I’ve jotted some notes that I hope give you some insights about fundamentals since I am not to knowledgeable with TJ. Bear that in mind as it may not suit you or your playstyle. Otherwise, most of it applies to your tendencies and something to correct for your future matches.
Feedback
- This may be due to unfamiliarity, but you walk back an awful lot.
This doesn’t really help you in any way and only allows Ra to setup sands and think of his next approach. In this matchup, you want to keep Ra pressured and especially keep him from running away. Your approach was in his favor and the main reason he won.
- Work on pressuring your opponent. Whether Ra or any character in the cast, it’s important to know who has a wakeup (meterless or one that requires meter) and who doesn’t.
Ra doesn’t really have a way to get out of pressure unless he has sand. Without sand down, all he can do is explode in the same position and cause damage to himself. Throw some jabs at him, throw him or even tick throw him if you have to. You could also feint a throw with his backstep and go for a shoot toss; mixup your pressure, vary your approach, but ultimately stay in his face.
- You tend to do Powerline too often from fullscreen.
When Ra already has his Swarm out even your Powerline is armored, it will get stopped because Swarm hits multiple times. If you notice someone is spamming from fullscreen, use tremor to get a knockdown then utilize your Powerline for mobility. But don’t just throw it out even if you get a knockdown, roll through swarm or roll to get in faster.
- Them dropped combos maaan.
I can’t give you too much grief on this because it happens, especially with a character dependent on specials where both timing and reach are crucial. If it helps, like it did me, add a normal after a launcher - throw in a standing heavy or a medium kick then go for a recapture or another juggle. This really just comes down to familiarizing yourself with timing and hit box. You can be more lenient with Aganos opposed to Kim Wu, so timing is dependent on different scenarios. Lab that out and see how it works, though it shouldn’t be all that different.
I’ve also noticed that if you delay the opponents fall you can get a target combo off, which looks cool and does well for varied combos.
You missed some major opportunities to punish your opponents because you were relying heavily on jabbing your opponent. It’s good to jab someone to assert your turn, but use it sparingly.
You can use standing HP > H. Flying Knee, or just go directly into H. Flying Knee if it’s easiest for you. Personally, I love using standing HP because it staggers which allows for a varied combo and good means to lock your opponent. Speaking of lockout, Auto Barrage is good, but you have meter consider the following:
0 Meter: HP > HK > MP > MK > LP > LK Auto-Barrage (41%)
1 Meter: HP double > light Flying Knee > HP double > light Flying Knee > Shadow Flying Knee > Flying Knee ender (52%)
2 Meter: HP double > light Flying Knee > Shadow Flying Knee > Shadow Flying Knee > Flying Knee ender (59%)
The above is your optimal combos, does the most damage in the span of a lockout. But, not necessarily ideal if they are break heavy, which your opponent was. In which case mixup you approach like the one I mentioned that I like to do.
- Avoid Counter Breaking if the risk is too high and the opponent hasn’t fallen for it already.
Counter breaking is a viable option if someone is guess breaking too often or you are intentionally conditioning your opponent so you can bait the next attack, like doing heavy auto doubles in the middle of your combo. However, if you are near death, you open a combo - just keep punching him.
Ideally, you shouldn’t counter in a situation where it will cost you the game unless you have a solid read or have the strongest gut feeling. The worse that can happen is you’ll get broken and go back to the neutral, but even then you still did damage. By counter breaking you are open to a hard punish and jeopardize the remainder of your life.
Not to say you shouldn’t break, but there are good and bad breaks. Ultimately, ask yourselves what you gain if you break and what you risk if you don’t. Does the risk warrant the break?
Based on the match it seemed like you were somewhat frantic in your breaks. Meaning you either broke because your opponent broke before you or you saw a mashable-breaking shadow and thought you could get away with it. Sometimes it is best to just sit there and take the damage, hoping the opponent hangs himself by thinking you will break, especially if he already expects it out of you.
I hope my comments provided some insight. I know it can be quite intimidating to have your work critique and sometimes it stings to see yourself and have others tell you that you could have done this and that. So I applaud you for doing so with haste, it took me until recently to do so, I get it. If you want, I can make a quick and dirty TJ Combo reel when I get home later. I’m no TJ main, but I found some neat stuff that works fairly well in an unranked setting. Keep it up though dude, you got this! TJ is no slouch, he is a hard-read based character with no meterless wakeup. But he is way too fun to drop honestly, stick with it, lab some of the suggestions and see what worked and what didn’t.
Good luck dude.