Okay, so here’s what I noticed:
I jumped way too much (certainly more than I normally do). I’m usually pretty grounded. Time and time again, I was getting hit by his wakeup DP. I think this is because I often don’t think of it as a DP, since it uses different inputs, despite the fact that that’s what it actually is. An easy fix, mindset-wise.
I also locked out on a lot of his ADs despite knowing how to read them - this was an in-the moment panic-like state, rather than being calm and collected, where I would do better. Then again, it’s Dayv0 and I knew he was recording, so there was plenty to be nervous about.
Regarding Eyedol, I learned 3 things: How much advantage he has using s.MP after QCF+P, how far his command grab can actually reach (much further than I expected, and I was surprised to see him use it off of the run), and how fast his s.bolt comes out. I tried to beat it, and never could. Is it instant?
I was, as many have said, still doing YOLO ruin/n.disaster from full-screen on occasion. I tell myself not to do this, but still often think players will use a projectile or other long-range attack and I want to take advantage of that, but it often backfires against more defensive-minded players. It’s basically a case of jumping the gun.
I’ve been trying to break the habit of using ND up close as an opener after a normal due to how punishable it is on block , but I’m not quite there yet. I try to do pulverize instead, since I think it’s safer, but it also pulls them in closer, so it doesn’t make it all that much easier…
I throw too much up close. Not something I do often unless I’m nervous or in a panic which I was in this case.
Dayv0 told me my combos are too long, and while this is certainly true, I pride myself in doing them (although I can name at least 2 I messed up during our set on account of it) because of the satisfaction it brings. Typically I try and go for 1 lockout and end it before they recover, but there is the occasional mishap where I think I’ll be able to finish a move into ender, and just before I get the ender, they break. So, memorizing which setups combo-wise are safer with that will help a lot there.
Not part of the set, but I find that my s.pulverize gets broken a lot because of how slow it is. What surprises me is that even if I use it as counter-breaker bait, most experienced players in my experience still don’t fall for it, which is disheartening. I’d do s.ND instead to push them into corner since it’s harder to break, but generally speaking, if they don’t fall for bait of the s.pulverize, then they can usually break the s.ND too.
In regards to counter breakers, I still have a hard time with them. It always seems like I’m late when performing them when they try to break my shadow moves. If I wait for a 2nd yellow flash, I’m already too late even though I never saw a 3rd, and sometimes, I’ll not see 1 of the flashes at all, which makes it even harder to predict. If I do it after the 1st flash, they don’t fall for it… Also, players who can change up their break timing mid-match are my worst nightmare in these scenarios.
Another kind of player I have trouble with are those who manual flawlessly. I’m used to breaking ADs over linkers, so even though I know how to use manuals to better predict the follow-up linker (or is it the other way around? I can never remember), I’m usually locked out 1st, and even when I’m not locked out, I’m usually too flustered to properly read the linker and/or break in time.
I’ll add more in another reply if I think of it as well as when this discussion evolves (ARIA would be so proud!), but that should be good enough for now, I think.
So, have at it, you scoundrels! I’m ready!