throw is an option.
bait and punish yes?....ok when we fight and i try and i get bopped i'm going to conclude that's not exactly what you meant and ima take that as misinformation and i REALLY hate misinformation.
me beating you changes something for me.
You seem like the kinda guy that would really like Lock N Load H.
This is the truth.
hm.... its just as i thought.....this is definitely a huge contrast to my style of rushdown.You can't really use tumble run to get in : it's not that fast, every follow up/super cancel is a big gambit, and stopping the run takes waaaay longer than what you could expect (you're standing still unable to act for like 10-15 frames, so you can get countered pretty easily).
J.mp can be good, but I prefer to keep it as a defensive tool (jump back j.mp is the best defense), cause if your opponent has good spacing, he can buttfuck you : the hurtbox on it is kinda bad, it's not super fast, and if you do it from too far away you won't be able to combo after it, except if you follow up with j.hp, which isn't possible if you hit being too close to the ground.
J.hk seems godlike, but you can get surprised with ennemies crossing you down and punish you, and it's not great air to air.
J.hp glide is...good when you want to get high above some characters heads without too much risk, but they can cross down and reset the situation, and your path becomes obvious as it uses up your double jump. I personnaly use j.hp as a spacing tool (opponents will think twice before jumping recklessly at you after one or two instant j.hp in the face) or as close up pressure/reset.
J.lk is good because it covers everything in terms of range/hitbox, but you can't really use it any time because of the poor hit stun.
It may seem I'm saying her jump attacks aren't good, but I'm just telling you their weaknesses to warn you about them. Their strength/usage/hitboxes are self explanatory, so as long as you know this, the rest is spacing matter.
On the ground, dash c.lk or dash mgr is simple but still efficient, mix it with instant j.hp to cover jump attacks and you can be scary while being relatively stationnary.
What you need to understand is you don't actually need to get in with bella.
Her mid range neutral is pretty good as she counters projectiles really hard with deflector (git gud at it, fight nightmare marie and try deflecting everything, it helps a lot), punishing/countering assists with c.hk or lock'n'loads is easy, titan knuckle is really good (think about cancelling it with lnl to make it more "safe") and all her jump attacks are good to keep ennemies at bay...and every time they make a mistake and take a poke in the face, it's a free dash-worth of distance that you gain on the screen, and even a free oki if they got hit by titan knuckle.
Tl;dr : don't try to rush in and be patient, wait for them to make a mistake to punish them hard.
so tl dr is to learn to be neutral instead of hyper rushdown. i will practice on thisAnd cuz when I write walls of text I always end up forgetting stuff, especially because using tapatalk won't let me check the thread while typing:
S.lk is mostly used as an anti air, but I can't really recommend it, you will get buttfucked most of the time.
And lock'n'loads are godlike on neutral against not filia/fukua (their c.hk are a huge counter to lnl), against BB, you may need some on-reaction 360 cancels to counter their counter Brass.
And to be clear : don't use tumble run except if you want to be really yolo...or maybe against peacock, battle butt will get her if she tries to throw something at you and she can't really counter you if you cancel it (other chars have plenty of tools to make you regret trying to use it)
This is something that should be understood about grapplers : you need to be close to be the most powerful, but that doesn't mean you need to go for that very hard.
If someone doesn't make an attack in the air, holding up will let them avoid any grab when landing, as they will jump again immediately, they won't even be considered hitting the ground from the grab point of view.
wait till you encounter sekhmet. fortunately bella can combat this thing with even US.
Secret: Bella is actually kinda "midrange" more than "right in your face". Fairly large high-priority normals, and MGR does more damage than either of her "in your face" command grabs.
so that means bella lets me do stuff? :D btw cynical get back to your prime so you can teach me how to bella betterSecret: Bella is actually kinda "midrange" more than "right in your face". Fairly large high-priority normals, and MGR does more damage than either of her "in your face" command grabs.
Think of her as Parasoul with a double-jump, command grabs instead of overheads, and armored moves instead of projectiles, and you'll have an idea of how to play her.
MikeZ told us that when doing s.hp, charge back and hold lp-lk at the same time, then forward + mk or hk. It will make PH come out at the first possible frame.
on controller this seems annoying....time to train!MikeZ told us that when doing s.hp, charge back and hold lp-lk at the same time, then forward + mk or hk. It will make PH come out at the first possible frame.
If it can help.
Edit : here's the post
http://skullgirls.com/forums/index.php?posts/96876