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Welcome to the New Match Analysis Subforum! Please Read

CrimsonShadow

Administrator and Community Engineer
Administrator
Hey everyone -- so as the title indicates, the purpose of this subforum is to provide a place for past match analysis. Any thread posted here should have a video (or a link to an archive, with timestamp), so that anyone who's interested can help break the matches down, talk about what worked, what didn't work, any recent tech that was showcased, etc.

I'll be running a series here after every major tournament (and some regionals and locals as well), picking a few key matches and leading a group analysis. I will also be looking for someone else who can run these when I'm traveling and unable to do them.

Feel free to post some matches from certain casual sets, etc, but please try to keep it to high-quality content only; the goal is to spend time looking at some of the better matches to learn from, rather than just to fill the forum up with every single match under the sun.

Also, I'd like to keep this to individual matches, or short sets (bo3, bo5 etc) so that we can focus on what happened in specific instances, rather than making big generalizations about 2-hour long sets or entire tournaments.

I'd like to add that this is also not the place to argue over whether you think a variation of a matchup is 5.5-4.5 or 6-4 a month into the game. Rather, we're talking about what happened, what it means, and what choices were made. I will not hesitate to moderate the discussion here to keep people from ruining it with nitpicky arguments and grandiose statements that distract from the true meat of the match.

Any match scientists are welcome here; hopefully we can all build towards a more skilled community through feedback and study week-by-week.

If you have any comments or suggestions, let me know. Otherwise, see you in a couple of weeks!
 
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MadeFromMetal

Heart From Iron, Mind From Steel.
This is a fantastic idea. I wasn't on TYM for MK9 so I'm not sure if it's a new implementation but it's awesome nonetheless! I'm looking forward to learning from the best with examples and a visual.

Will there be a way to limit shitposting in each thread and keep it on topic? Just to keep it from turning into a regular "So-and-So beat Such-and-Such at EVENT2015" thread.

Edit: Never mind the question, my answer is right here.
I will not hesitate to moderate the discussion here to keep people from ruining it with nitpicky arguments and grandiose statements that distract from the true meat of the match.
Good Stuff!
 
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Protagonist_1

Champion


Let's get this thread started. My overall impressions from watching fatal 8:

-Strong oki game. If you don't have meter, prepare to get bullied on knockdown. I know most hate strong oki, but I actually love it. If you have a faulty footsies game and get knocked down, your going to get punished hard. In my opinion, it encourages players to want to stay on their feet and also stock up on meter. That's good in my eyes. You want to avoid getting knockdown at all costs.

Ryan hart with no meter in the corner


-Anti-airs look good. Ninjustu Scorpion's d2 looks downright amazing. Each character has different anti-airs and jump attacks, but it still looks feasible to anti-air with standing jabs and low jabs (I saw PL pull one as well). We will still have to wait and see how good the rest of the cast's jump in attacks are, but for today I saw a good number of anti-airs.

MIT controlling the skies:


-Footsie game looks strong. I saw a lot of instances of neutral game today. It's actually unusual to see this early in the games life but we saw plenty of it.

Nice read by Tyrant to close out the match


Although they only had two days with the game, the level of neutral game was definitely a lot better than I was expecting. I'm sure I'll post some gifs of it soon. If the footsie game looks this good, I can't imagine it in a year. I think it speaks volumes how much our scene has leveled up in general.

-50/50s. I'm confident the term "50/50" was said over 100 times on stream today, which put a lot of fear into those who dreaded injustice. It shouldn't be a surprise they are in the game, but hopefully they all come with a risk. I don't see anything wrong with 50/50's but when they are guessed correctly it should allow the defender some breathing room or a punish. Nothing too scary in my eyes, since I'm sure there are options we just haven't seen yet (they only had the game for 2 days, so match up knowledge is minimal)

-Smooth and fast paced. The gameplay is extremely fast and smooth. Combos look smooth as well so props to NRS

-MB grabs. Wasn't sure how they were going to look but it was used in several occasions. They look sick, and gives an opportunity to extend combos. How this will play out later on, only time will tell. I feel they will be used a lot more in competitive play

Sonic fox reset grab successful with Mr. Black


-Brutalities are genius. A quick way to finish the opponent after a stylish combo. I felt they were demonstrated way better in this stream than in the kombat kast stream.

-Interactables. We saw several instances of them used, and despite the fact they can be blocked, are fast enough to catch someone off guard when in neutral. I need to go back and see how much chip they deliver, but it looks like a good amount. They aren't as plentiful in injustice though, so at the moment I don't see them as a major factor.

-Zoning might be tough. Zoning with normals is definitely there, as I saw consistently in several matches. As for sitting full screen and zoning with projectiles, it's going to require more knowledge with the mechanics of the game before we see that. Mobility is really good in this game as well as oki, so keeping someone out is going to be that much difficult. We still haven't seen all the variations yet, so I could be possibly eating my words two to three months down the road.

-Armor. I saw a lot of instances were Sonic Fox armored through frame traps. I don't have much of an issue with the amount of armor, still too early to say much. There were definitely some smart uses of it.

Sonic fox armoring through the vortex


Overall, some high level gameplay from only 2 days worth of practice. Mad props to all that competed, excellent display of what high level play will look like. I want to breakdown some of these matches as well if time allows me to.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
-Anti-airs look good. Ninjustu Scorpion's d2 looks downright amazing. Each character has different anti-airs and jump attacks, but it still looks feasible to anti-air with standing jabs and low jabs (I saw PL pull one as well). We will still have to wait and see how good the rest of the cast's jump in attacks are, but for today I saw a good number of anti-airs.
So this one is really situational. It depends a lot on both the jump-in and the AA normal. A lot of regular normals in the game are stuffed by any decent jump attack, so as of now it seems like d2 is usually the safest "general" option. Some characters might have specific tools that are good for AA, but it's not at all like it was in MK9.
 

Protagonist_1

Champion
True, since characters have different jump arcs and anti-air attacks (compared to mk9 were the jump arcs and jump in attacks are similar), anti-airing will be more difficult than in mk9. I also feel it will be matchup specific when it comes to the range and timing of the anti-air as well. I definitely saw instances where anti-air attempts where stuffed (Tyrant vs. Tony-T for example). However, I do feel anti-airing will be relatively strong in mkX, although not as strong like mk9.