pattheflip

aka patthechipp aka filipinobi aka

a little bit miyamoto musashi, a little bit yoga with adriene

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let's see if this blog will help me maintain a regular habit of doing weekly review sessions! it's an important part of a more disciplined practice routine and definitely something i have neglected recently.

since i don't have any big competitions coming up, this is a good window to get some good long-term work done. i'd like to branch out and experiment a bit with different characters eventually, but refining this practice routine comes first IMO.

for this week i'm going to stick to the same routine as last week's and see if i can hit the workout goals, those definitely got bodied from work.

for xrd homework: -practice JI combo and corner BnBs -test some burst bait paths for my BnBs -continue practicing frame trap timing against fast buttons. should probably write out all my go-to options and track rotations. -test 2H vs raven jump back jD timing

match notes below


REV2SDAY 8/16/22

vs flufferson not much to learn from other than some drops. pretty one-sided, mostly having fun with it.

vs tomtom

good use of find me to obfuscate movement, used it to bait stuff with low risk. good use of counterpoke 6Ps. good blitz baits good use of gamma + ryuuyanagi to keep risk low.

vs puddles

represented throw early, worked bc puddles was blocking a lot. got opened up by an airdash into low that was covered by a sword swipe neutral felt solid good, respectful of swords but not intimidated. got opened up by 2KPP twice and burst poorly messed up gamma yrc landed some air alphas that were pretty risky but they worked

vs yousagi

went for a wakeup option and got snuffed by zwei YRC. maybe just don't go for wakeup DPs (especially in laggy matches). this happened a lot. vs johnny, gotta bait wakeup super when they have 50 meter. got caught by a tech jH while i was backdashing. if they're above me and i need to reposition, better to run forward than move backward. this set was basically me getting owned by zwei YRC at pivotal moments. just can't look for wakeup options vs yousagi if he has meter. he's basically just abusing the shit out of YRC and not really using meter on other stuff.

vs vevion

went for a 6P and got fucked up bursting wasn't the best jumped after redashing in like 5 times and got blitzed on the way down made a good comeback bc vev tried to throw my burst dead angles got predictable and eventually baited got opened up a lot by mash cS, worth testing with wakeup/blockstun tool

Tag-In Battle

vs TheMikuSSGSS

miku likes to use bandit bringer in neutral and i can probably bait that aggressively chasing oki with jam over getting card isn't that great DI sol gets 50 meter off of DP?! lost once they started getting more aggressive with DP, wasn't baiting it in obvious run situations let 6P whiff and punish if i see them swinging with it in scrambles should probably just fuzzy FD as layer 1 lost final exchange due to YRC slowdown

vs Babbaloo

good adaptation to jump back glide, started looking to 6P it on reaction messed up a 2H attempt vs j2k

vs TheMikuSSGSS

good early use of 2H to AA but didn't follow up got opened up by neutral jump into empty low/throw botched two safejumps IB turned into a backdash optimal DP punish combo would have killed. go for a 6H punish no matter what dropped kill combo twice, had to burst to salvage round think it's basically never worth it to chase in on a scramble bc if sol swings i'm getting hit by something big botched DP punish

vs TomTom

if i'm losing my pressure is less scary bc i'm scared to get mashed on. gonna practice frame trap timing against fast buttons. did not adapt to his use of blitz at all. good use of 2S and IAD jD to punish predictable boom throws dead angles and bursts did not work out well, he's definitely good at sniffing them out if i see a crossup dash i should just mash 2P or blitz instead of trying to block left-rights don't really matter against leo so just safejump shit

vs Takeahnase

represented throw early, made him mash on it but didn't successfully beat mash didn't convert two CH 2Hs into 6H route (or anything else really) need to remember to just sit and wait sometimes after several redash attempts. didn't block K ball oki for shit but also didn't trust my wakeup blitzes went for DP a bit too much once he started baiting them good adaptation to high/lows stopped looking for shuriken, got caught up in stuff after air tech/descent do not 6P against venom i'll just get juked by mad struggle or ball set

overall observations -need to re-add teleport back into the mix rotation. 22P 2D when i'm pushed out is decent, also set up 22K in neutral, feint with 22. -liked my corner discipline. didn't like that my wall cling oki wasn't as effective vs reversals. mix in wall dive -> meaty gamma blade or 22P 2D or something. -i should actually map out all my different run pressure patterns and actively track rotations.

homework: really need to start looking for burst bait paths in my BnBs. continue practicing frame trap timing against fast buttons and list out options to track rotations test 2H vs raven jump back jD

drops: -JI combo xxxxxxx -corner BnB into shinkirou xxxxxxx -oki xxxxx -wakeup reversal xxxx -high wall alpha followup xxx -guts crush combo x -uncling alpha x


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