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Defense against Flash

John Silhacek

Johnslowfatchick
Also. If you block the double low expect the df3 ground pound. Everyone in the cast has a normal that can catch him mid-air. D2 is the best option unless you are firestorm or ivy. If they don't meter-burn it then it's your turn. Even when they meter-burn it there is so much push back that they will probably dash in in which case you can punish it.

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God Confirm

We're all from Earthrealm. If not, cool pic brah.
The best defense against him is not being there. He has all the tools to open you up in close, but none of the tools to threaten much space or contest decent buttons at range. His D1 range is the smallest in the game significantly, and his longest mid is 15f and shorter than plenty of D3's. This of course depends on your character, but a lot of the time the best way to get an advantage vs Flash is to play not let him play to his strengths as much as possible


He will inevitably get in so some tips:

Up close, his F21 string whiffs on most characters if you block the overhead then crouch block the follow up speed punches in the string.
A lot of stuff cancelled into ex Ground Pound can be anti aired, depends on your characters AA options, test this in practice. MBB3 might be sick here as well.
His only plus on block cancel is B22 RMS iirc correctly
practice punishing Lightning Kick its tricky but good players will get it most the time if they feel it coming.
Fists is a difficult punish but whiffs a long time if you neutral jump or jump at Flash on wake up.
 

fireborg

Mortal
thanks guys great tips

i found this video of honeybee playing enchantress against another flash player, it is quiet cool from the perspective that you can see what he interupts / punishes

 
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God Confirm

We're all from Earthrealm. If not, cool pic brah.
Oh yeah pushblock vs him every single opportunity. Basically every character in the game is at an advantage against him after pushblocking. And it means you don't have to guess and his work getting in to mix you was wasted.

Also, J1 has much less blockstun than J2. J2 scales the shit out of combos and doesn't have as crazy a hitbox. If Flash is jumping in J1 all the time you can interrupt his follow up UNLESS it was a low J1 and he follows with standing or crouch 1 iirc