Thank you all, this thread is very useful for beginners. Excuse me my english please, it's not my native language.
I usually play with some friends, so our level is far from competitive, but we are training slowly.
It seems, however, that i'm "doing wrong" a couple of things, so I need your help.
1) I suck in air. What normals should I use against Millia and Dizzy, for example? Dizzy jumps, I jump -> I get owned by j.HS. If i'm higher than they, i can use Mad struggle, but when I'm lower? In videos some people use j.D, but I can't find proper timing. Any tips?
2) I can pretty well use TK version of FB mad struggle, but is it useful in air?
Also:
Mad Struggle - 236+D (air) - Hot damn. 14F of start-up, and a fat fucking launch on hit. The go into a pretty long stun on block, meaning you don't lose pressure if you air-dash back in.
I can't air-dash afer this is blocked (well, psressing 66 doesn't work). How should I do it?
3) I use Dark Angel on their wake up, it gets blocked, then I rush em and do either overhead or 2D, depending on their block state. Is it good strategy? Is it ok, or should I use it some other way? What is (general) counter-strategy for this, cause they will figure it out soon and I want to be ready for it.
4) I'm really good in ground throwing (one of the reasons I'm playing Venom), but air-throws are much harder to do(. N-otoko throws in air a lot, HOW? I understand that he's setting up situations, when he can actually air-throw, but it looks absolutely crazy.
5) What is the best combo starting with ground throw without carcass raid? Sometimes I'm not sure wether I can do it or not, are there "safer" options?
6) Poking game is a problem. For example one guy playing millia often starts with her 236S ("circle"), and I can't beat it. I also bait for moments when I can 2D, it gets FD blocked, I get owned. I can sometimes cancel it, but it's hard for me for some reason.
7) Best 2D follow-up? Dubious curve? What button should I use? let's consider situation when there are no other balls summoned. Sometimes i just miss, what is the moment I must cancel it?
8) Getting out of pressure in the corner seems hard. Millia's "circles" are a problem, yeah. Warp seems to help sometimes, and DAA is very useful, but is it all?
9) If the timing is right 6HS is good ground-to-air, but is's not doing the trick sometimes (and if an opponent is ready for it). 6P has to be good, but is much harder to do "right" way. Any tips?