Okay, so I took a look at about 3 matches and I noticed something I consistently have a problem with too.
You're incredibly stingy with your meter. With the changes made to K, you can't do that, you have to let it rip.
Also, off a jump in, unless you're intending to use some meter, you're intending to cross up, or you're intending for them to block, why are you doing d.B off a jump-in? You should know, as many times as you've jumped in on someone, that doing d.B into Ein Trigger (A), into second shoot won't work. You have to use EX meter to make it combo. And a lot of the time you did have the meter when you poke him. Since K' can HD bypass off a normal if the opponent is high enough, you can always go to HD mode (If you really want to) when you get that corner carry combo off.
Your opponent seemed to play a lot of grappler characters. If you're not comfortable using alternate guard, you should sniff for a reversal. The light version is a lot less punishable with the same invulnerability you need. A pro-tip against Clark is you can try to throw them on wake-up and if he did the guardpoint grab, buffer in your A or C dp to hit him out of it. Characters like Daimon and Takuma have delayed grabs they can do if they stagger them on your wake up. You can use K' Chain Drive DM to reversal it (though it's risky) because the move is throw invulnerable, you can't be thrown while doing it.
Fundamentally speaking, your ground game has to diversify. You run up and throw low B's or jump (which kind of ends your ground game). I also know how hard it is to do something different with K', trust me, but if you throw out different normals like d.A or do a short into a sweep, maybe even d.C, that makes a difference. They won't figure you out and maybe even guard cancel out of your blockstrings. Mix it up whenever you can. And work on those jump-ins! Hitting them a little too high!
You're doing okay and you're playing patient, that's good! You just have to work on capitalizing on the small windows of opportunity K' can provide for bigger damage/better positioning.
Thank you for the advice!
While I have played KOF for a long time (nothing competitive, just love the series, but now I'm really into tournaments), I'm in that SF state of mind when it comes to meter management. One aspect I seem to forget is how much meter you get back just from defending alone, and because of that I notice I end up with a fully loaded number of stocks and don't use them.
I agree 100% about my ground game, though I never really looked at it as "when you hop your ground game kinda ends," which makes a lot of sense. I notice when I'm watching my matches that I tend to be in the air too much, and sometimes, I even wind up missing the opponent completely on a crossup and/or (on a lot of occasions) I wind up in the corner. God, there's a few times in that video where I get out of the corner successfully with an EX Blackout and then I hop... right back into the corner. *facepalm*
A lot of people have said that my strings are very predictable, and I did post here in this thread before that I was very unsure what else to do to increase K's mixups, and I hit a roadblock. But I think I'll take this time now (since there's not a lot of majors or KOF tournaments going on around here in the NJ/NYC area for now) to begin experimenting on new things during matches. Sometimes I'm so intent on winning that I learn nothing, but what's the point of going to a session if I don't learn anything, right? I'll definitely try some new things.
My friend Dave is very big on grapplers in KOF, and I think it's a good thing, because I'm noticing a huge problem when it comes to grapplers like Clark. I find it really difficult to escape his ambiguous roll on wakeup right after he gets a grab on me, and I wonder if I'm doing something wrong. My mindset when it comes to that roll mixup is pretty much to guess; hop, backdash, block, or even reversal, because he does the roll very meaty, as he should.
I tend to use alternate guard, but if you notice, he doesn't seem to stagger his string when it comes to Clark; he likes to punish with the throw or just suddenly use that command dash and boom. As for Takuma, he was really command grab heavy, and I was going to ask: For how long can you alternate guard? He seems to wait a while after a string to bust that thing out, haha.
Thanks a lot for helping me! It really helps when I get other people's opinion of my gameplay, so thank you!
Anyone else is also welcome to critique. Let it rip!