1st vid -
0:08 - You should always finish Morrigan’s chain with a knockdown, so you can mix it up afterwards.
0:09 - Opponent jumped in, should’ve been uppercutted since you had plenty of time to react to it.
0:14 - JD’d a crouching fierce … you could’ve DP’d or gone into a string from here.
0:16 - I don’t see much mobility in your Morrigan. Do you know how to use her? It seems in every situation you went for her run (fly). The only times you should be doing that is if your opponent is knocked down, or you’ve scared the opponent into blocking low.
0:40 - End Round 1. You jumped in too much, and when you weren’t jumping you did extremely unsafe run with Morrigan’s. She should do them a bit close up so she has a chance to cross up without staying in fly mode for too long.
0:59 - You start off with a jump in, then do another jump in. You should’ve been punished. Its okay to walk in, or run in to try and bait stuff. You should also never do Kyo’s launch kicks unless you saw the cr lk’s connect. Both were blocked but you did it anyway.
1:15 - Ryu whiffs cr roundhouse. The recovery on this is horrible. You should’ve punished with cr mp xx qcf+p chain. End Round 2.
1:43 - I notice you never walk in/run in with Kyo to close the gap. Do not jump in to close the gap … practice on just walking forward. That way you can react if you see your opponent jump at you or run forward if they whiff a heavy move. Use st rh and cr mp a bit more, they’re both good pokes from max range.
1:48 - Okay … you should’ve really combo’d off the jump in. You dizzied him anyway, but still. Take advantage if you land it.
1:52 - Extremely unsafe chip. If you want to chip him, do it off of crouching fierce. Both could’ve been hit by wake up super, but there’s less chance of you missing if its cancelled off of crouching fierce. The chain you did does good chip but noticed you mistimed it and could’ve been punished. End Round 3.
2:18 - You should’ve used Kyo’s oc roundhouse a bit earlier, you did it way too late. Plus Kyo can abuse qcf lk, lk SLIGHTLY against Sagat since he can’t duck the second hit.End Round 4.
2:48 - You landed a knock down and went for cr lk into lk hurricane? Not safe … go for a meaty st rh or st mk if you want to set up mix ups afterwards, or cr lk into combo string. Not into hurricane.
3:03 - Hmm … I’m not sure about this, but if you would’ve done cr mk into Ken’s hurricane kick super you might’ve got the win here. Either that or Sagat would’ve been really close to losing. Practice yo execution so you can combo into super when you get big opportunities like this.
3:06 - Wake up hurricane? No. Don’t waste a super if you don’t think you’ll hit it, just wait it out. Even if its K groove, if its not safe don’t use it.
3:08 - Your opponent flubs and whiffs a high tiger shot from up close. You punish with a simple cr mk. A simple throw into the corner would’ve sufficed.
3:20 - Hurricane into dragon punch isn’t a combo and is WAAAAY to risky. Go into st lp into a pressure string if you really want to keep the offensive, but I think Ken is at a decent frame disadvantage here.
I’ll comment on the second tomorrow.