Critical-Limit
New member
Train of Thought
I figured I'd just share how I go about a match and what I think about while playing. and maybe it can help others with problems they have.
Firstly when looking at your character you'll want to know everything. And when I mean everything... I mean... EVERYTHING.
Combos
Getting your combo's down so well that you don't have to think about it is a must. Combo's aren't what make you a good player but it's a GREAT tool to have as damage can mean the difference between loss/win.
You should learn every combo, even ones that appear to be extremely situational. Because you never know when you end up in that situation.
So that's an example of how a seemingly useless combo may have it's advantages.
Combo Damage fear/conditioning: I'm going to use Scorpions teleport punch as an example for why you need this not only for maximum damage... but to control your opponents spam. Lets take a look at this teleport vs 2 players that handle it differently.
Another benefit to combo damage is the fact that you will make your opponent waste meter. when I realize my opponent can't combo for donkey nuts. I will never use a breaker. When I fight someone that can bust out a 28%+ I will consider breaker depending on the situation I'll get into that later. Getting them to drop meter also makes them lose tools.
knowing them w/o thinking about it...
This is extremely important. You need to practice your combos so hard... that you can use them w/o thinking about their input timings. That way all your focus can be on being 2 steps ahead of your opponents thought process. And you can't 100% do that only in training mode, You have to be able to do it under pressure as well, and be able to use it in the right situation without hesitation. like you should know what string your going for unless you are waiting for a hitconfirm.
Got Punished?
If you get punished by something. It doesn't always mean you can't ever do it again.
When it's almost a guessing game It doesn't mean you should drop it just because it failed a few times. Think hard on why it didn't work, and ways you could MAKE it work, as well as ways to protect yourself if they choose the same option in the same situation(aka upknee). So you can be prepared for the situation when they change their strategy.
Now for me to explain situations where you should literally just STOP trying. Usually when the punishement comes from a reaction of what YOU were doing. that usually means you might want to not try that anymore
Minimizing consequences on a move is a good way to make your move deadly. Let me use Smoke's Teleport as an example.
Lets look at your own patterns that got punished now...
if you notice you get nuetral jump punched like 3 times in one match out of the air. That might mean you cross over jump too much or too predictably. Or your opponent called you out on that option just as they finish THEIR string. whatever the case, now you need to figure out how to punish someone who expects the cross over jump. Or a way to make it less predictable.
Lets go with Punish first...
Less predictable...
Round 1 Fight!
How I think about nailing that first hit to get that important meter.
Zoners:
I figured I'd just share how I go about a match and what I think about while playing. and maybe it can help others with problems they have.
Firstly when looking at your character you'll want to know everything. And when I mean everything... I mean... EVERYTHING.
Combos
Getting your combo's down so well that you don't have to think about it is a must. Combo's aren't what make you a good player but it's a GREAT tool to have as damage can mean the difference between loss/win.
You should learn every combo, even ones that appear to be extremely situational. Because you never know when you end up in that situation.
Spoiler:
For example:
Jade's 3,4,2 EX shadow kick, shadow kick. Is for the most part useless to me because the wasted bar for that few extra percent is not worth it. Also EX Overhead after 4, will lead to more damage so why bother? Well let us not forget positional advantage. if doing 3,4,2 EX shadow kick, will land them in a corner, I can not only ad more punches at the end of the shadow kick for a longer combo. But I get them trapped in a corner which is probably more beneficial than the loss of a future EX shadow glow.
Jade's 3,4,2 EX shadow kick, shadow kick. Is for the most part useless to me because the wasted bar for that few extra percent is not worth it. Also EX Overhead after 4, will lead to more damage so why bother? Well let us not forget positional advantage. if doing 3,4,2 EX shadow kick, will land them in a corner, I can not only ad more punches at the end of the shadow kick for a longer combo. But I get them trapped in a corner which is probably more beneficial than the loss of a future EX shadow glow.
So that's an example of how a seemingly useless combo may have it's advantages.
Combo Damage fear/conditioning: I'm going to use Scorpions teleport punch as an example for why you need this not only for maximum damage... but to control your opponents spam. Lets take a look at this teleport vs 2 players that handle it differently.
Spoiler:
Player1: Everytime he blocks it he just uppercuts. Although punishment has been dealth the damage done isn't that significant. Since it's small enough punishment it leaves scorpion more chances to be risky with it. Leaving him more tools under his belt because you are unable to put the damage FEAR into him.
Player 2: Everytime this player blocks they do a 37% damage combo. With such a high loss for a teleport punch risk. you can now bind scorpion to using that move less often opening the door for you to be able to jump more freely/ counter attack w/o worrying about whiffing and getting punched int he back. I mean 3 blocks and that scorpion is dead, you can bet he's not gonna spam it now.
Another benefit to combo damage is the fact that you will make your opponent waste meter. when I realize my opponent can't combo for donkey nuts. I will never use a breaker. When I fight someone that can bust out a 28%+ I will consider breaker depending on the situation I'll get into that later. Getting them to drop meter also makes them lose tools.
knowing them w/o thinking about it...
This is extremely important. You need to practice your combos so hard... that you can use them w/o thinking about their input timings. That way all your focus can be on being 2 steps ahead of your opponents thought process. And you can't 100% do that only in training mode, You have to be able to do it under pressure as well, and be able to use it in the right situation without hesitation. like you should know what string your going for unless you are waiting for a hitconfirm.
Got Punished?
If you get punished by something. It doesn't always mean you can't ever do it again.
Spoiler:
For instance, Noob Saibot's shadow Charge. When you throw it at them and they are mid screen and they chose to jump. They get a combo right? That doesn't mean that shadow charge is 100% useless in that situation. It just means for this one scenario you chose wrong. You should have upknee'd him. Once you up knee them enough times, They will start waiting/baiting the upknee then come in and punish. This is when shadow charge once again becomes useful at this distance.
When it's almost a guessing game It doesn't mean you should drop it just because it failed a few times. Think hard on why it didn't work, and ways you could MAKE it work, as well as ways to protect yourself if they choose the same option in the same situation(aka upknee). So you can be prepared for the situation when they change their strategy.
Now for me to explain situations where you should literally just STOP trying. Usually when the punishement comes from a reaction of what YOU were doing. that usually means you might want to not try that anymore
Spoiler:
For example, when Jade does her overhead pole slam (DB2), on kabal's block. Even at full distance Kabal can drop block and speed run me with his special on reaction. There is no, WHAT if about this. If kabal is in a position where he can stand block your DB2, you better not use it. That's why usually against kabal I will not use enhanced DB2, I use glow only. I got punished for DB2 and it was obvious he could punish on reaction/out of block stun and hit me before I have control.
Minimizing consequences on a move is a good way to make your move deadly. Let me use Smoke's Teleport as an example.
Spoiler:
Smoke gets the most punishment when it's blocked correct? The best way to avoid getting punished for your attack would be... to what? Basically attack only when they are unable to block. you can use the punch when they whiff a string. If you see scorpion spamming square and he's out of range. you can go ahead and use his teleport punch. If you see someone jumping back. you can time your teleport punch to hit them before they land. They can't block in the air. Another way to avoid punishment is while they are in hit stun so essentially using it in combos. If they throw a projetile. Or if you see them start a move while you are laying down from a knock down. They can't attack and block at the same time. If you try to punch JUST in these situations you will minimize the consequences. Also as a side note, Smokes will often teleport punch and WHIFF on purpose just above the opponents hitbox so his teleport is more similar to Cyrax. Where he teleports but isn't committed to an attack. Also works while your opponent just hits the ground and you whiff because they are laying down. Good way to close distance.
Lets look at your own patterns that got punished now...
if you notice you get nuetral jump punched like 3 times in one match out of the air. That might mean you cross over jump too much or too predictably. Or your opponent called you out on that option just as they finish THEIR string. whatever the case, now you need to figure out how to punish someone who expects the cross over jump. Or a way to make it less predictable.
Lets go with Punish first...
Spoiler:
Lets pretend you're Johnny Cage. you do one of his safe 3 hit strings, You noticed you like to crossover jump after the 3rd hit. But you got punched out 3 times. How can you punish their read if it was incorrect? You could try johnny's anti air kick just as the string ends. you could try dashing in and jabbing and catching them in the air, then doing a jab chain into a combo/juggle. Basically anything to hit them out of the air. But please remember, they probably are doing this because of YOUR patterns. Meaning unless you've already jumped over them after the 3 hit string a couple times already. They probably won't throw out the nuetral punch.
Less predictable...
Spoiler:
Lets pretend you're Ermac. you like to do the 3,1,2 on block then jump over. Instead of always doing it after 2, you could try mixing up when you jump. you could crossover jump punch, then do another crossover jump IMMEDIATELY. you could do 3,1 then jump while they are waiting for 2 you will already be half way to safety in your jump. mixing up the times you choose to cross up jump punch will make them weary of when they can nuetral jump punch. If you're unpredictable with your patterns, it makes it really hard for them to make the right call.
Round 1 Fight!
How I think about nailing that first hit to get that important meter.
Zoners:
Spoiler:
They tend to run away right at the start, backward jump, back dash, or their safest get off me move right at start. So say for noob saibot. majority of them will shadow upknee or what I mentioned before. That's their safest stuff, and it's their way to build distance. If your character has a projectile, against these people you can usually open up with one. When I'm Jade I will throw a boomerange at start and it never seems to fail. Subzero is iffy, as he has a decent up close game. I usually take my chances with a boomerange at first encounter. Jumping in on Zoners at the start is not wise. most of them have a really safe anti air that can be used on reaction.
Now when you are repeat fighting someone, say you're doing a set. They will mix it up on you. So don't expect them to never mind game you by throwing out a projectile at start, or dashing in with a grab ect.
Now when you are repeat fighting someone, say you're doing a set. They will mix it up on you. So don't expect them to never mind game you by throwing out a projectile at start, or dashing in with a grab ect.
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