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Learning from Leshar: Don’t Commit to a Button After a Backdash Shimmy + Catch Fuzzy Buttons 0:00- Actual match footage Backdash shimmy → confirm that the opponent does nothing → backwalk and use at tip range Aim for a Punish Counter on the opponent’s fuzzy 0:04- Backdash shimmy →...

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Learning How Luke Can Beat Fuzzy Options from Leshar and Other Top Players 0:00 Leshar After having a close-range blocked, he notices the opponent using a fuzzy to mash out He then intentionally uses from slightly farther away and waits, looking to whiff punish the opponent’s 0:07 NL After a back throw, delayed is used at tip range to catch fuzzy mashing 0:10 Leshar After a slight backstep, he uses a delayed to watch for SA while also targeting fuzzy mashing and throw techs He then uses another delayed to catch the fuzzy option again 0:12 Kuromame cr.LP > slight backstep > targeting both throw techs and fuzzy mashing 0:14 Leshar Light attack > delayed at tip range to catch fuzzy options 0:18 Training Mode Test How to punish a used as a fuzzy option After blocking a button from slightly farther away, backstep slightly and wait If the opponent presses as a fuzzy option, let it whiff and whiff punish it with or another button 0:28 Dealing with fuzzy mashing after a back throw If the opponent uses fuzzy mashing against back throw > meaty or a walk-up throw Use delayed at tip range to fish for a Punish Counter 0:42 Delayed tip-range after a corner throw Press around the timing when you would normally be able to block a reversal OD DP This makes it easier to get a Punish Counter against fuzzy cr.LP and throw techs 0:55 Backstep > delayed > delayed tip-range Press around the second frame of the opponent’s wake-up This lets you block wake-up SA while also looking for a Counter Hit against delayed buttons and throw techs The second delayed can then fish for a Punish Counter against fuzzy cr.LP 1:29 The same idea can also be used with sequences such as cr.LP on block > slight backstep > st.LP, making it possible to get a Punish Counter against fuzzy cr.LP After hitting a button such as cr.LP at tip range, use a fireball to catch the opponent’s attempt to challenge If the opponent starts using delayed cr.LP or as a fuzzy button, use light attack > delayed This lets you block their challenge while also fishing for a Punish Counter against fuzzy cr.LP or

白(ワラキア)

11,119 Aufrufe • vor 28 Tagen

Applying Leshar's and Hinao's Pressure Sequences to Different Characters 0:00 Akuma After > cr.LP or > cr.LP, slightly delay into A sequence that covers retaliation while beating fuzzy defense 0:16 If cr.LP Counter Hits, confirm into > Confirm the situation before committing to the follow-up 0:26 > slight delay > micro walk back > st.HP Covers retaliation such as while looking for a Punish Counter against fuzzy defense Try to hit confirm both and st.HP whenever possible 0:43 > slight delay OD Hadoken A sequence designed to punish retaliation Hit confirm on hit 0:55 If you expect no retaliation, use > walk forward > Beats fuzzy defense while continuing pressure Hit confirm on hit 1:08 Ryu After Buffer to catch retaliation Micro walk back > max-range st.HP (covers retaliation while beating fuzzy defense) Walk forward > (beats fuzzy defense while maintaining pressure) 1:27 Ken After max-range st.HP: Delayed Jinrai Kick or buffered (to catch retaliation) Micro walk back > (covers retaliation while beating fuzzy defense) Walk forward > (beats fuzzy defense while maintaining pressure) 1:44 Sagat After OD High Tiger Shot (to catch retaliation) Micro walk back > (covers retaliation while beating fuzzy defense) Walk forward > (beats fuzzy defense while maintaining pressure) 1:51 Terry After Fireball or buffered (to catch retaliation) Micro walk back > (covers retaliation while beating fuzzy defense) Micro walk forward > (beats fuzzy defense while maintaining pressure)

白(ワラキア)

15,084 Aufrufe • vor 3 Monaten

I received a question about this, so I used actual match footage to take a closer look at Leshar's neutral game and how he cycles through his reads Basic Neutral Game He walks back and forth while using medium P/K to deal with projectiles, keeping his fingers on light P/K to react to Drive Rushes and forward movement, while also using whiffed light attacks to provoke the opponent into moving He also uses slight backwalk into crouch block to bait whiffs, then whiff punishes with when he sees an opening This seems to be his basic stance in neutral 0:11 He walks while keeping his fingers on then reacts to Ken's Drive Rush with to stop him 0:13 After blocking Ken's he briefly waits, anticipating a sequence such as a slight walk forward into cr.LP/cr.MP, then briefly crouch blocks before backwalking into st.HP 0:17 He baits a whiff with slight backwalk into crouch block, then whiff punishes with 0:18 After walking back and forth, he sees Ken whiff and presses How He Cycles Through Reads ① 0:21 Ken walks back and forth and waits → Leshar throws a Hadoken to see how Ken reacts ② 0:23 Ken steps forward → Leshar backwalks, looking to make Ken whiff or similar buttons → Once Ken gets into range, he waits with crouch block ③ 0:24 Both players crouch block at the tip range of → Leshar walks forward slightly and presses st.LP → Ken reacts to the whiff with → Leshar deals with it by crouch blocking At this point, it looks like he is checking how Ken reacts to slight walk-forward buttons ④ Against the shimmy after Ken's Drive Rush → Leshar uses fuzzy cr.LP → It trades with Ken's delayed ⑤ 0:27 Both players walk forward slightly and block each other's → Leshar uses a slight walk-forward 6HP from farther away → He blocks Ken's retaliatory Similar to ③, it looks like he is checking how Ken reacts to close-range walk-forward buttons, such as whether Ken presses a button when he sees the walk forward, while also checking whether Ken will continue to block when the same approach comes from farther away ⑥ 0:32 Ken Perfect Parries the Hadoken → Leshar Drive Rushes with st.LP → Ken blocks ⑦ 0:34 Ken Drive Rush st.LP → Shimmy → Leshar's fuzzy cr.LP counter hits Since the fuzzy cr.LP worked in ④, it looks like he is using the same option again to see how Ken reacts ⑧ 0:37 Ken blocks → Hadoken → Ken uses a delayed walk-forward → Leshar walks forward and blocks → Punishes with Since the backwalk-to-whiff-punish situation from ② and ③ wasn't happening very often, it looks like he is now adding walk-forward blocking as another option ⑨ 0:41 Two-charge Hadoken → Ken sees the charge and jumps forward → Shoryuken After Ken Perfect Parried the Hadoken in ⑥, Leshar appears to use a two-charge Hadoken to encourage another Parry while still keeping the risk of a jump relatively low ⑩ 0:43 Ken whiffs → at tip range → Leshar slight walk-forward crouch blocks This looks like another option based on the fact that walk-forward blocking had worked in ⑧ ⑪ 0:45 Blocks Jinrai's Light follow-up → Slight walk-forward ⑫ 4:18 Leshar's 6HP gets blocked at close range → Backwalk → Ken's retaliatory throw whiffs → Leshar punishes with a backwalk st.HP Based on situations such as ⑤ and ⑧, it looks like Leshar had determined that Ken wasn't frequently retaliating with an immediate low button, allowing him to add backwalking as another option ⑬ 4:39 After a Punish Counter back throw, Leshar waits → Slight walk-forward st.HP at tip range After confirming in situations such as ⑤ and ⑪ that Ken wasn't backwalking in response to his walk-forward buttons, he chooses slight walk-forward st.HP Conclusion It seems like Leshar cycles through his reads roughly like this 1⃣ Start with a low-risk option ↓ 2⃣ See how the opponent reacts ↓ 3⃣ Try a different option based on that reaction ↓ 4⃣ See how the opponent reacts to that option ↓ 5⃣ Confirm the information again in a later situation ↓ 6⃣ Once he has a clearer idea of the opponent's reactions, add new options based on that information Rather than trying to "make a big read and land a hit," I personally think his approach is closer to "carefully checking the opponent's reactions one by one, then making decisions based on the information he gathers"

白(ワラキア)

51,302 Aufrufe • vor 2 Monaten

My current thoughts on dealing with Ingrid’s setups, teleports, and beams 👇 Still feels pretty underdeveloped, but here’s what I’ve got so far. 0:00- As a counter to OD parry, meaty OD Hadoken or charged fireball. Even if the parry succeeds, you’re still around +6, so you can punish with 0:12- Safe jumps after MK Tatsu or LP DP. Anti-air invincible reversals can still be blocked, and OD parry can also be covered. 0:28- Counterplay against setup into teleport. If you block from farther away, it tends to become a true blockstring. If you move in and crouch block, it becomes easier to DP or Perfect Parry the teleport. 0:42- If dealing with it from farther out, Perfect Parry first, then if you see the teleport, anti-air with cr.HP or similar. 0:44- Against setup > stock charge or teleport, buffer Perfect Parry Drive Rush beforehand. Go under the teleport with whiff cr.LP > turn-around cr.LP. If you see the charge instead, check with or similar. 0:56- If you recognize either the horizontal or overhead teleport, anti-air with cr.HP or st.LP > st.LP. 1:15- Use Hyakki preemptively against the setup, then go into the HK follow-up if you see teleport or charge. 1:28- Walk forward and parry as a read against mid setup. If you get a close-range Perfect Parry against the mid setup, sweep can punish. 1:33- If they start mixing in heavy setup, use Parry Drive Rush into cr.LP. 1:40- If they use setup at close range, it’s at least possible to react and aim for a sweep trade. 1:46- Against non-enhanced beam, Perfect Parry > 6HP will reach unless it hits at max range. You can also whiff punish missed beams with Drive Rush and similar options.

白(ワラキア)

31,960 Aufrufe • vor 5 Monaten

Pressure sequences that build a Drive Gauge lead 👇 0:00 Once you’ve conditioned the opponent to stop mashing, and they mostly rely on throw techs or fuzzy mash attempts, you can start using “scam” pressure sequences. 👉 > > st.HP xx fireball 👉 > > target combo xx fireball 👉 Drive Rush > walk > > st.HP xx fireball, etc. 0:15 Catching fireball retaliation attempts 👉 st.HP > delayed to catch fireball counter-pokes 👉 If they stop challenging, go for greedy pressure like st.HP > 6MK 0:39 Tip-range 214LP pressure After heavy tatsu, punish counter throw, heavy DP, etc. 👉 tip-range st.HP xx 214LP ※ Only works on Mai, AKI, Sagat, Zangief, and Dhalsim 1:09 214MP is only safe on block against Lily even when it hits deep 1:18 Heavy tatsu > cr.LP, st.LP frame kill > meaty cr.HP > OD fireball leaves you at +2 in throw range 1:34 Using OD fireball after shimmy confirms like cr.LP / 👉 catches retaliation attempts while continuing pressure 1:59 Chip setups from safe jumps after SA2, etc. 👉 A full sequence can create around a 5-bar Drive Gauge lead 👉 If they try anti-air perfect parry to avoid chip, you can punish with empty jump throw 2:16 Chip pressure after medium tatsu or light DP anti-air 👉 Kara jump lets you block reversals like DP 2:27 Charged fireball pressure after st.HP, etc. If the opponent starts parrying after seeing st.HP cancels or fireballs, 👉 walk > target combo xx fireball to continue pressure This alone can create around a 3.5-bar Drive Gauge lead 👉 st.HP charged fireball > walk throw 👉 tip-range st.HP charged fireball > dash throw 👉 Drive Rush overhead are also strong options

白(ワラキア)

17,248 Aufrufe • vor 5 Monaten

Counterplay to Ingrid 👇 Covering counterplay to her corner > TC > OD Beam pressure, as well as weaknesses in her normal attacks 0:00- Corner > TC > OD Beam pressure After blocking OD Beam, Ingrid is +4 and within throw range, making this a very strong pressure sequence However, it can be interrupted with invincible reversals or parry If you land two perfect parries, you gain enough advantage to punish with options such as a back throw 0:24- Enhanced OD Beam is different, however Even after three perfect parries, you're still at a disadvantage You can interrupt with a DP or other invincible reversal, but be careful not to get baited by a back teleport 0:35- About Ingrid's normal attacks Overall, her normals tend to have relatively short range and are not especially strong in terms of hitbox priority generally matches up poorly against many characters' st.LP and often loses outright It is also vulnerable to preemptive buttons and can be beaten even when used as a whiff punish attempt 0:50- st.LP tends to lose to many characters' in hitbox interactions 0:56- cr.HP, and st.HP are all vulnerable to preemptive attacks, even from short-range buttons such as st.LP In addition, the whiff recovery of and cr.HP is large enough that even short-range buttons like st.LP can often whiff punish them The tip range of performs relatively well against preemptive st.LP, but if it whiffs, it can still be whiff punished by short-range buttons such as st.LP as well

白(ワラキア)

11,151 Aufrufe • vor 4 Monaten