idk if i should hate phil for having deadair stream for almost 2 hrs or feel sorry for his fans who have stuck around that long waiting.
He has a lot of bad habits from Super Turbo that bleed out into every fucking game he plays, it's stunning to me.Alright, here's a microcosm of DSP playing MK11 as Super Turbo. The things he does in this small clip are 100% a mirror to what he does in ST.
My mini-dissection actually starts like 3-4 seconds into the clip because it didn't clip right or some shit, whatever, it's fucking shitty Twitch.
We start out with Dave knocked down and actually using his Defensive Meter (vertical shield bar in the corner used for defensive maneuvers), which he's starting to use more frequently, surprisingly. He still only does that one reversal, though I believe each character has 3 for different situations. This is the equivalent to a wakeup reversal in the form of a dragon punch, except it's actually safer.
He then goes into his pretty standard setup for an "overhead mixup", which is the 2nd hit of the small combo he followed up his reversal with. The Scorpion sees it coming and blocks high. This is more of a thing from later fighting games since overheads didn't really exist in ST, but they've been in 3S, SF4, SFV, and are prevalent in pretty much all fighting games nowadays.
Scorp gets out and hits him with a teleport and knocks him back down.
AND THEN WE SEGUE INTO PEAK ST MODE
After the Scorpion doesn't do anything after the teleport, DSP does two c.fp and walks up and throws the guy. Now, I don't know enough about the game to assess if Raiden can follow that up with anything or not, but part of me wants to say you can't combo off of it, or at least nothing decent. Either way, c.lp (SF's equivalent of c.fp) into throw is a very, very old tactic and still used setup for a "tick throw", which is executing a throw directly after an opponent finishes blocking. You can't throw someone while they're in block/hit stun, and c.lp universally has fast startup and low hit/blockstun, so it's used a lot as a setup. It's a very old, very universal fighting game mechanic.
So Dave gets the throw, let's see what he does afterwards.
He tries jumping in but fucks it up because he doesn't know the timing and Scorpion anti-airs him.
He does the reversal move again to counter Scorpion's low sweep (again, actually using his defensive meter), then walks forward, the Scorpion is expecting something but it never comes, so Dave does some shitty multi-hit move that hits high, then low, Scorpion eats both of those, and then Dave does a c.fp, which again hits, into another tick throw attempt, which the Scorpion techs (tech throw is doing a throw at the same time as your opponent and it basically negates it).
This is all shit he does in ST and basically every fighting game he picks up that he doesn't want to actually learn. He figures out one or two combos and a simple high/low mixup option, and then a simple combo off of each of those two options should they hit.
The big thing is the way he's not capitalizing on all of those hits because he doesn't know any real combos. Now I'll give him a bit of leeway because it's basically Day 1 for him since he only did tutorial/story shit yesterday and NRS games have a lot of weird combos with directional inputs and command moves you have to memorize and it's a lot to take in, to be honest. But it doesn't excuse not learning new stuff, either.
This mentality is why he likes to pick big characters in games he doesn't really want to learn: their throws typically do more damage (or they have command throws), and their normal moves have more range and do more damage (generally), and they don't typically have very complex combos. You can get away with trying to play simple footsies (spacing games) and punishing your opponent, but this shit doesn't translate when you start playing people who are competent at the game.
Again, I could go on for ages, but this is just off a little 15 second clip. The way he plays this stretch is exactly how he plays every fighting game and it's a remnant of what he knows from ST.
Not gonna lie, watching someone who actually is decent at the game is way more entertaining than watching Dave trying to throw 50 times and bitch for multiple hours.What on earth made him think people would be interested in watching fights between him/Kekon/Brian? He removed the one thing that's interesting about him playing MK11: the salt.
This is extremely boring.
Maybe you missed it, Shao Khan was the first character he played right after the hours of tutorials.He has a lot of bad habits from Super Turbo that bleed out into every fucking game he plays, it's stunning to me.
You can see him use a Down+1 into a throw attempt, which would be a tick throw set up in ST, but it doesn't fucking work because it's not adding that many frames on block, so all he's doing is telegraphing his grab attempt. He plays like such a fucking scrub.
Also, I think the reason he's playing Raiden in MK11 is because the character was good in MK9, which he used to go to tournaments for. The only problem is that Raiden is actually one of the worst characters in the game next to Shao Khan (which I'm surprised he didn't play, since he almost always tends to play beefy characters with high-damage normals that let him tank through matches). But from what I can see from this clip, he doesn't know how to perform successful jump-ins, and has no fucking defense whatsoever.
He really is a washout when it comes to fighting games. No wonder he runs to ST whenever he wants to play a fighting game: his brain doesn't know anything else.