SOULWARRIOR 71K (TAKEDA) vs. C88 CANEFIELD (ERMAC):
First off, nice matches yesterday
@SOULWARRIOR 71K ! We played each other twice in Ranked.. Looking forward to some more mirror match sessions with you soon!
I only got to see one match so far, but here are my thoughts:
(Side Note: It might help to get more feedback if you list the variation in the video titles as well
)
vs (Ermac)
Let's look at the positives:
@0:15 after the throw you kept him at bay with the B2 kunai mix up... I would suggest mixing B21 with both Kunai's and with 2+4 (overhead).. Also don't be afraid to mix in B3 or F1/F12 strings with your B21 after the Kunais to keep the opponent guessing.
@1:05 I like how you kept reading his jumps throughout the match and would teleport punish him. I would suggest the following after the teleport (whichever is easier for you to pull off consistently):
1) NJP 4 EX Spear B2 Spear for 9 hit 34% damage or
2) F1 24 EX Spear B2 Spear for 10 hit 30% combo
@1:09 NJP has been working well for you in this matchup. I would combo it for 30% damage with the following: NJP, 4, EX Spear, B2, Spear .. Not sure if that double uppercut is something that you use regularly or was just right place right time lol.. Definately go into the lab and check your NJP combo options so that any combo you prefer is 2nd nature every time you connect that NJP.
@1:20 The jump in was read perfectly with your EX Tele.. It may seem like the easiest and guaranteed punish to end with an uppercut but more damage can be done pretty safely/consistently if you hit the lab to practice EX tele combo options.. Something like EX tele, NJP, 4, Spear would have done more damage (23% vs 19%) and more importantly would've kept him in the corner as well...
@2:21 Another great read for their jump.. But only settled for 19% when the match was almost over and you had an bar of meter waiting. Could've either done the 6 hit for 23% as mentioned previously or could've used the extra bar you had for a 10 hit 30% punish as follows: EX tele NJP 4 EX Spear B2 Spear
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Let's look at the negatives:
@0:24 EX Spear
@0:26 EX Roll
Lost two bars of meter and got punished after the EX Roll. No need to take these type of risks at the beginning of a match as it could set the tone in your opponents favor. Bar can be used in much better situations and even can be save for guaranteed combo punishes not necessarily for risky combo starters... Towards the end of a match when opponents are already used to your tendencies then I would understand taking those risks but not at match start.
@0:40 EX Kunais Be weary of throwing this out against any teleporting characters (Scorpion Ermac ect) as they can just as easily ex tele you for the punish if not timed properly
@0:52 EX Tele I've made this same mistake more often then not.. And for me I would use it when their health was low to try to close the match (more nerves then anything else going about it this way) but you had so much health left and Ermac has not been rushing you at all, so you couldve held off to set up your spacing once again...
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Overall I would like to see you use the opportunities you have to maximize combo output and damage. Settling for the more guaranteed/less damage uppercut finish is good when you are still struggling with combos (or when the uppercut will finish the match) but your leaving alot of potential damage on the table. When better opponents realize that, they will make you pay and take more risks themselves if they are only being hit with an 18% vs 30% punish...
Will try to look at the others another time and provide more feedback