Vs Adon:
Tournament Jitters aside, you were wearing your gameplan on your forehead and I think that’s what hurt you the most. More patience, and in some cases more down+back. He jumped a lot partly because you were not anti-airing.
The second round was pretty good, but you were still letting the Adon know what you were afraid of. The first round he did the wall dive, cr.hp beats it every time, no matter the strength once you get the timing down. cr.hp is also safe if he does the short wall dive. When adon starts his pressure, you have to force him to stop. So when he jumps in the air, your only two grounded offensive options are cr.hp/cl.mp and focus attack. IF he does the jaguar kicks in the air, you can Focus attack them for a crumple or AA with cr.hp, headbutt will almost always whiff if he does it in your face. Adon is a character you can force to play footsies with you. This adon didn’t use a lot of st.hk which is why you were able to do some many naked ex.dashes.
The pre-emptive j.hps in the second round let him know that you were afraid of him doing wall dive and didn’t really know how to punish it. If he whiffs an air jaguar kick, whiff punish with sweep, he has some extra recovery I believe (or you can just trip guard him which requires stricter timing). Also the Adon had no idea how to AA with his mk rising jaguar; this should have been your clue to jump at him with shorts, jabs and fierces, then go for tick throws, and/or bait out a rising jaguar. And also, there was not enough AA headbutt. I think like your cr.hp, you didn’t have enough trust in it. A player in Houston Kensou, told me to just do it, fuck it if it trades, just press it every time as soon as it’ll hit.
Vs. Ibuki
Jesus he was pressing a lot of buttons. He was probably buffering in the slide with the standing strong. In that case you could have done three things: hp.hb, whiff punish with st.hk, or walk-forward block, to trigger the buffered attack and punish her slide with cr.mp xx hp.hb or mk.ru into tick throw. I’ll accept ignorance on the jump kicks into super. His Ibuki had no footsies and no ground game, his vortex was poor too, if you could block it every time, either he was bad, or you’re fucking gdlk (i’l l accept either :]) He didn’t know how to open you up, so it (OH to super) was a last resort (like our TAP to ex.hb, or dictators jump to late j.mp, j.mp). You can see that the ibuki’s not confirming the super in the 2nd match. It’s an easy situation to punish with headbutt, it’ll most likely trade, but I don’t think super is punishable on block mid-screen. Also somewhere in the rekka kicks there’s a gap you can punish with headbutt (i don’t remember where though).
He got OH into super too many times. I think you could have won the match if you played a really strong ground game and didn’t approach her, esp if you had the life lead. He was spamming standing strong into slide because he didn’t want you to get in, so just walk in, just out of range of it and sit there, your buttons at that range are better than hers, and she she can’t jump because of cr.hp/headbutt, nor can she get in because of jab. So you can control that match on the ground. Count the counterhits and ask your self what you were trying to accomplish by pressing that button in range of her st.hk. Look at the frame data and see what’s safe on block/hit and then ask yourself again, why was I pressing buttons. You can play that match on the ground really passive, you don’t really need to be in her face, actually being within whiff punish range is really good for that match (IMO), esp if you have down-charge.