What's new

Black Canary General Discussion 2.0

Aquaman`s trait cancels Canary`s lvl 3 trait and her bf2 launcher, so you kinda left with her db2 cross-up shenanigans. Interactable can be very helpfull. You can also punish his tentacle from mid screen with lvl 3 cry. Or you could try and bait his trait by using her cartwheel instead of launchers. Like 21 xx cartwheel into jump-in or something. Also if you time it right then her ji2 xx db2 on hit will go over his mb b3. It`s not much but at least you won`t get combo`d for like 400 damage.


Also, what gear do i have to obtain, so the 3rd hit of 21 string would finally start connecting on blocking Green Arrow and Poison Ivy? You can`t cancel this string on 2nd hit so she kinda stands there waiting to get punished. Can this be fixed, please, or was it done intentionally? Like she canonicly gets fucked by GA so it`s alright.
 

HellblazerHawkman

Confused Thanagarian
The AI might have been in the middle of jumping, but might have found something neat: somehow got the straight cartwheel to cross-up. Like, she flipped through and the kick started out behind the opponent and the "cross-up" thing came up. Couldn't replicate it in practice, wondering if anyone has tried it? Was doing the WW event for the random ability if it might mean anything, so who knows what was going on between gear and modifiers
 
The AI might have been in the middle of jumping, but might have found something neat: somehow got the straight cartwheel to cross-up. Like, she flipped through and the kick started out behind the opponent and the "cross-up" thing came up. Couldn't replicate it in practice, wondering if anyone has tried it? Was doing the WW event for the random ability if it might mean anything, so who knows what was going on between gear and modifiers
I've had this happen in the corner after a combo that I ended with 33~DF33 and when the computer got up, it went behind them and it said "cross up".
 

x TeeJay o

Canary Cry Gapless Pressure
I still think it's huge waste of + frames and oki, both reg and MB.
Well 33 df1 is probably better in the corner. 112 1+3 Is godlike midscreen. You still have a ton of options off 33 df1 tho so it's still good to mix it up from time to time
 

Take$$$

gotta take it to make it
Well 33 df1 is probably better in the corner. 112 1+3 Is godlike midscreen. You still have a ton of options off 33 df1 tho so it's still good to mix it up from time to time
mm, I like to keep things midscreen so that's prob just a playstyle difference.

Imo she really doesn't get anything in the corner that she cant get midscreen, because when you hit them 112 1+3 will keep you close to them and give you a chance to hit them again. Being anywhere near the corner as Canary is just not worth the risk given her amazing ability to basically make the entire stage her own personal corner. If they block you midscreen, it's not nearly as devastating for you as it would be if you got blocked near the corner since most characters get A LOT more than you do in the corner.
 

HellblazerHawkman

Confused Thanagarian
So I just discovered something, Canary can high parry Robin's divekick. Don't know if it's a glitch or intentional, but you can do it. Just tested Brainiac's and Black Adam's, and neither of those work
 

thlityoursloat

kick kick
What's Canary's best anti air? I played a Batman before and every time I tried to d2 his j2, the damn thing would whiff. Her d2 reminds me of Black Adam's, except angled upwards even higher.
 

HellblazerHawkman

Confused Thanagarian
Makes sense. I was just run
What's Canary's best anti air? I played a Batman before and every time I tried to d2 his j2, the damn thing would whiff. Her d2 reminds me of Black Adam's, except angled upwards even higher.
I use her up cartwheel when I can get her range, but seriously try her d3. She goes so low that it can actually work as an anti-air
 
Already done it.

Unfortunately, I didn't get any gear I didn't already have. Can we do it over and over and get new epic gear each day?

Honestly..... I just want two things from her gear......

1) the anti-air kick in the first black canary trailer
2) a full epic gear set so I can get a chance for a green arrow assist.
 

HellblazerHawkman

Confused Thanagarian
Already done it.

Unfortunately, I didn't get any gear I didn't already have. Can we do it over and over and get new epic gear each day?

Honestly..... I just want two things from her gear......

1) the anti-air kick in the first black canary trailer
2) a full epic gear set so I can get a chance for a green arrow assist.
Yes actually, this trick should work for every tower. Got Cat Call this way, but I don't know if this will work if you can't get a save from before you completed everything https://www.gamefaqs.com/boards/191336-injustice-2/75472163

I'm doing the last one now, I'm hoping I at least get some arms I don't hate. Don't like the spikes or sequins on all the ones I have
 
Yes actually, this trick should work for every tower. Got Cat Call this way, but I don't know if this will work if you can't get a save from before you completed everything https://www.gamefaqs.com/boards/191336-injustice-2/75472163

I'm doing the last one now, I'm hoping I at least get some arms I don't hate. Don't like the spikes or sequins on all the ones I have
Wow. Thanks man. I already did the event though. Hopefully it resets after a couple days. Then I'll do the exploit.
 
So I'm still new to fighting games and some concepts within it, but how would you guys rate Canary's close quarter combat game compared to the other characters?

I know practically everything she can viably use is unsafe on block, but it also seems like everything can be mixed up easily with her knee, and the delay makes the mix more likely in your control. That, and with training, her strings are slow enough to either db3 on block to escape, or hit confirm into combo.
 

jokey77

Character Loyalist
upclose she might very well be the strongest character for the reasons you have mentioned. at the very least her 50/50s are great, albeit unsafe.

my personal rule of thumb: always go for the standing mixup (2u1/23) into trait. then either realease 4 or become kinda safe by cancelling it.

I do use jump-in 50/50s, but dislike them. i consider them more of a comeback-tool, once you fall behind in terms of health.
 
mm, I like to keep things midscreen so that's prob just a playstyle difference.
.
its not just about her corner offense (she is so much higher damage and better at opening up in corner) its about keeping zoners trapped. if they are smart and bait ir wait for lvl 3 trait youre forcee to mb roll or inch in
 

Take$$$

gotta take it to make it
its not just about her corner offense (she is so much higher damage and better at opening up in corner) its about keeping zoners trapped. if they are smart and bait ir wait for lvl 3 trait youre forcee to mb roll or inch in
This is pretty false imo, her midscreen game is just ridiculous. She kills you in the same amount of hits whether it's midscreen or corner, her mixup game midscreen is actually slightly better than it is in the corner, and she gets punished A LOT less for getting blocked midscreen compared to getting blocked and immediately put in the corner.
 

jokey77

Character Loyalist
i don't really agree, @Take$$$ . that being said, i highly appreciate your opinion on BC!

however here come my reasons:

at the corner some of her strings all of a sudden can be linked into new combos. e.g. 21-db2 becomes a true combo. besides b1-db2 is more useful at the corner. db3(mb) and df3(mb) lead to better damage and can't be dodged.

thus she has way more mixup-options. one practical example could be:

21(hitconfirm)4, 2u3, 11, 33-df3, j2, 21-df3(mb), 11, 11, 11, 113 into a billion of plusframes and a hkd.

there are two resets imvolved. however the first one (after j2) should mess with wakeup inputs. df3(mb) is +1 on block and an oh. so even a high 1 (6f startup) should work pretty well. so this is a pretty decent sequence that only works at the corner.
 

Take$$$

gotta take it to make it
i don't really agree, @Take$$$ . that being said, i highly appreciate your opinion on BC!

however here come my reasons:

at the corner some of her strings all of a sudden can be linked into new combos. e.g. 21-db2 becomes a true combo. besides b1-db2 is more useful at the corner. db3(mb) and df3(mb) lead to better damage and can't be dodged.

thus she has way more mixup-options. one practical example could be:

21(hitconfirm)4, 2u3, 11, 33-df3, j2, 21-df3(mb), 11, 11, 11, 113 into a billion of plusframes and a hkd.

there are two resets imvolved. however the first one (after j2) should mess with wakeup inputs. df3(mb) is +1 on block and an oh. so even a high 1 (6f startup) should work pretty well. so this is a pretty decent sequence that only works at the corner.
21 db2 comboing in the corner takes away a mix, it doesn't give her one, and that's actually a bad thing because you can get the same effect midscreen with bf2 if that's what you want to do. mb db3 and mb df3 in the corner are not true mixups from what I've been shown, you can block them the same way every time just like midscreen from what I understand. But even if they were/are true mixups, there really isn't much reason to spend an extra bar when you can just end in 112 1+3 for better oki without spending the bar and I'll go more into this in a bit.

However my entire point with keeping things midscreen as opposed to the corner, is that she doesn't gain anything at all by trying to keep someone in the corner, and when you get blocked you're in a much worse position if you were keeping them in the corner as opposed to midscreen. People are going to get out of/block your mix, it happens, and if you were trying to keep them in the corner when they do block, now you're in a really bad spot. The risk/reward is looking kind of fair here and you want to be as unfair as possible. If they block you midscreen, your punishment is wayyyy less severe which will give you more chances to impact the game overall. Risk/reward looking a lot more unfair for your opponent which is good for you.

Now, 112 1+3 is also super important to her kit for more reasons than big numbers on the + frames and the hard knockdown. The range it leaves you at and everything is huge too. It makes raw Canary Drop a true, completely ambiguous 50/50 that beats the majority of options in this game, as well as allows for j2 Canary Drop which does more or less the same thing, but completely shuts down some characters on wakeup thus giving you a kind of vortex. J2 Canary Drop also beats regular wakeup timing and short/long delay wakeup timings. It leaves you at the perfect range and + frames to blow up tons of wakeups that no one else can blow up, and allows for super consistent timing to all of this and more. She couldn't have asked for a better ender. I could write about this string and everything it gives her for days.

So yeah, her midscreen mixup game is better than her corner mixup game imo.