Well, these were fun to watch. I can tell you both aren't all that experienced yet, but there were some good things there.
The Good:
- Really liked how you handled jump-ins for the most part. Either by doing Uppercuts, or just using Roll to escape.
- At about 20 mins in, you finally began properly using sais in the midrange game.
When you were tossing Sais from fullscreen, Law would just neutral duck without a care. And just that little hop forward made him uncomfortable sitting there, allowing you to hit with sais more often. I like to think of Sais as a full screen jab. (An extension of yourself, basically). Meaning, you want to use it as a way to control the space just outside your longest ranged normals. As tempting as throwing sais may be, you don't want to be predictable with your projectiles. (And this goes for your friend too).
Things to work on:
- The Neutral/Midrange game.
Already talked about sais, but you don't always have to cross the screen with Rolls and jumps. Walking back and forth is an effective & a lot less risky way to gain ground. There was one game you literally could've won by just walking into Law's space and waiting for his Divekicks. Which brings me to my next point.
- Combos and Punishment
You really need to get these down, as not punishing things and getting good damage will cost you games. Likewise, you were getting away with a lot of Rolls because Law wasn't punishing well either. (He finally started Uppercutting towards the last few.) There's no need to commit to 123~Roll on block since 123 by itself gives you better offensive pressure. On hit you should be able to confirm the Roll. But it is online so I'll assume lag was a problem.
Hope that helps. Keep posting vids when you can.
Thanks very much for the feedback! You are correct, in terms of actual competition, we're not that experienced yet; I mainly play against the AI myself.
To comment on some of your comments:
- Yeah, Roll is an excellent escape move, as well as offensive. Loved it like that since the last game.
- For Sai tossing, sometimes I use it at full screen to build metre, and at that distance even (full screen), Online people will often try to do something unsafe after the first few because I'm "spamming" and it makes them angry. I also use it a bit like this to build Metre. I'll try from more midrange more as you suggest next time and see how that goes.
- Yeah, of the three losses, two I should have not lost. For his Dive Kicks, I often failed to punish regardless because my MKII (Uppercut) tech would whiff. I kept forgetting High Pounce is a safer, solid Online-based punish for that.
- Online lag was indeed a problem, and many of the 1,2,3~rolls I wouldn't be doing Offline. General execution I'm better at Offline since I can properly hit confirm. You'll notice in this vid there were many times I simply did 1,2,3, with no roll, or F2, 3, 4 instead of canceling into a roll? It's because I find with Online it's commit or not period, so I do my best to guess and read. Sometimes it worked, other times blow up. If you look a few vids down in my channel, you'll see a Mileena Kombo Video 3. Those I can execute quite reliably Offline, save for the one starting in F1,2, B4; that one I still need to work on my execution for. Being Online though, I'll go for safer things though.
I'll keep posting videos as I play more though, and looking forward to more feedback! Thanks again!