15 Tips on Dealing with the Flash:
1. B22 Frame trap is +3 giving me a frame trap with my 7 frame low. Most characters can back dash/jump the low, but might get caught by the overhead if I go for it. If you start avoiding it completely, I will adapt and go for a Lightning Charge to punish so be aware of this option I have.
2. Lightning Charge when meter burned will leave me +3 giving me the same frame trap from above; however, it can be avoided by ducking on reaction as the 2nd hit will whiff which you can punish with a D2. So just don't do anything punishable within my Lightning Charge range. Regular Lightning Charge is quite punishable so if you have a poke use it if it isn't meter burned.
3. My overhead string can be universally punished by all non large characters(Bane, Lex, Grundy, DD) if I use F21(ender) by blocking the F2 then duck causing the 1 series of jabs to whiff which you can punish; however, it becomes safe if I only use F2 then go into an ender so lab it up and become familiar with the animations.
4. Lightning Kick is -5 on block. So after a block string you will always have a 5 frame advantage as Lightning Kick is the only safe ender Flash has.
5. Sonic Pound after a block string is punishable by D2 in all cases except after B22F3 which is why Lightning Kick will be constantly used as an ender. Sonic Pound is -1 when blocked so any 7 frame or under attacks can be used to punish me if I try to follow up after.
6. After a successful Lightning Kick meterless combo I am +15 which guarantees my B22(15 Frame SU) from my frame trap or a F2(16 Frame SU) for an overhead. My low does not reach far enough so in order to go for it I would have to walk forward a bit. So if a Flash ever walks forward expect a low attack or be prepared to tech a throw as a throw is also guaranteed.
7. Push blocking me while I'm in trait will take me out of trait.
8. Jump in 2 guarantees me a 50/50 so make a guess on the block or push block it if you don't want to risk it. It seems like most Flash's will go for a double overhead with F2, just my observation.
9. When I'm trying to get in, if you ever notice a sudden break or pause in my movement, be prepared for a Lightning Charge as the input is BF2 and the B input will cause this sudden pause.
10. D1D2 is +2 on block but will cause space so that we can not D1D2 again. On hit, many Flash players will drop the combo after the D1D2(which leaves us +23) and then go for an overhead which is guaranteed.
11. D2 has a unique hit box which can be used to interrupt certain strings, Batman's 223 or BA's D1 into Lightning Hands as examples, so know your unsafe strings.
12. Whenever the RMS ambiguous neutral jump in is used it will hit infront of you despite it appearing to hit behind so still hold back to block or forward dash out. This can be used to beat out invincible wake ups such as BA's Lightning Cage, WW's Lasso Spin, etc.
13. In the corner, if performed properly, a combo ending with Lightning Charge can land us on the opposite side so that our F3 will cross up again. To block this properly, hold towards the corner.
14. F3 can beat out certain wake up attacks so be familiar with your safe wake ups. Also we can go for a double cross up F3 midscreen, similar to the corner F3 explained above, off of B3 combos so if we end with a F3 after a B3, be prepared to block the cross up.
15. After ending a combo in a hard knock down, usually our 32 string, or Flying Uppercut(if you don't tech roll), we can go for a Sonic Pound OTG that can at times have the ability to cross up or land in front. You can possibly wake up to escape this.