In general, I eat lots of throws because I can't seem to get my jab out when people try them.
So eat the throw. Time the button press right and all you'll be given is 800, big deal.
This gets me scared and I start trying to chicken block and OMG it's a 2A and I die.
Kouma isn't really the type of character to make use of chicken blocking. If you think they're going to 2A you during this try and shield on the way down.
After an airthrow at midscreen, I have trouble getting any real mixup. People block my superjump->backdash,
Kouma excels in using the double jump momentum for mix ups. In MB if you jump right completley over a person in an arc (I guess you could say this is leap frogging in a way) and then jump straight up at any point after you jumped over them, you'll automatically turn to face your opponent. Try throwing this into your game. I'll see about getting you some prime Kouma vids to x-copy mix ups with.
or jump around on wakeup if they see me try any other air shenanigans.
If you think someone's going to backdash (or jump back) you can combat this by using 6C some more. It'll catch them and launch them up, and allow you an air throw and knock down, resetting the situation for you in your favor.
Vids will probably help a lot with this, so I should get studying.
I'll get on that!
I have no idea how to keep up any sort of extended pressure. Any time I go to the whiffed 5A, people jump/mash out. Again, vids likely come into play here.
This is going to be offensive to the scene here in the US (and includes myself) but doing extending pressure to anyone in the US isn't going to happen. I watch vids of Hisui doing these long block strings with IAD's thrown in that go on for like 4-6 seconds and I'm like that's good shit! But you try that shit on ANYONE here (well not anyone, but I'm not going to name names) and they're just going to start mashing something out. Half of it is out of panic, and the other half is simply not knowing any better since they don't get punished for it. Same goes for conditioning into acting a certain way, but that's another story for another day. If you're doing a string and you notice your opponent always throwing out a 2a/b/c in hopes of getting you off of them then start baiting it! End your strings short, bait that crouching normal, then IAD j.C and make it fucking hurt. Or use the above example with 6C as well for counter hit.
When I see someone jump toward me, I'll stick out a 2B. Then they airdash and get to use whatever crossup air move they have to start a combo on me for free. The risk/reward on ground pokes in general seems really bad in this game, and my character has a pretty terrible air game, so now I'm seeing what you guys mean about just having to block a lot.
This isn't SF / KoF / etc. You've got wake up dodge, wake up shield, back dash, foward dash (yes, I'm serious, once in a bloody blue moon), 22A, or even 22C (which grants you super armor as well for a second or two). In reality your best bet REALLY is to block. I know it sounds dumb, but no block string lasts forever, and everyone's got patterns / nuances to exploit. The other options should be used very, very sparingly, as if you keep using them (even when they are working) they'll form bad habits when you get to play other people, and that's obviously not a good thing.
I'm not going to quit the game, and I'll stick with Kouma. Just got a lot of hurdles I need to get past, since this entire experience is so different from anything I've ever tried. Maybe watch jpn matches frame-by-frame or something...and realize that this could take some time.
Thanks again, all,
Josh.
Good to hear.
I'll try to give tips / pointers at FRXI, but I still consider myself a slightly above average player, so take them with a grain of salt.
:3