There were lag some spikes in some areas, so don't worry too much. I even dropped my air bypass > ad j.mp too much for my own comfort.
More than one person pointed out that there were small lag issues that would have affected my timing. After returning to the training room, I feel that maybe there was lag. But that Duck combo is extremely difficult to do on light characters offline too.
Full screen tumble run is bad.
Oh. Whale then...i assumed that it was a good idea, due to her generally slow speed. I still am working on input consistency with the runs too.
Simply just walking forward is sassy and intimidating.
Against people like you, I feel that I don't have the room to do so...because I'm getting bodied. But against people I would play at Get GR8, I would. Well, it's worth a try
Bella has a lot of ways to get in.
(Heavy Breathing) OK, here is information I have been searching for.
F.hp is her long range weapon that pushes them to the corner. J.lk is her cross up tool, j.mp has a ridiculous hitstun and a ridiculously disjointed hitbox that makes a great air-to-air and jump in, j.hk is a great jump in move at a sharper angle than j.mp. On the ground, dash up c.lk does wonders, and c.mp moves bella forward a good deal.
I need to remember to use f.HP, it is a type of command that is still new to me. I'm sure j.LK is super fast, so maybe people wouldn't see it coming. I like j.MK because of it's range, and I have discovered how I should use j.HK as a jump-in. I love Bella's crouching normals. Those i use fairly well.
- Didn't call her enough as a lockdown assist.
Really? I thought I was doing OK. Maybe that was the previous set. But compared to a month ago, I call the assist a lot. So I will continue to use it more often
Sigh...
-Panic buttons under pressure. Most of my s.hp landed, even as block strings. (btw c.mk > s.hp isn't a true block string. You can up back out of it) It got better at the end of the set. My triple s.hps were just me trying to get you to hit a button. You didn't though, and eventually pushblocked, so good job.
I have a panic mashing problem. It's still in the problem stage. At least I improved. OK, off to a positive start...
Personally don't like using the duckator combos.
Others have said the exact same thing. Is there a common reason why?
I need to remember to snap again.
Chucking dead crosses. Good job doing it with superjumps.
WOOOOOO!
don't get too predictable when you're commited to zoning. A lot of the round starts began with you superjump back dead cross, which lead you with openings on the way down. So I started doing air H Bypass since I guessed you weren't holding back on the way down. That's a habit you should start picking up on.
This is really useful information.
Double jumping covers only a little less height, and preserves your ability to call assists while in the air (on the first jump only).
...wait, really? You can do that?
Everything else, I will read up on and take notes. Thank you for taking the time to do all of this.