Vod Review Episode 2 Lazy CthulhuAKI vs Ken

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Published on ● Video Link: https://www.youtube.com/watch?v=woVKdzCBK2k



Street Fighter V
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Review
Duration: 22:32
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Check out lazycthulhu on twitch he's a great dude!
Notes
Game one:
Round 1: Slow start, lots of fireballs, no od fireball instead opping for jump. od fireball might be a bit more stable but jump is fine since most players arent looking to snipe the anti air yet
- missed a critical anti air in the corner, if you are in the process of cornering someone divert extra attention to countering and drive rush tactics
- bad di, point blank so you can be thrown, jabbed on, all sorts of bad things. di is also not a wakeup option(but it can be a reversal option)
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round 2: great round, dont do sweep in the corner, use it to punish wiggling or whiff punish a long button maayybe
-these di's were fantastic at punishing his autopilot. most shotos will just spam some normals into a fireball and think nothing of it and you tagged him for it.
- wall di was after your + button so opponent wasnt looking for it maybe. a bit risky might be better to season him more but still worked and has good fundamentals
round 3: use super, you lost every rps but most decisions werent bad just unlucky. starts to get unstable near the middle but at the same time you have to gamble to get back in from such a deficit.

game 2:
round 1:
lots of good stuff. roundstart chain is a bit bold since it's easy to whiff and if ken does dr hp you might die.
Bad di.
walk up grab is fine it happens to everyone, could do some poking in that range but the throw isnt the end of the world
parry dr lp is a great option at this range and location on screen, you get to scrap and if you win youre out of danger without taking tons of risk
combo drops happen. after getting teched look for jump dont just restart you still have control
backing up like youre looking for the anti air but then panic and die

round 2 roundstart jump is bold vs dp

ken has a nice sweep against the sf wiggle, highlight this
good corner pressure except for the stance oki thts sill

round 3
roundstart nothing is better than roundstart jump but ken does heavy lash for plus frames. could have that in mind and look to di it if we arent doing anything anyway, or back dash and whiff punish it
shotos love to upforward after a spaced fireball sequence, good opportunity to anti air

lose some rps but fight our way out of the corner masterfully
clocked by random di dont feel bad about that

great counter di (mention routing to super with poison)
exact same bad di which might mean it's wired
another good counter di







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