So first of all you might get more help with this posting it in the video thread. This place pretty sparsely populated anyway, so it’s not a big deal, but I get the impression that more people actually read and reply to the stickied threads.
Don’t try to outpoke Balrog by sticking out high pokes at mid range. We don’t have any very good high pokes and you’ll pretty much always end up losing or trading with rush punch. Cr.mk is generally fine for these situations.
Safe jump. When you get a forward throw or sweep, you have to know they can’t reversal you before you force them to open up to mixups and the (admittedly shitty) command grab, so practice the timing in training. Balrog and Cody are both especially easy to safe jump, and you let them get away with some shit on knockdown that they totally shouldn’t have. Balrog, in particular, can be safe jump OS U1ed on anything except wakeup turn punch (and ex rushes, but the ultra won’t come out so you’re safe anyway).
Don’t use rollkicks as a means of traversing the screen. This works from time to time, but I must have counted 4 or 5 times you did it (once on wakeup). We can’t just FADC forward any more and doing it without 2 bars is pretty much suicide. Also, from a risk/reward point of view it’s just a horrible choice even if you land the kicks about half the time, which you won’t against decent players. Rollkicks are pretty much exclusively for when you read a fireball or they do something that is guaranteed to be punished by them. Also if you catch them napping and have super stocked, but that’s pretty rare.
Mp palm isn’t safe on block in most cases and, barring some really difficult combos, is rarely a better choice than rekkas in a combo or block string.
You gave Cody a lot of room in the corner when you got him there. The whole point of the corner is that you can get into the optimal range for your attacks and they can’t do anything about it, so you really have to get in closer than that. As mentioned before, his reversals are really slow anyway, so he’s not that scary on wakeup, but even if he was, you really have to at least hover around cr.mk range, and more preferably safe jump him and bully him with s.lp until he cries. Additionally, after a blocked criminal upper you should really be getting a combo.
You divekick from way too close a lot of the time. Lk divekick is highly situational and mostly used as bait (it doesn’t even really work on Balrog at the optimal range since his hurtbox is so weird) so you really have to use the other two and from much farther out than you were using them. If you’re jumping from that close you might just want to use mk, since it crosses on Balrog pretty much exactly like it did in AE anyway.
Good on ya for posting losses instead of wins; it makes for much better advice. Happy divekicking.