Thank you!
Squirtmcgirt187, just because you are outside of jab range does not mean you are out of range to AA. Your friend was jumping a lot at mid range. You can AA with mid spike, combo with a far spike, and send him back full screen. Speaking of far spike, all far spikes should be followed with meaty Freddy fingers to force the Cage player to block or jump. Likewise, all AA gloves should be followed with meaty Freddy fingers. All full screen combos should also always be finished with Freddy fingers, and never with far spike.
Remember that all players will eventually jump on Freddy. Even the most patient ones. You just have to make the right read.
Miscellaneous tips:
- never break versus Cage, especially not at the end of combos, unless the combo kills you. Freddy can always escape the f+3 frame traps with EX teleport. It is always better to eat slightly more damage and save one bar than lose two. If Cage corners Freddy and you have no meter, you are finished. Freddy desperately needs meter for EX teleport in this match.
- use f+4,2 (-5 on block) and f+4,3 (-1 on block). You can teleport back or enter NMS after either. You used a lot of f+4,2,1 (-7 on block). f+4,3 is Freddy's best string for footsies and teleporting back afterwards is 100% safe.
- if Cage has a lead and is looking to chip you with EX forceballs and/or to kill you with an EX shadow kick, you should not panic. Just relax because you can do almost everything on reaction. Instead of zoning with gloves, take advantage of spikes, which track and have a 16F start up. No Cage player can react to such a special move. If the Cage player goes for forceballs, teleport forward.
- it is never good to back off for too long versus Cage, even if you have meter. Freddy has to take a risk sometimes and go for a throw. Basically, you want to make the Cage player believe that you are not scared to walk up to him and throw him, which will make him back off or jump.