Windstar
[12] Conqueror
Well two demotions later... are you sure I'm supposed to be playing Leo defensively?
I changed up my more aggressive and less safe Leo for what you said (more turtling, use safer moves) and I seem to be losing a lot more (at least, more than usual) harshly. Before, when I was more aggressive with Leo, I could at least score 2 or more rounds per fight and I was starting to win more such that I was able to promote to 3rd dan. Now I'm back at 1st dan and not really doing too well.
I'm still confused about what you said I should use for punishers. A lot of her punishers are pretty unsafe, and the pokes you mentioned that I should use are really slow (aside from 2,1). I'm not quite sure how I'm supposed to deal with speedy mids and highs if all I have is 2,1. Especially since Paul, Bob, Nina, Anna, Law, and Feng Wei can out-poke my 2,1. I can punch-parry or reversal, but then what? I used to use 1 or 1,2 just to bait jabs so I could go for CD 1 or 2 another anti-high. Should I use f+4 even when its unsafe on block? b+2,1+2 is unsafe on block and it's slow, and I don't see much reason to use this move outside of juggles or wall-combos. Occasionally I can score a counter hit and follow up with a launcher or low. On block, though, I eat jabs and forced into a defensive position. Against more jab-happy characters who can out-poke me, it's pretty hard to break it. I'm not very good at side-stepping jabs. Speaking of side-steps, b+2,1+2 is so very easy to whiff. A lot of players are just side-stepping it. This basically leaves me with d/b+1+2... I use the follow up, although I'm not sure if you wanted me to. I like the move, but it doesn't feel quite as useful as other punishers. Mainly, the move seems to punish players who attempt to stand up right next to me or roll forwards. But I have d/b+4,1 to help in that case.
That just leaves me with b+1,4. I like the move, players do eat the counter hits a lot, but as a general poking mechanic, it's also useful. However, no one seems to be ducking the KNK 2 or KNK 3 strings. They just sit there and block it all day. Ocassionally, I'll get some players to eat KNK 3 and then go for my standard juggle. Almost no one eats KNK 2. And even if they do and are forced into a back turn state, then what? I figured doing CD+1 or 2 would be good, but you said that's too risky. So I'm a little confused here.
For oki situations, I have d/b+4,1 and d/f+2. I was attempting to use BOK and force a guessing and get the opponent to pause before attempting to punish it - post wake-up. You said using BOK is too risky, so I'm not using it now, which means I'm now at a 50/50 mix-up, and one of my options means I eat a launcher and combo if I guess incorrectly. I suppose, though, since I'm supposed to be more turtle oriented, I shouldn't go for oki?
I changed up my more aggressive and less safe Leo for what you said (more turtling, use safer moves) and I seem to be losing a lot more (at least, more than usual) harshly. Before, when I was more aggressive with Leo, I could at least score 2 or more rounds per fight and I was starting to win more such that I was able to promote to 3rd dan. Now I'm back at 1st dan and not really doing too well.
I'm still confused about what you said I should use for punishers. A lot of her punishers are pretty unsafe, and the pokes you mentioned that I should use are really slow (aside from 2,1). I'm not quite sure how I'm supposed to deal with speedy mids and highs if all I have is 2,1. Especially since Paul, Bob, Nina, Anna, Law, and Feng Wei can out-poke my 2,1. I can punch-parry or reversal, but then what? I used to use 1 or 1,2 just to bait jabs so I could go for CD 1 or 2 another anti-high. Should I use f+4 even when its unsafe on block? b+2,1+2 is unsafe on block and it's slow, and I don't see much reason to use this move outside of juggles or wall-combos. Occasionally I can score a counter hit and follow up with a launcher or low. On block, though, I eat jabs and forced into a defensive position. Against more jab-happy characters who can out-poke me, it's pretty hard to break it. I'm not very good at side-stepping jabs. Speaking of side-steps, b+2,1+2 is so very easy to whiff. A lot of players are just side-stepping it. This basically leaves me with d/b+1+2... I use the follow up, although I'm not sure if you wanted me to. I like the move, but it doesn't feel quite as useful as other punishers. Mainly, the move seems to punish players who attempt to stand up right next to me or roll forwards. But I have d/b+4,1 to help in that case.
That just leaves me with b+1,4. I like the move, players do eat the counter hits a lot, but as a general poking mechanic, it's also useful. However, no one seems to be ducking the KNK 2 or KNK 3 strings. They just sit there and block it all day. Ocassionally, I'll get some players to eat KNK 3 and then go for my standard juggle. Almost no one eats KNK 2. And even if they do and are forced into a back turn state, then what? I figured doing CD+1 or 2 would be good, but you said that's too risky. So I'm a little confused here.
For oki situations, I have d/b+4,1 and d/f+2. I was attempting to use BOK and force a guessing and get the opponent to pause before attempting to punish it - post wake-up. You said using BOK is too risky, so I'm not using it now, which means I'm now at a 50/50 mix-up, and one of my options means I eat a launcher and combo if I guess incorrectly. I suppose, though, since I'm supposed to be more turtle oriented, I shouldn't go for oki?