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Great matches, liked your use of Ground Spark cancels to just build meter and play mind games + using Flipkick to fuck over their wake-ups in the corner. You played the Green Lantern MU very good, got nothing to add on there.
Maybe it's just me, but I don't like D12~4~Ground Pound. I mean there is such a big hole in there that they can punish you for doing that.
Against Superman you tried to use projectiles too much at one point and at another point not enough, if you can hit him once with a projectile you'll get closer a lot faster. Like between his Straight lasers you can interrupt it with ducking the first one and then Ground Spark/Pound to counter the 2nd one. If you are in Staff full screen and Superman jumps to do air lasers, you can jump back and check him with Ground Pound.
At certain moments you used Flying Grayson to get under Superman's zoning. It's something I like to do as well but it sucks you were never able to punish it, you can punish it with j2, 1~Ground Pound MB, B3, J2, Staff Spin to keep him close. In Escrima if you got under him you went for B2 which I don't think is a good idea, with B2 you need to hit it right before they will hit the ground while you could have used D2 which got buffed and will AA. Against JDM when you got him in the corner he air-dashed out every time when he had the chance, should have kept him in the corner.
As anti wake-up goes, if you end with Staff Spin you can cancel that into Escrima and jump over him. This will avoid every single wake-up he's got, you cant punish one of them(I forgot which one, I think it's the air grab but you can whiff punish everything else). In Escrima B2 will counter everything except low scoop, in Staff a well distanced B3 is the same(MB is not required).
Other than that your pressure was good and you have stance cancels down, welcome to the Dick family.