3/4 of the way to the century posts mark, lol
@Narkkrotix
AGAINST RIPTOR
I feel like either this character or this player frustrates you when playing, as i saw a lot of decisions that felt very reach-y. If that makes sense.
Be more patient when it comes to breaking combos. Attempting for early breaks so often is a very easily read trait. Your opponent punished you for it late in the game where you not only showed that you were willing to break early, but you were in a position where you had little choice but to break early.
You jumped in a lot on this Riptor, to the point where i felt like that was your main choice of offense to get started with against them. Can i ask why?
Your adjustment in the latter half of the second game was great, though. You stood at a range where Jago’s fwd roundhouse and Neck Cutter were threats and chucked fireballs at him to frustrate him. He eventually burned his meter on, imo, the worst Shadow to choose from in that situation and then burned a bar on a failed Shadow Counter. All while building up your own meter and chipping at his life. This is how i feel you should have tried to play the rest of the match. The only slight criticism i’d have from that latter half is going for fwd roundhouse after Shadow Endokuken. You’re -6 after the fireball and i think fwd roundhouse starts up in 9f or so? He didn’t punish you for that, but that is not something you will get away with very often, especially at point blank range.
AGAINST THUNDER
I’ve noticed if you get a Laser Sword opener, you will go for a light manual followed by heavy Laser Sword linker. Not saying you should change this combo path of yours, but be aware if you’re getting broken off of it on why you’re being broken. Are they reacting to your moves or are they guessing and predicting correctly? Something you need to ask yourself on any combo breaker, especially with combo paths that you’re very comfortable with.
Learn character’s Shadow Counterable approaches. In Thunder’s case, Triplaxe is one of his and has a ‘fairly’ distinguishable audio cue as to when he’s using it. Granted, though, that Thunder is trickier than most other characters because of his command grab.
I question why you backed away from Thunder to full screen between rounds while you had 3/4 of an active instinct going. You have all the incentive in the world to be up close and personal with Thunder to open him up with +2 advantaged moves and double fireballs.
There was a interaction late in the game where you dash cancelled a fireball into Neck Cutter, fireball into Shadow Windkick linker and he locked out. I kinda get the wall splat ender, to keep the pressure up, but i know if i’m gifted the same situation, i’d be going for damage ender. Especially since the windkick took him to the corner anyway.
I feel like you might have missed a couple of opportunities to really hammer at this Thunder for choosing to either jump or for holding up during his combos to avoid a reset