Nice vids Eggo! I need to find a way to record my matches so I could learn from them too. Anyways…
Super: I agree that you should start by learning to do it slowly. Usually, if you miss it, it’ll be because you missed some directional inputs, not because you did it too slow. Just be sure to do smooth motions and to not over/under shoot when snapping back for the 2nd half of the motion.
Once you learn to do it reliably at slow/medium pace, I would recommend also learning to do it reliably fast. This will enable you to punish some jump-ins on reaction and can help you get out of sticky spots.
I also recommend always doing it at medium speed when you use it on wake-up as a reversal. In that situation, you have *plenty *of time to do the motion. If you make extra sure to get all the directions right, then you only need to worry about hitting the button at the right time, which helps a lot!
Oh, one more thing. You should do more LK up-flames after knockdowns or during other pauses in matches to build up your meter. It couldn’t hurt to start doing this even before you incorporate the super more into your gameplay. At worst, it’ll prepare you for when you do. At best, having meter might scare your opponent anyway :wgrin:
Sagat: If Sagat does jumping roundhouse from far away make him land on far cr.strong. If Sagat does jumping roundhouse closer make him land on LK or MK slide. If you use the slide you can link close cr.MK or do a throw. The kick is safer, but the HP throw gets him back out. So, mix it up or choose your style there. I’m not sure about Sagat’s jumping short. Most people don’t use that on me. If slide doesn’t work, down-back jab might.
If he throws a lower tiger, LK/MK drill him. If he throws a high tiger at mid~2/3 screen range hit him with far standing fierce. If he throws a high one from full screen, MK slide toward him. If you do this early enough you may be able to peg him with far strong after the slide, but if you’re not sure play it safe.
Mostly, try not to jump much. But, if you do jump don’t throw out a MK/HP unless you seem him doing a move you can punish safely. Otherwise, you’ll eating some free uppercuts. I’m also guilty of doing both of these and am currently trying to un-learn these bad habits.
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Fei Long:** The best advice I can give you is to do what I’m working on myself in this match. When you have him at a distance, play more reactionary and use less pre-emptive strikes.
If you throw a fireball from 2~3 to full screen away, I dont think there’s any reason to immediately follow up with a poke after the fire. Instead of throwing out a far MK/HK to hit an anticipated Chicken Wing, just wait a moment. If he *does *do a CW, then make him land on far cr.strong from far away, or a slide -> cr.mk if he’s closer. If he doesn’t CW, then just throw another fireball or counter whatever he’s doing.
I noticed that whenever you grabbed Fei with the noogie hold that you usually went for the usual post-noogie mix-ups. I’d advise against that! Instead I’d walk back and throw a fire or jump back. If you jump back, don’t stick out a move unless you see him do something you can counter. Otherwise you’ll often eat a flame-kick, even if you do a really late MK.
Sadly, I think Fatboy is right on the meaty flame. I haven’t been able to find a safe distance to use it on Fei. That’s probably fine though. You don’t want to get up close to him and go for antics anyway. So throwing a fire is probably the best call after knockdown.
Honda: If you block his super, I’m pretty sure you can always get a free far MK on him. I saw you try this once, but you did it too late. Practice the timing and/or use two fingers to piano tap the MK when coming out of block-stun.
Also, my advice is to almost always go for the meaty flame after a knockdown on Honda. If you’re far away, use a quick slide or drill to close the gap. The thing with Honda is that he can butt-slam on wake-up to go through your fireball and advance on you. While you can counter these, if you mess up and trade/lose he’ll have knocked you down and advanced. Eek!
With a properly spaced meaty flame, there’s nothing he can do(it beats his super too!) and if you time it properly you can usually poke him after the flame for more push back. As a bonus, even good Honda’s often get impatient and try to reversal through the flame. They’ll lose everytime 
Cammy: I suck at this match, so I only have one piece of advice. When she gets close and you do a combo to counter or push her back refrain from doing the final poke, fireball, or throw. Almost every Cammy I’ve played has a trigger-finger on the thrust kick. Let them fire that off and whiff it after your incomplete combo, then punish them. After you’ve done this a couple of times, watch out for a lot more walk-in throws and Hooligans.