you can cancel the last hit into head roll even if the point blocks the super and you end up safe and often opens the point as most people don't expect it, but they can pbgc or punish with a throw if they know about it.
Neither of those is necessary, you can just jab
Re: Previous Question
- If you aren't only left with Fortune, then keep your Bar for things such as Lv1 DHC Lv3, or your 2nd char to use the bar in general (both Robo and Bella on your team will be very happy for every bit of meter), or ACs, or w/e
- If you are left with just Fortune, there are several things you can do with Meter:
1) Obviously Reversal
2) Countersuper (reset Filia in the Air, she Gregors, you can now Feral Edge)
3) Land actual Combos out of Throw (via whiff L.Fiber xx Feral) and high Airthrow (via Feral)
4) Ministring xx Lvl3, OTG into further combo is a rather damaging starter when you have meter and the opponent cornered
5) In general dumping Meter in combos does add some damage, eg instead of your default combo you can do some string xx Feral-Sneeze-pickup, push towards the corner, ender xx Lvl3, then OTG with CSF for a 5 bar combo that got some significant damage numbers?
And yeah, Snaps are pretty good