Are there any Spellmaster mains around? I just picked him up last night and went in KL and had an abysmal record. Any tips or tricks? I was getting hella outzoned. How good are the cancels? I found f24 bf1 cancel b1d2 was a useful gimmick for getting the KB. Any other useful cancel gimmicks? Df3 cancel seems useless.
Some characters can zone him out well but BF1 trades well because of the knockdown and BF1 Amp can go under some projectiles so it really depends on the matchup. Normal Johnny forceballs are a good example of where BF1 Amp can make a big difference.
F24~BF1 Cancel is probably his best one, leaves him slightly closer for a throw or pressure and people are conditioned to block against that string because of F242. I also like to use 3U2~BF1 Cancel sometimes. The cancel can be used in neutral sometimes too, the meter comes back fast.
Crashing Flames second hit has a flawless block gap but it's really specific with matchups and spacing as to when that gap can actually be abused. TBH, most people don't have that kind of matchup knowledge to abuse the gaps, but it's good to avoid doing stuff like B11~DB1 on block because then you are asking for it.
More on Flames, F24~DB1 Amp has good pushback and 3U2~DB1 Amp even more so you'll can more confidently use those on block. Flames is also a solid zoning tool with much better frame data at distance, even without the amplified hit. The move can be good on oki because of the multiple hits and safety, like you can potentially catch them rolling, punish their wakeup option and be safe on block with it if your timing and spacing is good. Crashing Flames Amp does a lot of chip damage and it leaves you at a range where you can check the opponent with Soul Steal, so you get a bit of a mind game there.
Speaking of Soul Steal, it's important to use this move in this variation to check people, to help gain respect for the rest of your kit at that range, to zone, to punish, etc. It opens up F4, neutral DB1, F2/B1 pressure, all that jazz. Be ready to morph into the opponent and don't be afraid to play safer to just get out of the morph.
Soul Jar is matchup dependent but usually pretty good to throw that out after a DB1 Amp on hit, which can be cashed out should you land another good hit or if you make the right moves in neutral, like if you hit them cleanly with BF1 then maybe steal your heal. It's a nice thing sometimes but don't die using it. It's pretty much useless in the corner. When you special cancel into this move you get a 40 HP heal even without Jar out, which might be useful in U2 combos because the damage is low.
Having good movement is important for pressuring the opponent after DB1 Amp, you can get limited oki from it and being able to maintain pressure rather than just always going back to zoning is important. F4 and Soul Steal are good options but try not to be over zealous.
114~DB1 Amp doesn't connect midscreen but it does in the corner. B1 is a great stagger. I like to use DF3 on block sometimes despite the gap because of the safety and pushback, B11~DF3 in particular. D4~DB1 Amp is a good panic button. DF3 Amp is a luxury move but throw it at the occasional grasshopper Lao to knock them out of the sky.
Combos:
3U3~DB1 Amp
B12(KB), dash~1, B11~DB1 Amp
D2(KB), dash~11, B11~DB1 Amp