REV2SDAY 8/30/22
vs Pac
got impatient in neutral too fast and did a bad alpha -> had to burst.
whiffed a 6P. should have YRC OSed it; also should just not use it against dizzy when she's in the air, use 5P or 2H instead.
should look for FD jump out when i'm outside fS range with anyone.
don't burst Dizzy 5D.
note to self--remember to drill combos vs burst 2nd/3rd hit.
vs Babbaloo
nice, used 6P YRC. def putting that on the mental stack at 25 meter.
good use of PRC to continue turn, especially when i had a big meter advantage anyway.
like the change of pacing, using slow shuriken and find me sometimes instead of just going in or counterpoking.
don't burst like an idiot
dropped the 2H 6H combo >:|
vs Bread
missed 6P count: xxxx
almost lost rd2 bc i fucked up my oki. don't fuck up the oki
burst got suzuran'd
if he IADs, he's either in 6P range or in gamma blade range. check the ranges. if he has YRC, might not be able to stop him?
vs Cemo
went in hard and cemo didn't stop me. did a good job staying sticky in neutral and mixing in grabs to keep him on his toes.
vs DaveO
doing a better job catching jump backs with air throw.
nice clutch with blitz loops, they're feeling good.
DaveO double gunflame works real well against me
good stall for 25 meter to close it out
vs Bread
accidental backdash while trying to IB
use 22P to throw off timing in neutral, but ONLY ONE
be very careful chasing, if she's backdashing she's doing tatami. bait out YRC instead of trying to go in or try gamma.
i got redashed on 2-3 times?! wild
Caliburst 9/3/22
vs Adachi_Swag
mostly just bullfighting here, not too much to see
good gamma spacing
good corner patience
vs Thumbtack
don't burst against answer scroll set, scroll dash, card, or homie summon
figure out what to do against card/card YRC in blockstrings and neutral
good 22P to fake pressure -> air throw the jump back
clean finish on guts crush combos
meaty 2K more to auto beat wakeup counter
vs Babbaloo
when i have a lot of meter and we're both close to death, just fucking spend it to win neutral
i am robbing this mf with jD and 2H and i should keep doing that
vs MarlinPie
good at air throwing my H teleport, not the worst but def not great
2H not working well once he's at jump height or higher bc of FDC stall. go for air throw or rising jP instead
looks like he's playing a probability game like bears and daveo in neutral, just tighter.
failed to hit confirm 2 2D pokes in the corner. didn't OTG but def left damage on the table.
a lot of my bursts and DAs are getting blown up bc i'm bursting early. just burst to shake oki.
delayed 2D in pressure was working real well against jump outs.
lost discipline in neutral for a bit. especially against i-no, there's likely never any reason to go for a high approach FDC when my tools work so well against her on the ground and low air.
find me seems to work OK. hard to find times to go for it though.
the last burst was too much respect :( he didn't have meter
my burst bait game is wack
vs Babbaloo
when i get a random 2D in neutral, go for oki over OTG gamma blade, especially if they don't have meter to do anything on wakeup. it's not the worst (i still got corner carry) but better to cash out with damage early on.
if i have a meter lead of 25% or more, might as well just YRC. if they spend meter to defend i'm still better off.
babbaloo is good at double jumping against teleport YRC, give him some time before chasing.
vs MarlinPie
5P mash is stopping me a surprising about, check range and see what to beat it
he doesn't move forward that much when he sees that i'm going to move forward, but he does press early to catch me in startup. try more FD braking.
jD resets are blowing up my fuzzy block attempts. just take the low.
did a better job contesting at the right range and using FD brake. mix 22P in there too.
feel like my goal in neutral should be to force i-no to commit to something (HCL, note, stroke, whatever) instead of forcing my way in and risking getting knocked down.
my drops definitely lost some winnable rounds multiple times.
he's willing to IB and not mash. think he'll fuzzy mash if i wait a little later? need to check his mash timing and either frame trap more or throw.
ask:
how do i deal with meaty note?
how do i deal with HCL/VCL YRC?
any high-value defensive OSes i should be looking at?
overall takeaways
combo/oki looking cleaner overall
practice the corner TK alpha oki, i dropped it a lot this week.
my wakeup reversals fucking suck, this should definitely be something i drill regularly
not paying enough attention to opponent state!
-go for lighter combo starters when they have burst to bait it
-spend meter to get the opening when they have RISC built up (or when I have RISC built up)
-identify opponent character neutral YRCs (zwei, gunflame, card, whatever) and feint at their range to bait them out
this week's practice:
-warm up with BnBs and TK alpha oki
-practice hit confirm drills vs burst on 2
-practice reversal DP/blitz timing
something to try doing for the next review - identify matchup-specific neutral reaction checks (ex - gunflame)
