Against Kileena:
0.58 , 1.28: That should have been a full combo punish.
1.00: Good block
1.16 : Kick that jumping bit*h
1.34: good wakeup
1.46: free jump from her and unpunished teleport
2.12: good thing that you're running towards her after a hard knock down but the follow up is pretty poor, you could have attempted a mixup, the caltrop cancel is really risky and unrewarding.
2.15: no meterburn on the wakeup?
Against Kano:
4.00, 4.06, 4.36, 4.41: That should have been a full combo punish
4.26: Missed.
For some weird reason Kano isn't trying to zone you out.
- You are never capitalizing on your knockdowns.
- Too predictable: you're using way too much Erron's F1 string, which is quite unsafe on block.
- You aren't using any mixups that are a huge part of Erron's victory plan: B3 is deadly when combined with F1 and don't forget that you have also a command throw, you can always cancel a blocked F13 (or a poke) into that sh*t and between F1, B3, the motherfu*ing command throw (that should make you understand how much I love playing against Mr Erron) and the throw you'll be sending your opponent to guessing town.
- 21122 is a very good advancing and cancellable string and B12 is +1 on block: use them.
- You aren't hitconfirming your string nor using any damaging combos: F132 does 14% F13xx DB4, dash ,B32U1, njp, dash, 21122xx Command grab does 29% (to train set the A.I in the lab to random block).
- Overall you're nearly always on the defensive (13.45 that's how you use a poke).
I hope this helps.