Requesting help to create an execution training regiment for novice and intermediate

I plan to post a revised version of this in the beginner room after I get enough information to design a test and practice regiment specifically for execution.

There will be novice, intermediate, and advanced drills for a lot of basic movements that translate over many fighting games

e.g. 236 [qcf, down forward, hadouken, etc.] would have a beginner test of something like hit Vile in megaman X with 50 hadoukens while he’s in a mech before he lands a hit on you or do 50 hadoukens in a row in practice mode in streetfighter 2 and any after that without execution failure. Cause if you can do anything 50x in a row without fail it’s pretty much a guarantee you’ll be able to execute it at will without failure. Then the same thing on the reverse side.

While intermediate would be to alternate between negative edge and normal hadoukens or something of the sort as well as things like crouching medium kick [forward] to hardkick [roundhouse] tatsu. [any move that can be done with 214 or 236 for this drill and doing equally as many 214 as 236]. Also things like cr. HP, Hadouken.

Then Advanced would be along the lines of doing 50x justframe geo da ray’s with cervantes in soul calibur V [cause that’s a 3 frame input that involves a quarter circle motion. If it’s done in 4 or more frames it’s just a normal geo da ray]. Also akuma or ryu’s hadouken super in sf3 or ryu’s in the alpha series and just anything that’s double qc [forward or back] 50x in a row so it’s no longer an issue to do it. Cervantes and streetfighter 1 hadouken’s would likely end up being the advanced versions for this.

The idea is to list as many different places a drill can be done and explain why it’s advanced or novice level to do it in said game with said character. also to cover a wide range of basic movements to ensure doing any basic input is 2nd nature.

then it gets into more complicated sequences like basic ass combo’s. beginner would be something from streetfighter like a jump in rounhouse, crouching fierce, fierce dp. Or jump roundhouse, target combo, fierce dp. The advanced would be more along the lines of a meterless alpha patroklos combo of 7 hits without the use of a wall [cause if you can do just frame combo’s you’re doing some high level execution], something from snk, or anything that’s very execution heavy while using standard motions that will translate well across other fighting game titles.

one of the main inspirations for the idea was . o O ( what if mission mode from Marvel vs capcom 3 and sf4 was more useful as a practice tool. Street fighter EX had some missions in it that were impractical during a fight but had you doing things that improved input through repetition like the mission where you have to stay airborne for 30 seconds by alternating between a super air fireball and a super that was a dive kick to the point that if you ever needed to combo the fireball into the dive kick it wouldn’t be an issue cause if you can do that shit in the air for 30 seconds doing it just once is a cakewalk)

I want to make a very basic guide initially and need help from others since I do not know the difficulty curve or every input in every fighting game and don’t know every input either. later on I would like to create game specific guides. Like for Melee a beginner wave dashing guide would have players using luigi and wave dashing across final destination and then an advanced one would be the same but with zelda.

if you decide to help thanks in advance. If not, thanks for reading.