hello everyone. guys i want to start playing batgirl, could you give me some tips on her basics. like getting in, preferable range to play in, good strings and buttons up close.
i will check the guide thread, and search on youtube for tutorials and matchups, but maybe you can also give me some tips, which are good to know for a new batgirl players. thanks a lot.
Batgirl plays best just in the range of her b12. She has trouble with fast pokes because she doesn't have one of her own. Her best strings are the following.
b12 (launching low with great range)
b2u3 (launching overhead)
b2d3 (overhead to low)
21 (+4 on block, can be cancelled into bf3 for extra chip and combo potential)
111 (+22 on hit, provides a free vortex attempt any time it hits)
As for her good normals, her d1 is 8 frames, but it's still her fastest mid. d1~bf3 is +1 and jails and leads to a full combo if bf3 hits and you MB. Her j2 has really great range and can be jailed into 21~bf3 on block which again eats to combos. If you land a block j3, it's a free vortex attempt as their block stun is hella bad. The reason batgirl gets to jump in is because her teleport allows you to punish anti-airs. Bait out the anti-airs and punish them with teleport into vortex. j1 is also really plus on block but on hit it doesn't jail so there's that.
If the opponent starts fast d1-ing you, it's time to push block. Babs can't deal with that. Also learn when you can backdash certain strings to avoid their pressure.
As a batgirl player you MUST learn her vortex. It's not that hard and when mastered turns a simple punish into a potential lifebar. Vortex combos can be found in the combo thread but here are the three main ones (easier versions exist);
b12, b2u3, d2~bf1, ji2, 111
b2u3, b2u3, d2~bf1, ji2, 111
b2d3~bf3 (MB), b3, ji3, d2~bf1, ji2, 111
When you can, go for the vortex but If you think you can kill them, you can go for damage;
b12, f23~df2 (MB), 212~db2u
b2u3, ji2, f23~df2 (MB), 212~db2u
Batgirl has a great forward dash so getting in isn't all that hard. The trick is to dash up close just outside of b12 and cartwheel range, bait their poke and then punish. Approaching from the air is also an option thanks to tele punishing anti-airs. Also learn to teleport on reaction to your opponent using an interactable. You should never allow them that chance.
She has quite a few nasty interactable traps with her smoke bomb. She can also combo off a large number of the interactables (all the bomb ones) with her smoke bomb into vortex.
In the corner, batgirl is a beast. She has crazy corner damage off both an overhead and a low. She also has a way to reverse wake ups after db33 if you wanna go that route. Her two most basic damaging corner combos are;
b1~db2u, f21, f21, f23~df2 (MB), f23~db2u (53% off a low)
b2d3~db2u, f21, f21, f23~df2 (MB), f23~db2u (53% off an overhead)
Her cartwheel, although punishable, is also a decent footsies tool and allows you to threaten your opponent from just outside b1 range.
Against certain chars, babs can also play the full screen zoning game with her bolas and batarangs. Dash cancelling bolas builds meter and taints your opponent into approaching. Do this when you have the chance.