awesome, i've been waiting for this kind of vid. finally the in-depth fight analysis against a specific character, this time against drag who always have plus frames in his arsenal. thanks coach! looking forward for your another in-depth fight analysis vs another characters
Yes, it’s an option select scenario! You can choose to not f+2 in order to challenge wake up attack and can force a 50/50 if they choose to wake up standing which is what Drag chose to do. This kind of pressure is extremely oppressive whereas with the flip over we need to chase after their tech roll. d+1+2 is a hard knockdown and cannot be tech rolled. Using this mechanic we can control the pace more consistently
Very effective analysis but Don’t forget to mention, punishes you missed, and moves that you could have done better than what you did( like a stronger, punish etc). but other than that, good job. 👏 I subscribed 👍
@coachkazama8434 if you could please couple it with a video about how to approach players who keep throwing CHs because as Asuka I really struggle against them
Why don't you use f2 after you land a d1+2? It's guaranteed in all situations if you mini dash, and in some situations if even if you don't. Also if you land a f4, you can dash and then use 1+4 to pickup into a combo, timing's a little tricky but for a tekken emp should be simple.
If you’re referring to 8:00, I’m option selecting to do d+1+2 only to preserve the hard knockdown. Opponents are unable to tech roll in this state, but they are able to after f+2 follow-up. The line of thinking here is to keep a continuous loop. It’s not an option I choose all of the time, but against a healthy opponent it can be worth it to preserve your hard knockdown. I’m aware of the f+4 combo as well. Thanks for your comment!
awesome, i've been waiting for this kind of vid. finally the in-depth fight analysis against a specific character, this time against drag who always have plus frames in his arsenal. thanks coach! looking forward for your another in-depth fight analysis vs another characters
Thank you for your awesome suggestion! 😊There will be more to come, thanks for watching and I’m glad it’s helping
Really cool match analysis coach! Would like to see more of these in the future
Thanks! Will do!
Great vid! 👏🏻
Thanks!😊
8:05 Don't you get a free f+2 followup after d1+2? Or do you not press f+2 on purpose for better oki?
Yes, it’s an option select scenario! You can choose to not f+2 in order to challenge wake up attack and can force a 50/50 if they choose to wake up standing which is what Drag chose to do. This kind of pressure is extremely oppressive whereas with the flip over we need to chase after their tech roll. d+1+2 is a hard knockdown and cannot be tech rolled. Using this mechanic we can control the pace more consistently
In other words, keeping the hard knockdown from d+1+2 will allow you to loop offense much easier
Beautiful ❤
Great video
Thanks!
Thanks coach.
Anytime 💪🏽 Thank you for the continued support!
Great breakdown of this match. I tend to play like an ape, just throwing out random shit. I should probably plan my moves out more.
Thinking about your options in ranges should help, and never let them get up for free! Thank you for the support 💪🏽❤️
Very effective analysis but Don’t forget to mention, punishes you missed, and moves that you could have done better than what you did( like a stronger, punish etc). but other than that, good job. 👏 I subscribed 👍
You should be a video about attacks to create spacing like df4, ff2,1, D2, etc
Can you be a bit more specific? Are you talking about moves to play keep-out in the neutral?
@coachkazama8434 if you could please couple it with a video about how to approach players who keep throwing CHs because as Asuka I really struggle against them
Why don't you use f2 after you land a d1+2? It's guaranteed in all situations if you mini dash, and in some situations if even if you don't. Also if you land a f4, you can dash and then use 1+4 to pickup into a combo, timing's a little tricky but for a tekken emp should be simple.
f4,ff,1+4,db1,3,ff4,ff2,1+2
If you’re referring to 8:00, I’m option selecting to do d+1+2 only to preserve the hard knockdown. Opponents are unable to tech roll in this state, but they are able to after f+2 follow-up. The line of thinking here is to keep a continuous loop.
It’s not an option I choose all of the time, but against a healthy opponent it can be worth it to preserve your hard knockdown. I’m aware of the f+4 combo as well. Thanks for your comment!