Circus
Part-Time Kano Hostage
@Circus I believe the black canary matchup is much closer to a 5/5.
My thoughts are because on knockdown it is very hard to keep her from front or back hand spring on wakeup. I played a really good canary that would do this which led me to respecting her wakeup, as a majority of my wakeup options were null/void.
An example is this you don't respect the wakeup and you f3 or try something on knockdown in a corner hard knockdown situation. Her front hand spring rolls through all of it and you have to block the mixup.
You don't get the mixup.... Her resets and damage are insane. You can back off and approach when you want to, but then you also have to worry about full screen scream.
You can bait the hand spring, but canary has these options on cheetah. Cheetah options on canary are very limited on wakeup. Push block on her I find effective to avoid some nasty mix and get set up again.
If I am missing something here. I would appreciate your input. I have tried everything I can think of in practice.
Maybe a different oki option on canary that you guys might know. air pounce catches the away handspring, but puts you like full screen on a handspring through you. Can lead to some pretty heavy mind games.
@Zionix
@Circus
@RevetLeafing
You could grab her flip out with dbf1 grab. It's active enough to grab it every time for some reason.
Also, just like Flash, Canary doesn't have a far'ish reaching option that is 11 frames or less. This means that if they block a D1 you could immediately go for a D3 and they can't counter with ANY of their buttons. This makes it so they have to either block both the D1 and the D3 OR you could go for D1 into the db1 grab. Even if the Canary jumps after the blocked D1, depending on the range, most of the time she will whiff her jump in because you will low profile it (same for Flash too). Once you start incorporating this into your neutral you really start to give these two characters hell.