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My Black Canary Tech Thread

x TeeJay o

Canary Cry Gapless Pressure
I told myself that I was gonna play in the online thing tonight and give myself a bit of a break today, so I decided to practice a bit again(mostly my vortex execution that others are already 50x better at than I am loool) and happened to find this cute... Thing. Made me smile anyway lols.

That works on everyone. It's in the updated guide already . All new BNBs added as well
 
@x TeeJay o
@Made Capo
@Take$$$

2 more things about the D2~Df3d possible vortex I wanna run by you guys.

First of all, Canary can combo 2u3 into D2~DF3d. So we have a meterless option. 2ndly I think I've found a way that will display that and how we can get over on Supergirl and her Rising Sun Strike.

Look.... I went through the list of things 1121+3, J2/J3 can beat and I didn't see it vs SG' Rising Sun Strike. I think I know why.

Because it kills it......


It doesn't matter when we jump or how soon or late we do a move or what move we do..... If Canary jumps after the 1121+3, the SG player will see it, they'll do Rising Sun Strike, and we'll get hit. No if, ands, or butts.

Which brings me to my video......


Empty jump after a juggle into D2~DF3d is safe to Rising Sun Strike. And J2 beats everything else. If you want, you can even touch a button when you land (I used the God Normal) but if SG wakes up with RSS, you'll block it and the sweep won't come out. It's kinda like an option select. Another thing is, you're blocking the RSS. That means that SG CAN'T METER BURN IT INTO A HOVER. The thing is about D2~DF3d in a juggle, is that you're closer to the opponent than 1121+3. You're gonna cross them up, land sooner, and you recover faster from the DF3d than from the 1121+3. And forward dash is also killed by empty jump, lvl2 CC (like empty jump lvl 2 CC kills all forward dashes vs this tech)

In closing...... Fuck you too Supergirl.
 

Take$$$

gotta take it to make it
@x TeeJay o
@Made Capo
@Take$$$

2 more things about the D2~Df3d possible vortex I wanna run by you guys.

First of all, Canary can combo 2u3 into D2~DF3d. So we have a meterless option. 2ndly I think I've found a way that will display that and how we can get over on Supergirl and her Rising Sun Strike.

Look.... I went through the list of things 1121+3, J2/J3 can beat and I didn't see it vs SG' Rising Sun Strike. I think I know why.

Because it kills it......


It doesn't matter when we jump or how soon or late we do a move or what move we do..... If Canary jumps after the 1121+3, the SG player will see it, they'll do Rising Sun Strike, and we'll get hit. No if, ands, or butts.

Which brings me to my video......


Empty jump after a juggle into D2~DF3d is safe to Rising Sun Strike. And J2 beats everything else. If you want, you can even touch a button when you land (I used the God Normal) but if SG wakes up with RSS, you'll block it and the sweep won't come out. It's kinda like an option select. Another thing is, you're blocking the RSS. That means that SG CAN'T METER BURN IT INTO A HOVER. The thing is about D2~DF3d in a juggle, is that you're closer to the opponent than 1121+3. You're gonna cross them up, land sooner, and you recover faster from the DF3d than from the 1121+3. And forward dash is also killed by empty jump, lvl2 CC (like empty jump lvl 2 CC kills all forward dashes vs this tech)

In closing...... Fuck you too Supergirl.
Yeah I already went over the characters she can't vortex but showed some of what you get vs them here.


Edit: I have no idea why I uploaded the clip where I didnt jump at sg then traited instead of jumping but fuck it rofl.

Also there's basically 2 vortex groups, the 112 1+3 vortex grp and the D3 vortex grp. 112 1+3 vortex group I already showed and said who should be swapped around between the two, this group can do it metered or meterless p easy. The D3 group(Superman, Wowo, etc) can also be done metered or meterless, but I haven't uploaded what combo you do for the D3 groups meterless version yet(soon).
 
I'm pretty sure you can't jump over/at SG's Rising Sun Strike after the God Normal though. But you can after a juggle D2~DF3d.
 
Guys can yall test green arrows wakeups? specifically stinger
Stinger is one of those that can only be hit by a lvl 3 CC when you land from your J2/J3. At least.... that's from what I've encountered. You jump over him with a J2/J3 and he slides past you pretty far, unscathed. I think there's a spot that you can hit him with J3 but it's only after 1121+3. (Robins Assassin Strike is similar in that the timing to hit him with a J3 after 1121+3 is really tight and specific).

Ok. After testing and with me as GA and I set BC to do the tech, I ended up with BC safe jumping the Stinger with a J2 after D2~DF3d. Not sure if you can fit anything in between the Stinger and the arrow if he MBs it. I'll get a video up of what it looks like.

The rest of his stuff gets ripped to shreds.
 
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Take$$$

gotta take it to make it
Guys can yall test green arrows wakeups? specifically stinger
I haven't been having issues with it tbh, it gets stuffed like everything else.

Also guys, for some reason I never added this into the part 2 vid or on its own, so my bad but here now that I unprivated it:


The other one I was talking about earlier will be up soon once I get the wifi password lol.
 
D2~DF3d vs GA's Stinger


This is with me as GA. You safe jump the Stinger but the MB keeps him safe. I think 1121+3 J3 is the way to. I don't know the timing to connect with it. I'm pretty sure @Take$$$ has got it down though.
 
Help pls. I was running a set yesterday and did something by accident that may prove useful, but I have NO IDEA how I did it lol. Maybe this is old tech but I'd like to be informed on how to replicate it.

Basically I landed a knockdown, and dunno what my hands were trying to do but ended up doing f1,3 and the 3 hit crossup (I landed on the other side as it hit) on their wakeup. Is this known tech already?

I think what happened was I landed lvl 3 trait and cartwheeled into f1,3 but it whiffed so I yolo'd and did it again??
 

Pleasa

#NerfMisterChief

Empty jump after a juggle into D2~DF3d is safe to Rising Sun Strike. And J2 beats everything else. If you want, you can even touch a button when you land (I used the God Normal) but if SG wakes up with RSS, you'll block it and the sweep won't come out. It's kinda like an option select. Another thing is, you're blocking the RSS. That means that SG CAN'T METER BURN IT INTO A HOVER. The thing is about D2~DF3d in a juggle, is that you're closer to the opponent than 1121+3. You're gonna cross them up, land sooner, and you recover faster from the DF3d than from the 1121+3. And forward dash is also killed by empty jump, lvl2 CC (like empty jump lvl 2 CC kills all forward dashes vs this tech)

In closing...... Fuck you too Supergirl.
While looking for additional options to @Tiger Wong 's D2~DF3D ender for use during the SuperGirl matchup, I realized you can Frontspring (DF3) right after the 112 1+3 to bait her Rising Sun Strike wakeup...

In this scenario Rising Sun Strike will completely miss and you can follow up with a full jump combo punish.. You should still be able to punish even if she MB's the Rising Sun Strike as there is still a delay before she can dash forward/back/ or even laser...

I believe this could be a nice compliment to the D2~DF3D ender to throw into the mix every so often...


If used with 3 Bars, Lv. 3 Cry and a (potential) reset, you have a chance to finish the round in one go (see video below)...

 
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only then tho, wish it worked like smokes phase my fav move ever

ok so, 112 13 into j2 doesnt work ever for me because they just backdash, and j3 wont go into 23/21, how the fuck does it work for everyone else?!!
 

Invincible Salads

Seeker of knowledge
in the corner, i've found that doing only one 2u3 instead of 2 before going into 33~handspring, makes it so that nj3 will crossup, but nj2 will not, for some reason it doesnt work if you do 2 reps of 2u3, nj3 won't cross up, im guessing its something to do with the fact that you recover faster before they hit the ground.