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The Ultimate Black Canary Guide(Updated 8-23-17)

HellblazerHawkman

Confused Thanagarian
There's a Black Canary tower up with rare gear for grabs

*edit* and Epic, but you have to fight a level 20 Brainiac with crazy stats. I just cheesed him with Dr. Fate
 
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Evil Canadian

G O K U
Elder God
Looking at her numbers canary seems unsafe on block on everything even the most basic strings. What is the gameplan for that other than just going oh/low and praying?
 

armani

Mortal
the general discussion thread is closed and I refuse to do that discord shit so I'll post this here (lol)

cross-up situations:

Neutral

33~Handspring, ji2
21~Drop
1121+3, Far Drop
113, b~Drop
f133, b~Far Drop
d1~Close Drop (inconsistent)

Corner

f1~Drop
f13~Drop
f133, Close Drop
2~Drop

I also think it's really cool the options she has out of 33. I feel like that's the core of her gameplay when she doesn't have level 3 trait. She can put the opponent in a literal blender lmao

after 33 she can do another canary drop,
she can do 50/50s, and she can do handspring mixups. 33~CrazyLegs actually catches the opponent if they try to jump out
 

Tiger Wong

Kombatant
Things I found labbing with Canary's high parry.....

- you can HP Wonder Woman's whip normals but not her BF2.
- you can HP Catwoman's whip normal attack. But not her special whip attack. Or her Cat Dash attack (
- you can duck and HP Green Lanterns main neutral/mid range combo attacks.
- you can HP all of Braniacs Tendril attacks
- you can HP all of scarecrows scythe attacks
 

HellblazerHawkman

Confused Thanagarian
Things I found labbing with Canary's high parry.....

- you can HP Wonder Woman's whip normals but not her BF2.
- you can HP Catwoman's whip normal attack. But not her special whip attack. Or her Cat Dash attack (
- you can duck and HP Green Lanterns main neutral/mid range combo attacks.
- you can HP all of Braniacs Tendril attacks
- you can HP all of scarecrows scythe attacks
Got me looking into other stuff:
-You can't HP Supergirl's teleport. But what's kind of neat is you need to reverse your input. So if you do the HP input when Supergirl is on the other side of the screen, LP will come out and vice-versa. The normal teleport seems to come out too fast (if it is possible) and the MB version just won't let you parry.
-Aquaman's Trident Rush can be high parried
-Can't parry Black Adam's divekick, any version
-Can't parry Superman's divebomb
-Can high parry Catwoman's trait
-Can't parry any super from what I've seen, would have been pretty fucking awesome otherwise
-Can't low parry Darkseid's D3
-Can low parry Green Arrow's Stinger
-Can't parry Bane's charge

Was just thinking of things that could be questionable.
 

Tiger Wong

Kombatant
Got me looking into other stuff:
-You can't HP Supergirl's teleport. But what's kind of neat is you need to reverse your input. So if you do the HP input when Supergirl is on the other side of the screen, LP will come out and vice-versa. The normal teleport seems to come out too fast (if it is possible) and the MB version just won't let you parry.
-Aquaman's Trident Rush can be high parried
-Can't parry Black Adam's divekick, any version
-Can't parry Superman's divebomb
-Can high parry Catwoman's trait
-Can't parry any super from what I've seen, would have been pretty fucking awesome otherwise
-Can't low parry Darkseid's D3
-Can low parry Green Arrow's Stinger
-Can't parry Bane's charge

Was just thinking of things that could be questionable.
- You can't parry any air specials or normals. That's why Black Adams dive kick cuts through it. And Cheetahs air dive as well.
- you can't parry Bane's charge but you can parry Grodd's trample and Jokers unblockable run.

Oh and about superwomans teleport.... you may not be able to HP it. But!....

You can D2 all versions of it on reaction. Air or MB.
 
Thanks for the guide!

I'm picking up the character- a couple blanks I'm trying to fill in-

How do I get the most out of an d2 AA (clean hits and trades)?

wtf do I do in the neutral? Her jump ins seem pretty solid though, so that's helping.

Also still trying to sort her strings into categories.

33 seems like a decent safe-ish mid coompared to the rest of her buttons. What do I do if I get this to hit with a +12 HKD?

b12 also falls into the category of safe-ish (compared to the rest of her buttons). At the very least it goes under a ton of stuff so I'm throwing this out alot regardless- that a good idea?

2 seems like a good button. Good chance for tick throws after this on block given it's delay and follow up options?

Can I use cancels into her cartwheel to help make alot of things safer?
 

x TeeJay o

Canary Cry Gapless Pressure
Thanks for the guide!

I'm picking up the character- a couple blanks I'm trying to fill in-

How do I get the most out of an d2 AA (clean hits and trades)?

wtf do I do in the neutral? Her jump ins seem pretty solid though, so that's helping.

Also still trying to sort her strings into categories.

33 seems like a decent safe-ish mid coompared to the rest of her buttons. What do I do if I get this to hit with a +12 HKD?

b12 also falls into the category of safe-ish (compared to the rest of her buttons). At the very least it goes under a ton of stuff so I'm throwing this out alot regardless- that a good idea?

2 seems like a good button. Good chance for tick throws after this on block given it's delay and follow up options?

Can I use cancels into her cartwheel to help make alot of things safer?
Her neutral is basically b1
Thanks for the guide!

I'm picking up the character- a couple blanks I'm trying to fill in-

How do I get the most out of an d2 AA (clean hits and trades)?

wtf do I do in the neutral? Her jump ins seem pretty solid though, so that's helping.

Also still trying to sort her strings into categories.

33 seems like a decent safe-ish mid coompared to the rest of her buttons. What do I do if I get this to hit with a +12 HKD?

b12 also falls into the category of safe-ish (compared to the rest of her buttons). At the very least it goes under a ton of stuff so I'm throwing this out alot regardless- that a good idea?

2 seems like a good button. Good chance for tick throws after this on block given it's delay and follow up options?

Can I use cancels into her cartwheel to help make alot of things safer?
No problem man! couple of things about your questions will be further explained once the guide is complete but i will share here for now


1. Off a D2 you can get a multitude of things depending on resources and circumstance. I usually do this if i have lvl 3 trait and one bar to spare

D2,33 xx lvl 3 trait,handspring b3,j2,112 xx ex bf2, 112 1+3. it does 296.18 damage to superman so im guessing it's a little higher on other characters.

1 bar no trait : D2 33 xx ex bf2 33 front handspring(for setup) end it in 33 bf2 for damage

those anti air combos work on trades against some characters but not all




2. Her neutral is really weird because she excels at jumping. Her j2 into canary drop creates a 50/50 situation so it's ideal that you jump but not do it al frivolously and maniac way. Her only go to buttons in neutral honestly are b1 and b12. They used to be safe on block but ya know, nrs had to fuck us lol. But using her handspring, jumping, and b1/b12 is the best thing to do in neutral w her until you get lvl2 and lvl 3 trait to whiff punish from farther rangers and punish fullscreen moving



3. 33 is very important to her game as it sets up her mix ups and 50/50's on knock down. Ending bnbs in this will grant you a couple of diff scenarios you can choose from between b1 into canary drop, f2 for plus on block overhead, or jump in into an ambiguous canary drop. Please check out the vids in the guide and the spreadsheet for further info on that!



4. s2 is indeed good, but since you cant do anything except 23 and 21 to make the animation go away, trying to use it for tic throws is a no go. You'll get punished for delaying too long.


5. Nope. canary cry is borderline useless save for throwing the opponent off and extreme conditioning. You can react to it and poke them out before the cry releases. Sometimes you can get away with it but it's just too risky of wasting a level of trait imo.
 

axe5141

Keeping It Casual
The timing is real strict but I usually wait into just after she slams your opponent into the ground and gets the launch before inputting the b3. That's usually a good visual for me but I still drop it occasionally
 

Kooron Nation

More Ass and Tits for MK11
So Day 1 INJ2 @Pan1cMode absolutely destroyed and mixed the hell out of me with his great Black Canary. (GG's)
Being new to the whole back to block thing I was legit on the verge of having a mental breakdown, I literally may as well have just been bending over, and spreading my cheeks, because I got absolutely raped.

Anyways long story short, I've started using her and find her extremely fun, curious what the best combo for damage is off 21/23xxbf2MB?
I'm doing: 21xxbf2MB, j2, 2u3, d2xxdf3, 33xxbf2.

@x TeeJay o @HellblazerHawkman