Those people don’t have 12k BP lol
If they did, you’d be getting destroyed. People with 12k BP are usually very experienced and will wipe the floor with you.
The point system in the game is weird, there is PP, which is basically how much you win or lose overall. BP, which is how much time you’ve spent playing with that specific character (after 5k BP, it becomes more about skill than time). Then there is “total points”, I have no idea what it means, but in my experience it is meaningless.
Anyway, I have been an FPS player for 15 years before switching to this game, so I can relate I guess. So far it has been a slow road, but the main thing I’ve learned is that you have to THINK before you do something. There is a counter and strategy for every scenario in this game, and you really have to sit back and analyze your matches to see what you’re doing wrong. In FPS games you can get pretty far on skill alone, but in fighting games you really have to have to have a gameplan going in.
Many beginners instinctively throw out SRK’s after they get knocked down, and yes sometimes it does pay off, against scrubs. But if you take a couple of minutes to actually think about this decision, you will see how stupid it is.
If your opponent goes for some kind of meaty attack or throw, you will hit him for ~130 damage.
If your opponent blocks or backdashes, you will get punished for minimum 230 damage depending on the character. I play Ryu and whenever my opponent whiffs an SRK he will always eat 320 damage.
Now think about that for a second. You are risking 200-300 damage to yourself, just for the chance to do 130 damage to your opponent. Think about how much life this decision is going to cost you over thousands of matches.
That is just one of MANY MANY examples, where if you just sit back and think “hmmm, what would be my smartest option here”, you will start to see the game in a different light, and it will carry over into your gameplay. A smart player can win using only one button, just by not making stupid mistakes. Combos and ultra setups and all that stuff are important, sure, but nothing is more important than simply thinking before you do something.
Aside from that, here are some concepts that you can research in order to improve your game:
hit-confirming - This means adding a couple of light attacks into your combos, so you can visually see whether your opponent is blocking or not before you go ahead and bust out that SRK and get punished big time.
safe jumping - This is when you score an untechable knockdown (sweep, throw etc…) and you can find ways to time your jumpin/crossup so that you hit your opponent on the first frame of his wakeup. If he decides to a do a reversal, your jumpin attack will whiff and you will block the reversal, leaving him open for a huge punish.
crouch-teching - This is a technique that allows you to tech throws relatively safely, without having to stand up and leave yourself open to low attacks. Essentially it involves timing your techs so that you press the buttons slightly after each hit, so that if your opponent goes for the throw you will tech it, and if he keeps attacking, you will continue to block instead of whiffing a throw animation.
auto-correct DP - If you’re using ken and having trouble with crossups, this will help you out a lot. Basically it is a way of inputting an SRK on your wakeup, that will hit your opponent regardless of which side he jumps in on. As a ken player, you shouldnt be having a problem with people jumping on your wake up, because you have a 4 frame reversal that can be auto-corrected very easily/
Reversal window - SSF4 has something called a reversal window, which basically makes it easier for beginners to execute reversals. You may have noticed that when you’re knocked down, you can mash your SRK a little bit too early and it will still come out. That’s because the game gives you an extra 4 frames (i think), to input your move. What makes this important for you, is that when your opponent is doing block strings on you, most likely they are not actually linking them tightly, so you can mash your SRK in the middle of his jabs/shorts etc… and it will almost always interrupt the string and hit him. Obviously this doesn’t work as well against good players, because not only do they link their moves more consistently, but they will also exploit your mashing by simply blocking after a jab and then punishing you hard.
FADC - This just means that you do a focus attack in the middle of a special move, and then do a dash, which allows you to do another move much sooner than you would be able to otherwise. Most famous example is when Ryu does an SRK, he can focus attack dash cancel, which allows him to input his ultra while his opponent is still airborne.
That’s all I can think of for now, GL and have fun =)