Alright, here we go. Figured it's time to start taking some notes down.
Got some footage of a FT10 set vs aman on Steam:
(Ignore the weird aspect ratio. Apparently YouTube doesn't like .wmv files...)
As the matches continued on I felt that aman adapted to what I was doing, but I just kinda stagnated and never really figured out how to deal with his pressure. Took the j.HP stuff (with and without chair) into the training room to figure it out with my team and here's what I found:
*Squigly*
-MH SBO probably the best option, stops their advance and nets you a combo
-If they're full screen and normal jumping, calling tear assist works well
-If they're within distance to connect, then either DP or Liver Mortis can work. DP seems better if they're super jumping in though, and mortis really doesn't work if they jump in and block.
*Robo*
-H Theonite Beam works well at a distance (for both normal and super jump in I think?)
-If they're right on top of me, s.HP is probably my best bet, though calling a head can also work if done early enough.
-Call tear shot at a distance
*Parasoul*
-L/H Tear at a distance
-M Tear mid range?
-Pillar at point blank - Though this didn't seem as reliable a punish... Not sure what other options she has though
Since this set, I traded the H Danger assist for saw. Saw is not as easy to get a charge+combo with, but it's still doable and is also way more useful in neutral, I think.
I've played a fair number of matches since this set, and after making the assist change and gaining the Beowulf match knowledge, I've noticed I have a much better plan of attack/success rate when facing Beo, which is a nice feeling. It's highlighted what I think is currently my biggest weakness though, which is matchup knowledge. Not really sure what the best way to approach this is, other than just figuring out something with each character I struggle against and figuring out how to beat it, I guess.
Also, I need to play more Parasoul to figure out what even to do with her in neutral and reset land.
Got some footage of a FT10 set vs aman on Steam:
As the matches continued on I felt that aman adapted to what I was doing, but I just kinda stagnated and never really figured out how to deal with his pressure. Took the j.HP stuff (with and without chair) into the training room to figure it out with my team and here's what I found:
*Squigly*
-MH SBO probably the best option, stops their advance and nets you a combo
-If they're full screen and normal jumping, calling tear assist works well
-If they're within distance to connect, then either DP or Liver Mortis can work. DP seems better if they're super jumping in though, and mortis really doesn't work if they jump in and block.
*Robo*
-H Theonite Beam works well at a distance (for both normal and super jump in I think?)
-If they're right on top of me, s.HP is probably my best bet, though calling a head can also work if done early enough.
-Call tear shot at a distance
*Parasoul*
-L/H Tear at a distance
-M Tear mid range?
-Pillar at point blank - Though this didn't seem as reliable a punish... Not sure what other options she has though
Since this set, I traded the H Danger assist for saw. Saw is not as easy to get a charge+combo with, but it's still doable and is also way more useful in neutral, I think.
I've played a fair number of matches since this set, and after making the assist change and gaining the Beowulf match knowledge, I've noticed I have a much better plan of attack/success rate when facing Beo, which is a nice feeling. It's highlighted what I think is currently my biggest weakness though, which is matchup knowledge. Not really sure what the best way to approach this is, other than just figuring out something with each character I struggle against and figuring out how to beat it, I guess.
Also, I need to play more Parasoul to figure out what even to do with her in neutral and reset land.