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Offensive options are, triple strike into 6L/M/H.
Special Cancels to make them plus or safe.
Shimmy into whiff punish or throw.
Jump ins, which are super unsafe.
Oh right and everyones' favorite neutral/pressure tool 66L haha, which can be countered once you start learning spacing and your long reaching buttons.
Raging strikes is super telegraphed.
Defensive options are:
Crouch guarding which snuffs virtually all offensive options since people can't get a follow up on 6H for their triple strike finisher.
2H hit box is literally absurd in this game lmao; there have been so many instances I've gotten hit by a 2H that should not have landed.
Guard cancel is such a strong tool, resets pressure and lets you take back your turn.
Spot dodging raging strikes and certain moves goes brrr.
Grab is very react able and easy to mash out of.
DPs if your character has it. U DPs especially.
When I first got into the game too it felt like that, like a lot of characters are plus on everything, but in the end offensive options are very small. Patience is the name of the game on degense. Just keep playing and you'll learn what can be punished. What really helped me was playing the character itself that I had trouble against or looking up YT guides of said characters to sorta help me understand what I can punish. You got this homie!
However, just be patient and there WILL be gaps in your opponent's offensives. The difference between an experienced player vs someone new really just comes down to, whether or not you can recognize the said gaps and exploit it to get out of the pressure.
A good starting point to learn match up is, if you ever find yourself struggling against a specific character due to oppressive pressure, take a look at the replay in slow motion, and look at what moves your opponent is using. Then, go into the training mode and test out the various moves that character has. Be sure to turn on frame data display and look for moves that you can potentially punish.
Knowing is half the battle. You might not be able to learn the counter play right away, but simply knowing what options your opponent has will make a huge difference.
and yes, as the post above mentioned, use all your defensive options available. Especially your brave counter (guard cancel/alpha counter). At the cost of 1 BP, you can force your opponent to reset their pressure without having to deal with some nasty mixups. It's a really powerful tool (just be careful don't go too overboard with it since using up your BP lowers your defense.)
There's also other examples, such as Soriz canceling off of anything except a H move being sweepable for both his rapid punches and dash punch. There's also Lancelot who's setups and mixups are generally dishonest, if you mash his strings at a specific timing you'll deny him his fireballs and if you mash when you see him hang in the air for just a bit you'll catch him in his landing and prevent him from attacking you low/crossup.
As for 66L, when blocking it you'll be at -2 and your opponent has a mixup situation favorable to him. However, when you guard said 66L he's not able to throw you unless he steps forward. So you only need to actually do something when you see the character take that step forward, when he does so, you can throw him out of just about anything he tries. 66Ls lose a lot of their potential in higher levels of play because players there are much more likely to zone you out or dp after blocking it.
Your reward for guessing correctly isn't worth the risk of eating a corner combo.
The funniest part is there are no real block strings in this game, aside from the auto combo. It's just EXCESSIVE plus frames all over the place.