after you had blocked Slide. Stick jabs buffered into stuff into these spaces, it’s no longer their turn.

  • Character specific stuff will come w/ time, especially in terms of break points. In the future, though, it would be good to see some breaks on those TJ recaps. The window is forever, and the strength is discernable by the trails off of his fist.

  • Capitalize on lockouts!

  • When the opponent is in or near Danger, confirm into Ultra! As the good @STORM179 would say, “Opener>Ultra saves lives”

But would @SLHiImKeith @aWholio and/or any other Riptor specialists be able to give this kind lad some input?

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My main advice would be:

  1. Be more assertive on your offensive knockdowns. In the TJ match, you were hesitant to pressure on knockdown, even against TJ with no meter (who has no reversal). This is THE primary time to get a ton of your damage in this game. Don’t be scared or timid to meaty. Coincidentally, you should watch the TJ match back again and count the number of times he does wake up spin fist (a non-invincible, easily stuffable special move). You might start to notice a pattern if you give it a watch now, when your mind isn’t focused on playing the match itself.

  2. Lockout capitalization for sure. As soon as you see a lockout, you should be thinking “how many heavy auto-doubles and shadow moves can I do”. In the TJ match you did capitalize with shadow one time, but would like to see more of this. Riptor’s shadow headbutt (not shadow talon) is the best choice here.

  3. Opener -> ultra is great. The TJ player made a comeback against you in the last round that only worked because he did ultra as fast as he could. I would definitely encourage you to keep ultra first and foremost on your mind late in games.

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My biggest piece of advice for you is to learn your best punishes. Throw isnt a good punish 90% of the time, Cr.HPx3 chain is your best meterless and nets you like 17% as an opener.

-Cr.hp,fwd+HP xx headbutt is another strong opener that doesnt do as much, but dmg scales a lot better.

-you also dont like to reversal at all, sometimes you gotta challenge, and use your meter. Orchid/TJ blow up runback HK with no effort so you gotta wait for the meter. They also cant change their jumps so any jumps in neutral can be caught by Shadow tail flip or just clever girl.

-same concept, use your instinct! to help you react and give you better neutral tools.

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I didn’t know you were in the forums.

@ItzTymeToDul I havent been active or even lurked in a while. The mention literally brought me back

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So my submission today for you guys to analyze is this long set i played against a starred Shin Hisako player. And since she’s almost brand spanking new, thought it’d be cool to see you guys’ thoughts on how to approach the matchup.

Now, i dont own Shin Hisako, so i can’t really lab her too well. Ive heard most everything she has is super negative and a lot of my experience prior to this set was getting beat and trying to figure what beats what, whats her go to moves, her playstyle, etc.

Any and all criticism is welcome and appreciated.

I have a few games here from my set with @TDBLumiere. Sadira is a character that I usually do TERRIBLY against and that is definitely illustrated very well here. Wanted to see if you guys can give me some pointers as to what I’m doing wrong and what to do right.

@TheNinjaOstrich
@ItzTymeToDul
@STORM179
@Dayv0

Right off the bat, there are several times that you had Sadira pressured, but then decided to jump away or dash away. You generally WANT to keep pressure on her at all times. Don’t let her go free. Pressure her and then use throws to keep her on guard.

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Stop respecting sadira. You let her run her a
Footsies a lot. In the first two matches the player wad able to double jump. Once you see this habit, you can either escape or challenge with an anti air.

10:15 was what i wanted you to do the entire set, MAKE sadira play on the ground by using your almost invincible dp. 2:42 i felt like you could have capitalized better in your opponents patterns and forward dash out of sadiras overhead shenanigans.

Tbh once you create space with sadira and get damage YOU DON’T HAVE TO GO IN. Maya has tools to punish sadira for a rushed and stupid approach. Her dash forward jump into heavy punch will catch her web clinging if she’s close to the ground. Manipulate the area the player feels comfortable jumping by using your medium and heavy leap kicks. They extend outward and are meant to hit targets from far away places.

In the match, you pressured sadira with jumping normal-light poke-light poke-medium poke-dagger…then she jumped out. Notice this. This means your opponent (in this scenario) doesn’t want to deal with your pressure, take advantage of it.

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All in all i think you were playing against sadira and not lumiere.

Slightly off topic: Those TDB guys are good. I almost beat ki4life a short while ago, so close that it might as well be a tie.

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I did this thing:

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@SneerfulWater57

To be honest, most of the Shinsako match “mistakes” looked more like MU unfamiliarity to me than anything else. He was getting away with bloody murder on some of that stuff, but that’s pretty much just what happens when you’re fighting a character you’ve never seen before. A few of the bigger things I noticed:

  • Once you’re cursed and Shinsako is fulllscreen, you should be on the lookout for dash and specials. The dash and cross-slash are pretty much unreactable, but the overhead slash should never hit you. Just block high - that’ll stop any dash->button shenanigans, and also defend against the overhead.

  • Pretty sure you can mash parry in between Shinsako’s rekka’s (know for certain you can on the third hit) - no reason to hold them.

  • When you block something from Shinsako, HK/HP->opener should be your punish. Just about everything she does is fierce punishable on block.

  • Shinsako has a floaty jump and can’t change her trajectory once she’s up there - work on nailing those anti-airs.

  • In spite of what it looks like, Shinsako’s backdash doesn’t lower her hurtbox at all. Anything that would hit her standing will also hit her backdash once the invul frames run out.

  • If you freeze the screen and Shinsako is doing a special, just block the special. Grounded punish is almost always going to be the better option than parry.

  • Holding up against Shinsako isn’t a terrible idea. Getting cursed sucks, so she has incentive to put a curse on you with a throw reset.

@SneerfulWater57 Correction: HP if you’re close or MP if you’re a bit further away. HK doesn’t do much damage at all.

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Listen to Dolphin :thumbsup:

I need to hang out in this thread more…

It’s a good thread! It will teach you what to look for, and how we analyze during a match. :slight_smile:

Another thing:

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I did more analysis, including one before this, but I’ll just link the most recent one and if you’re interested you can check out my channel:

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