#Need a general understanding of what I'm doing wrong (Video)
20 messages · Page 1 of 1 (latest)
The issue lies moreso in your execution and consistency
missed AAs add up when your gameplan is to deal damage with fireball chip and AAs
missed oki matters a lot within a round when an opponent's v reversal input is also the command for their Psycho Rising, which does around 300 damage
I can point out all the obvious ways in which you got hit, and for a good amount of them it wasn't a guessing situation. it was you either not getting your anti air out, scrambling in a situation, or another form of misinput/bad call.
So, to improve, I'd focus on
- Cleaning up your anti airs. Have those buffer ready behind fireballs, practice your cross cut DPs (maybe invest in VT2, which lets you convert your DPs into even more damage)
- Don't give into the rush. If you've a slight life deficit (or even a 200+ one), dashing at a flailing or waiting opponent will still get you hit. Only go for a dash or jump as a good read (empty jumping an opponent who's AAs have a blind spot; moving in on an opponent who's whiffing aa slower normal). But otherwise, keep your cool and only walk where you have to
- Move less in general. You can see your directional inputs are moving everywhere, leaving you vulnerable to getting hit by stray hits. Tighten those controls so you can minimize your vulnerability in neutral
And that's moreorless it. You're at the point where you're only playing folks that actually know how to play this game, so you're gonna be tested harder now that before
Consistency is going to matter more and more, so focus on that
also the Rotten Seagull match is almost exclusively matchup diff. you don't know where to interrupt/challenge, what is really plus, and what is fake plus.
had to learn the hard way getting double p'd by him offline 
he's an insanely good player and also he knows that he can leverage people's lack of fang mu knowledge to pull out wins. so you really have to lab that shit out.
So how should I be moving exactly? I don't want to stay too still so I'm an easy target for my opponent to start their pressure on
I try to play the fireball game against him and punish his command dash. But it's rough when he gets in
Like I have a hard time getting my opponent to whiff with my movement so I can set up whiff punishes.
I don’t see a need for you to whiff punish atm @haughty lantern
If your damage comes from fireballs, pokes, anti airs and anti fireball tools (tatsu, jump, or just negation of them via parry) then you’ve no need to whiff punish them
@haughty lantern ive only seen the first round or two and this is a bit extra but you should always try and spot your opponent trying to VR an activation, couldve parried on reaction and maybe won