- You gotta stop doing that terrible 12 string that ends with the low; I literally can't remember the input because it's a useless string.
- 121 is one of the easier strings to confirm out of, but I saw so much missed damage due to not confirming 121 into flamethrower. I see you doing 12~flamethrower a lot, but I can't think of any reason to ever not do the full 121~flamethrower. Easier to confirm, more damage, and no downside that I'm aware of.
- I also see you only poking with d1, when his d3 or d4 would have been a much better choice. Other times, you went for a poke when it was your turn when you could have just as easily gone for f32, f212, or b32.
- I'm certainly guilty of this as well, but I see a lot of mashing when your opponent knows you're negative, like after a blocked f212.
- I didn't see you utilizing his amazing forward and backward dashes at all. His dashes are like one of the two things he's got going for him, so definitely need to see more of that and fewer jump-in kicks.
- You gotta head into the lab and get those kombos down. I'm 21 minutes in and you've yet to finish a single kombo, despite ample opportunity.
- You gotta head into the lab and learn your optimal punishes. You left a painful amount of damage on the table by not properly punishing your opponents' mistakes.
- I don't think I saw any staggers. His staggers aren't great, but still worth incorportating into your gameplan to keep your opponents on their toes.
- Watch the clock and see what is the longest amount of time you go without pressing a button. Since I've started watching for it, the longest I've seen is 2 seconds, not counting time spent getting juggled or stuck in block-stun. Play some games and have fun seeing how high you can get that number. Can you go 20 seconds without poking or jumping and still win the match? Watch tournament matches and you'll see top players just sit and block for extremely long periods of time. Practice that patience! Like that Noob player in your first round against them. (Around 22:45 you finally show some patience with about a 3-second stint with no jumping or attacking.)
- Ease up: you seem to be nonstop trying to brawl with your opponents, trying to get in and open them up. Again, RoboCop has excellent walk speeds and possibly the best dashes in the game; use thos strengths and let your opponent tighten their own noose.
- You're getting blown up trying to punish with 121 instead of f32.
- You're canceling into Flamethrower on block instead of confirming into it. Remember, f32 has a safe ender that catches a lot of people, even though it's a high. You can also just do f32 and it's only -6 on block. f22 is only -10. On hit, they leave you +8 and +9 respectively, so no need to risk going into unsafe Flamethrower on block.
- I'm 29 minutes in and don't think I've seen a single b3, which is a decent whiff punisher and stagger.
- I didn't see any d4~bf1 shenanigans. It's safe against the majority of the kast from not quite max range, and it can be quite strong in many matchups, especially if you have CG equipped, since they have to guess between d4~bf2, d4~bf2.amp, d4~db4, d4-dash-f32, d4-dash-CG, d4-d4, d4-backdash, any many other possibilities. It's still vulnerable to jump-ins, but used correctly it can be a pretty powerful tactic.
Phew, that's a lot to go through. I'd say things to work on are footsies, proper punishes, and resisting that itchy trigger finger. Hope that helps!
[edit] One point I just remembered is that you can use Hop instead of Jump for your OCP Charge feints. I get you want to make your normal jumps difficult to react to, but you should really experiment with the hop feints and try to incorporate them into your gameplay. From safe distances, it becomes a guess for your opponent between hop~charge, hop-land-bf1, hop-land-whatever, making it more difficult for them to approach.
You can also still use OCP Charge after whiffing an air normal. So, you can do a very early j1 and then cancel into OCP Charge if you want to.