Random tech dump:
d1 on hit forces stand. If you ever hit with an un-cancelled d1, 111 is guaranteed on block
111~trait cancel, dash forward on block is at least +4 frames when performed properly
whiff 2~slide just outside of 2's range. the opponent might walk into it or collide with it in some way and activate the cancel. plus 2 recovers hella quick on whiff. shades of 3S Dudley s.RH~ex.MGB
after hard knockdown, rule of thumb to reversal wake-ups: dash forward, j.forward... After 223/command throw, dash, slight pause, j.forward... After u3, dash, immediately j.forward. I abuse this against MMH's psionic push on oki for full combo punish
we shouldn't underestimate the power of meaty command throw on oki. The only escape is reversal... think about that... think about that versus Batman
meaty command throw is possible after u3, it requires specific combos where the last u3 doesn't juggle too low to the ground (f3/b1u3, u3, u3, 2~slide, u3, dash, command throw works; while f3/b1u3, u3, u3, 11b2~slide, u3, dash command throw doesn't). Meaty command throw after u3 is possible against 19 characters and not possible against 11: green arrow, nightwing, flash, and all 8 females. For whatever reason they never reach a standing state after u3's hardknockdown
These are my notes for landing the j1~mb.freeze reset, it makes sense to me, but I need to go back in training mode and revision it:
Nips: aqua, mmh, batm, supes, lantern (mid chest), lobo, scorp, ares, sinestro
Above nips: adam, zod (mid chest), wowo
Throat: frost, raven, zat, hawkg, batg, harle, catwo
Mid chest: deathstroke, flash
End of shoulder ridge: cyborg
Baton tips: nwing
Tip of chest/collarbone: arrow, shazam
Just under bowtie: joker (costume dependent?)
Between chest and wait/upper abs: grundy, lex (below chest bulge), dooms, bane
instant air back dash is awesome and more people should be using it. You recover from it much more quickly than a regular backdash so you can instantly block, throw daggers, iceberg, back dash or forward dash, jump, etc...
Lastly, I'm working on a video that shows why a j1 cross-up mix-up after a mb.freeze is probably better than her j2, 2, high-low mix-up.
EDIT: forgot this one
the b2 oki cross-up that was posted on these forums ages ago works midscreen against most the cast. The timing's a little tight. Anyone who holds straight down to low block will block this since it's not a true cross-up, but one gimmick I've been using sparingly is after a blocked crossup b2, I immediately mb.f3. Catches lots of players because it's so rare