noted, I'm trying to incorporate JB1 more. It has great range, just a funny hitbox, as does J3.
do you feel safer in staff against KF? I tried NJ J2 in Escrima against her slide, risky. B2 is great, but whiffing it is painful because of it's recovery. I need to play this match up again, it's been a month and I haven't touch this game in two weeks until yesterday.
I wonder if JB1 in staff works against wake up Corps Charge or Superman's charging attack.
it depends a lot on the KF im playing... usually KF players ar emost comun in a sense that they want to be in your face, atleast the ones i play like to "rush"down so i Staff play them cause i dont need the mobility to get in cause they come to me so staff is prominent unless i want a really tight mixup that will go from canceling staff into a crossup flipkick (i usually do this in corners where i can exploit interactables ...) if im paying "zooning KF" i go escrima makes it somehat easier to go around her projectiles...
Really good KF tha tmix it up i just play as i do normally with a lot of stance canceling and complex mixup games... the Jb1 i use a lot on her cause makes them respect that waking up is not safe and instead of just getting into a neutral situation on her you get a full combo punish...
also a nice use for JB1 is when you do D1.D1 into your mix up but some characters have enouth of a fast D1 or D2 like GL that they can trade or even win agaisnt you... Jb1 makes sure to punish such situations and conditions your opponent to stop mashing D2 on your block strings....
in reference to Corps Charge and Supes Charging atack. yes you can beat both but depends on how close you are to their body on the wakeupwindow... Corps charge is a bit harder but still possible, CC is really fast so it carries a lot of invencible frames and happens really quickly.. you need to calculate your distances really well... superman charge is easier to do it on... i do it a lot and its particularly good cause if your distance is nice it doesnt matter what wakeup superman does you will be either neutral or with a hit.. ex:
Rising grab will whiff your Jb1 and if done right you have a small window where you can get free pressure without him being able to do anything other than block
Ice Breath depends on your timing really, there is situations where you win others you will lose, if you move a bit further back before doing Jb1 both can whiff and youll be neutral with him ( also can happen depending ont he timing you can do another JF1 for pressure if he doesnt move)
Charging punch needs you do the jump earlier but not much... just enouth that you can do the 1 on the pick of the jump at its highest elevation so you can hit around his neck
this are the most comun wakeups for superman... if there is another i forgot let me know cause im not at home... cant remember every single on from the top of my head. Hope this is helpfull