Nice stuff, read only the last 2 articles,
Like francys I wanted to add a little something, I am not sure it belongs early in the section 3.1, as you clearly made lots of efforts to remain synthetic saving the more advanced and situational things for later, but I felt cr.HP to be missing from the antiair jump in, generally speaking it is not an excellent antiair and that is probably why you left it out of the “general” antiair moves (or maybe you are of these who cover the cases where it helps with some of the other moves).
I am not going into details as I feel you can see what i mean (rufus, cody, yun, feilong, zangief, cammy …) keeps them realistic about
how they planned on rapidly gaining ground to your mid range with a far forward jump a front dash from out of your longrange pokes ( rufus, cody, yun…
or an otherwise affordable frame delay on block get in (against vega) to bypass the footsies and go straight into rush down bullying option select or high reward mixups opportunities.
Also you didn’t cover how to deal with the ambiguous crossups jumps, where cr.HK under, FrontDash under are both very good ways, and very basic tools to go around the problem and switch the ground deficit in your favour, opening for a whole new round of runaway and footsies with the job to start all over again for the enemy.
Props to your :
“If you can’t go low risk, then go for the high reward” section, I have been advocating that to angry undoubtedly technically superior players than me, failing to understand the bluff part this game contains, and calling me a noob for not playing the :
Slightly safer, greatly less rewarding, and immensely more predictable vega’s regular emergency game.
People never understand that highlevel play in this game is the paper that beats the rock that middlelevel play is, but that it fails against the scissors that lowlevel play is (srk spam, sweeps, constant jump-ins etc…).
The first thing a great player has to do to cleanly beat a beginner ( that is finishing the round with more than 30% health) is stop playing him like he’d play another good player or an intermediate player, and use simple bait>block>punish trinity instead of advanced frame traps and trying to read what is unreadable.
Which leads as a corollary - as you said it in your own way - into playing “unsafe” (but rewarding) to counter what works best against “playing it safe”.