Here in Tondo, my play group have a common practice of using psychological warfare when playing (well who doesn't?). We're really not technical player as most of us are button mashers -until we learn anyway-, but learning a simple 3 or 4 hit combo and placing them well works enough for us.
Play unpredictably - use combos with the same attack direction and animation and place them well. Done right, you will be able to take control of your opponents play. If some of the attacks in that combo could be delayed, use it, sometimes, your opponent would be off guard from trying to attack within that 'delay'.
An example is Bloody Roar's Long. He has 2 chains with the same starting 2 moves, namely a Mid Kick to Low Kick which could be followed by either another Low Kick or his trade mark Machinegun Punch.
Corner you opponent - put more pressure on them by cornering them on walls. That way, if them have to move back from attacks to avoid damage.
Play unpredictably - use combos with the same attack direction and animation and place them well. Done right, you will be able to take control of your opponents play. If some of the attacks in that combo could be delayed, use it, sometimes, your opponent would be off guard from trying to attack within that 'delay'.
An example is Bloody Roar's Long. He has 2 chains with the same starting 2 moves, namely a Mid Kick to Low Kick which could be followed by either another Low Kick or his trade mark Machinegun Punch.
Corner you opponent - put more pressure on them by cornering them on walls. That way, if them have to move back from attacks to avoid damage.