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From Willard H Wright, 6 Months ago, written in Plain Text.
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  1. Eliza Playstyle and Moveset Responses
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  3. Aggressively
  4. Defensively
  5. Baiting
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  7. Aggressive > Defensive but Aggressive < Baiting
  8. Defensive > Baiting but Defensive < Aggressive
  9. Baiting > Aggressive but Baiting < Defensive
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  11. Playing Aggressively mindset and moveset
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  13.         This is how you want to play against a defensive player looking to wiff punish or when you have a life deficit and need to steal a round. Your mindset should be to put your opponent under mental pressure, i.e make them think about more than just waiting for you to wiff or do something. You can do this by forcing a mixup via + frames or forced mixups, or pushing to the wall. This is the most basic level when we talk about how to combat a defensive player.
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  15.         A layer below this, is how to establish mental pressure when we cannot use our + frame moves or force mix ups or push to the wall. Maybe you are playing on an infinite stage with your + frames move and mixup options being linear as hell. If you get stepped, your life is over. We have to figure out how to combat this opponent.
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  17.         More likely than not, your opponent is backdashing/sidestepping away when they are under pressure since this is low risk for them. This way, if you play too unga bunga while they are rapidly backdashing/sidestepping, eventually, they will be able to get an easy wiff punish on you.
  18.         What you have to do against players like this is to use your generic tools and make sure your moves are hitting and that you are not too predictable. This means instead of going in with your running move or w.e, dash up and close the distance. After every hit, dash forward and instigate pressure again, this will realign with sidesteps and negate their backdash response. You can also sidestep to prevent your opponent from being too eager to press fast buttons and reapply pressure. You can also do nothing after you forward dash or sidestep after pressure. If you see they do nothing, reapply pressure. Maybe even press buttons immediately again in minus to give your opponent the bait that you will start up your offense again in the minus frame so they can counter hit you. Mix up your options.
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  20.  Playing aggressively is about being unpredictable and punishing your opponent for their incorrect responses but you have to first make your opponent do mental work in order for them to guess wrong. (it is easier to guess on a multiple choice test when you have 2 choices rather than 5).
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  22. Of course, there are correct responses to deal with all of when I just said. If you forward dash after minus, your opponent can read it and hopkick you. If you sidestep after minus, they can do a tracking move immediately or do a sidestep then a move, effectively negating your sidestep and putting you in minus frame. If you reapply pressure immediately, they can counter hit you. There is the most risk in playing aggressively when you are forced to but if you cannot embrace the fact that playing aggressively is risky, that you will lose and that you have to use that loss to learn about your opponent’s habits, you will not be able to play this style effectively
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  24.  By generic tools I'm talking about 1, df1, magic 4 and anything that leaves you slightly safe on block and allows you to sidestep (-1 to -9). Usually the moves are like (-3 to -7). You can include tracking moves to this moveset but tracking moves discourage the use of forward dashing/sidestepping to realign and changing up timing to realign. Tracking moves are good but they leave you very minus making it hard to re apply pressure afterwards. Also, since most characters only have one good tracking move usually, your opponent only has to look out for that one move and play against it accordingly when they sidestep. If you forward dash/sidestep and use your generics, your opponent has to figure out how to play against all those moves. Remember, the point of playing aggressively is to apply mental pressure.  
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  26. (although being able to step is dependent on what your opponent chooses to do in response to your move, if they do a fast move, you can’t step but if they do a slow move, you can step, i think its 3 frames to step).
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  28. If your opponent still refuses to press buttons, it’s now time to play dirty. You have to use throws to open up defensive players, it’s what they were created to do. Personally, it feels scummy to use throws since they net a lot of damage for not alot of work, but you have to do what you gotta in order to open up a turtle. If you are not able to break this mindset of a romanticized tekken where there are no throws and only spacing and timing is king, you will lose a lot. You lose the ability to make your opponent who can break throws to look out for them, effectively making them less efficient at wiff/block punishment, and you make the opponent who can’t break throws duck which you can use to hopkick or launch or w.e. The thing about throws is that you have to establish them the entire match and not just at the end since your ratios of moves are easier to read. If you are able to use them throughout the match, you should be able to open up the hardest turles. You gotta win and you should take those.
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  30. Grabs also are not too bad in terms of frame data, they are 11-13 frame startup and they are only slightly minus on block (-1 to -3 iirc). The only downside is that they cause space when broken or sometimes when on hit, creating the extra step of closing space before you start pressure.
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  32. You can play extra dirty by using the infamous snake edge or do nasty knowledge checks with your strings but those are really when you don’t have much to lose. If they know your string ends in -13 and you finish it, you have to accept that loss.
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  34. There is not really that much left to talk about here except how to do this effectively with eliza. If you have good low moves, use them in your mix ups but lows are usually slow and prone to be beat out by aggression or random hopkick. It is also harder to do lows when you are in the minus frame because your move comes out extra low.
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  38. IN SUMMARY
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  40. Change up your attack patterns but tailor it to your opponent’s habits
  41. But always
  42. If opponent is playing linear, do + moves and force mixups
  43. If opponent is playing 3D, use generics
  44. If these fail, use throws
  45. And if throws fail, use lows.
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