thanks everyone for the advices.
big K: i’ve got no console version, sorry.
about the TU fadc into f+RH, may i suggest that you learn to use TU fadc into direct ultra instead (or just TK if you don’t have an ultra).
the f RH is worth only after a trade or when you combo into the TU (or punish with the TU); otherwise, it’s hard to react in time to a counter hit from a naked TU, and you risk losing damage in the long run.
now i almost always go for f+RH, but it’s an habit i’m trying to break.
silentness: i think that single gief’s jump away was to bait & punish a TU FADC… still, the usual crossup splash would have been an all around better choice.
holo7: about the missed ultra… i guess you are talking about the end of the first match against the dict? i must admit i meant to do exactly that, not the best option but i knew no better. generally my game (reacting, punishing, spacing assessment) fell apart because i fell insecure about what to do.
i think the main problem was that i didn’t know how to defend (after headstomp… after blocked lk scissor… or against dash throw) so i tried to just attack.
given how the post tourney freeplay went very differently, i know you are right, a more defensive approach would have helped very much.
some insight i learnt later:
before i thought that focus was the right answer post blocked headstomp; while sometimes it can work very well, it can be countered many ways. jumping forward or backward with HP is a much better option, just note that it wont work after you block an EX headstomp (too much blockstun); here you can try a close MP.
another nice answer is to focus the stomp, into forward dash, into straight jump HK (this one should not be abused).
of course those answers can be countered by bison, but it’s not that easy and it starts a nice guessing game.
after a blocked lk scissor, the mindgame depends very much on the distance.
if you are in bison’s cr lk range, he can do that and it will beat your throw, pokes, jump! (you will be hit before you can jump & possibly comboed into another scissor). you can just cr lp (which will trade… but it’s harder for you to time, as he can plink) OR TU (risky) OR backdash (which could be punished even after the cr lk whiff… but the punishment is not automatic so it’s still a viable option).
best bet could be to block another repetition, waiting to get some distance while staying ready to tech throw.
if you notice you are out of cr lk range, you’ve got a few more options: imo best ones are jump straight, cr HP, knee, cr MK xx knee/TS, cr lk xx whatever, focus.
another random bit: jump straight HK seems the best way to beat cleanly an EX headstomp. still has to be timed though.
versus dash throw and tick throws… i usually throw break much better, but i wasn’t ready for his long dash and general mobility, so i usually teched too late.
i wasn’t quink enough at adjusting :/.
now i believe the “knowledge” part is already better, but in order to avoid choking/wasting time adapting, i’m afraid i’ll need to already be accustomed to his dash speed/jump arc/crossups/tick throws. i’ll just have to find a sparring partner (sadly, the only one around here that uses dict a little is me).
funny thing is that could be a minor issue, as there are now different other matchups that i know much less & where i could get trashed before really getting my chance to play
P.S. nothing to say about the other videos? there is surely much room for improvement even in my most played matchups…