9 wins out of 11 games today. One of my losses came from a rather laggy match with a Momiji player. Unlike other Momiji players, this one did not abuse 1PP or 1PK, but tended to play rather linear and focused on a lot of double jump attacks, none of which were very good. It was very difficult to sidestep and I didn't want to try anything too fancy on this player, either.
My other loss came from an aspiring Mila player. Sorta tried to get train the player into hold certain moves and predict certain things. Instead I got caught up in frame traps and counters for being a bit too aggressive. Still, once they figured it out, they started to play pretty good. So I like this particular player.
Managed to pick up an 8-game win streak and moved up to B rank thanks to the defeat of an A+ player and later, steamrolled a A- Marie Rose player - I don't think he expected me to play the way I did there.
As far as tech is concerned, I haven't incorporated advanced holds into my matches yet, but I'm starting to move into 3P+K mix ups. 3P+K is pretty risky all around, but post stun works really well in conditioning opponents and even punishing aggressive opponents. I've found that 3P+KK guarantees both BT P+K, BT 4P and others. So far, I just go for the launch and work from there, there's nothing the opponent can do after it anyway. I don't care much for the throw, but if you get your opponent into a position where they are afraid of any follow-ups from 3P+K and 3P+KP isn't working out, the throw comes in as a useful tool. All in all, I wouldn't bother using 3P+K too much because its slow and its easy to counter it, but if you've got some advantage on your opponent (or they just like running highs), its worth a shot to use. Don't bother on wake-up, though.