Bailey: That round was epic. Epic.
Davo: LOL. I can't believe I didn't notice I was stepping the wrong way vs Setsuka with Amy until after the matches. Still it was a pretty interesting match up. You need to stop attacking from disadvantage so much because Amy's 6BB is fast enough that it will often hit you during a TC move before the TC frames start. You also need to stop teching into 6:6B. For my part, I need to stop stepping the wrong way. LOL.
Matt: Your Yoshi is much, much better than before. You just need to be very careful about what you do at iagA range against Sieg. At that range, it's almost certainly going to be iagA, b6, or a+ka:2A, which are high, mid, and low respectively. Step guard near the edge, rather than just step, because it reduces the chances of iagA tagging you. It also aggravates me that I can't punish a lot of Yoshi's lows with anything better than WS K. Lame. I want my WS awesomeness. The X vs Yoshi match up was awesome too. I never knew that so many of her moves go through Yoshi. That's definitely something I need to be aware of. That round where you did nothing but throw mix ups on me and I did nothing but 1A, 2A, and 2K back on you was awesome.
Crimzon: You're doing really well consider that this is your first off line session. You've got a pretty decent Tira. Just be careful with Amy. She's not a character who is going to be ripping off huge chunks of the opponent's life. Instead, she's going to win with constant aggression to whittle the opponent down. Her auto-GI's and 6:6B are also useful tools to have, because both 33B and 6:6B are safe launchers and 66A+B is almost completely safe.
Bludeblu: Your X is still tricky. Mitsu is really, really dangerous if he can get into stance with any kind of frame advantages. Other than that just watch out for his tech traps. LOL. If in doubt, just assume that anything he has that knocks down may lead to a tech trap - that's pretty much true, anyway. Oh and yeah... thanks for the lift. I got to the station exactly in time to catch the train. Awesome.
Runis: Your Hilde keeps improving, especially your mix up games. You're getting a lot better at being patient and waiting for an opportunity to step punish. Just be careful against Mitsu. Look closely at the distance between Mitsu and Hilde once he's in RLC. For Mitsu, the best place to be is just outside of C3 A range. At that distance, RLC B will still connect and it can dodge all of her charged B's. Even better, RLC B is much safer on tip than it is up close. The only time Mitsu will be in RLC up close is post knock down, where frame advantage lets him pressure with RLC K and RLC A. The absolute worst place for Mitsu to be stuck in RLC is within C3 A range, because now he can no longer rely on RLC B to dodge everything, provided you time C3 A properly. Instead, Mitsu sometimes has to fall back on RLC A+B+K aGI, which is a lot harder to use than RLC B. On the other hand, MST is dangerous because of its TC properties and how quickly it can go forward and the mix up between MST KB and MST 6B. Be aware of the fact that many of the stance transitions between MST and RLC are fast enough to beat out charge moves. Also be aware of how quickly Mitsu can recover after a whiffed RLC unblockable or aGI attempt.
Great games all around guys.