Time for the ol thread updaterino. I'm trying to focus on reversals and push block guard cancels (known in the community as PBGCs for short), because this is probably the weakest part of my game. I have known it's the weakest part of my game for a long time, but I get bored of trying to fix it and end up working on more setups (which is like the last thing I need). I'm going to try to make a more dedicated effort to fixing this.
For PBGCs the plan is to go through my stream matches and look for chances where I could have gotten a PBGC but didn't, then practice those situations later. I found 3 in my set with Outlaw Spike at the New Jersey Quarterly Rapport 3:
1. c.LP s.MP c.MK - pushblocked on the first hit, recovered before the c.MK hit. Did up forward out of blockstun like I always do.
2. (vs Big Band) instant j.LP j.HP j.HK ADC j.MP - I pushblocked the third hit then just kept blocking and eventually was opened up and died.
3. air to air j.MP (all 5 hits) - Not honestly sure if this one is unsafe but it's worth trying. Well, I know I left blockstun because what happened is Val landed, jumped again, and air threw me. Clearly I could Timpani there but I don't know if it would be a reaction or a read.
I'm also noticing a tendency where most of the time when I pushblock it's on the third hit of a string. I don't know if that's good or bad. I think bad because it means less chances to PBGC punish a bad blockstring. I suppose it's because I'm trying to hit pushblock when I think the hit is coming, and I'm consistently too slow. That's something I should try to improve on as well.
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For reversals... I may have been mistaken about how these work for 5 years. I didn't think the game started tracking your inputs until the reversal window started, which is I think 4 frames? So if you're just sitting there pumping 236PP236PP236PP236PP, you hit the reversal window and maybe you get 236PP, or maybe you get 6PP23, or 36PP2, or PP236. It would depend on where the reversal buffer started, which depends on when you leave hitstun, which is a thing you do not know. Meaning that if you're mashing, you have only a 25% chance of actually getting SSJ (or whatever you're trying to do).
...at least that's how I've been explaining it to new players for 5 years, but I was explaining it to Tommer on the drive to Jersey, and he pretty flatly told me I was wrong about how it worked. That the reversal buffer is 4 frames (or maybe it was 3), but the game is tracking your inputs for something longer, maybe 15 frames. I don't understand how there can be a distinction there (what is "the reversal buffer" if not "the point where the game starts tracking your inputs") but he must be on to something because he gets mash super out of all dropped combos, which is something I have always struggled with.
I don't have a great idea of how I'll practice this, but I have a starting point. Going back to Outlaw Spike, there was a series in game 4 where he hit me with these 3 resets in a row:
j.HK, land > throw
c.LK > throw
s.LPx3 s.MPx2 > throw
In all 3 instances I knew the mixup would be either low or throw. I didn't know it would be throw all 3 times, but it doesn't really change the fact that I knew he would do something I could mash out of. Because I didn't know where he would do the throw, however, I didn't attempt to super. If Tommer is right, though, and I can input SSJ without knowing the exact reset point, then I should be able to super out of all 3 of these. So the plan is set up the dummy to do 3 throw resets of this sort at random (that all start with the same inputs obviously, or I'd be able to tell which one it is based on that), and practice trying to SSJ out of that. Maybe I'll try Beat Extending out of it if I'm feeling really spicy.