>>3922
GGs.
Yes your aerial moves are 9F and 11F start ups. My j5a is 7F, which is as fast as most of your ground melees, so you're not going to win at close quarters air melee. My hit box is much smaller than yours, and I always try to strike from above, where I am least vulnerable. My j5a also has 12F of active hit box, where many moves only have 3F or so. That makes it very easy to just sweep the air looking for a hit.
However, don't give up entirely with fighting the j5a, as it has a major weakness. Once the active 12F are up I'm more or less unable to move. My only option is to 6A at that point, which leaves me even more immobile. You should focus more on baiting and punishing this sequence, rather than directly trying to attack me in neutral air. You can also take advantage of air-unblockables. Your 2A is an excellent AUB and I rarely see you use it. If you use it effectively, I won't be able to so easily j5a into you for pressure.
Finally, in terms of general fighting style, you've got to relax and learn to play slower, with intention, rather than stringing together combos/strings. You know how I blocked all of your pressure into spellcard mixups? You know why? I was already blocking, and you input the spellcard so fast that I didn't even have time to poke. If you waited just a split second more it would become ambiguous and the mix up could actually work. In general, learn to stagger a bit, like I do with my dial-a. The entire point of pressure isn't to attack a bunch and make your opponent feel threatened. The point is to bait them into opening their defense so that you can do damage.
Okay that's all for now.