I hate how i'm just stuck at this lvl that i can't get to a pro lvl but i don't suck.
I feel like i'm making good reads but i also feel like i'm doing somehing wrong.
But i can't find out what. And in the long run i'm still losing the set.
My point is what do you guys think i'm doing wrong and if you went through the same the how did you fix it?
It's a phase in anyone's fighting game journey. The only way past it is to grind it out, but also, and this is huge, whenever you find yourself hitting a plateau, take a break. Give yourself a good 3 days or so away from fighting games. And when you're bored, think about them, write up some theory stuff, watch match videos. But don't play, sometimes being too close to a problem means you'll never figure it out.
If you can, record your own matches and rewatch them critically.
Make sure you're playing people who you need to overcome, make new connections with newer strong players.
Consume match videos - devour them - but don't watch for pure entertainment, be very critical. Note mistakes and x-copy anything you can use.
Imitate better players than yourself, watch their match videos and cop their style, their tech, their habits. Inhabiting someone else's playstyle can be a very instructive, efficient way to broaden your strengths. With a hybrid character like Nightwing this is especially true.
Execution and reactions can only be trained by playing. Sometimes it's wise to "play to learn" and not "to win," it might look like sandbagging, but experiment, try new anti-air options, rethink your approach. When you "should" advance, back up. See how the opponent responds. When you'd normally go for a mix-up, block, see what happens. Challenge yourself in some matches to not let your opponent jump without getting punished, challenge yourself to punish every forward/back dash - win or lose, shift your focus from depleting their health bar to limiting their mobility. See what happens.
Make a checklist of things to master - be critical of your shortcomings, like:
*Master punishing forward dashes
*Pushblock more
*Backdash less
*Develop alternative anti-air approaches: forward dash under tricky cross-up distance normals, neutral jump to better air-to-air certain jumping attacks, etc.