1h14'38" : fortune goes for instant j.lk airdash j.hp, you try to counter with s.lk. That's...not what s.lk is made for. Its purpose is to stuff iad approaches. Here, fortune was high when she adc j.hp. There was no way s.lk could have hit or even trade.
1h11'43" : double jump forward diamond drop gets pushblocked. Well yeah, j.mp has so much blockstun it had litteraly no chance to work. Plus your attack was so obvious he could have countered with his feet on his pad. Either try another approach (j.lk for less blockstun, ground attack, empty jumps) or dash forward after j.mp. Keeps you close if you get PB'd, and you still have time to confirm visually c.lk if j.mp hits.
1h11'45" : fortune is far away, dash towards you, you try to mgr.
NO!
You were very lucky to not get punished. Bella relies on 50/50s when she attacks, but that doesn't mean she can afford to use 50/50s to DEFEND herself. I can't be mad at you for doing so because I did that for a long time but you really need to stop.
There are a few ways to defend yourself without having to use jump back j.mp and lose ground :
-Titan knuckle cancel hp lnl. Perfectly covers ground, can hit jumping opponent if done soon enough, hp lnl makes you relatively safe whatever happens.
-jump forward airgrab : obviously good if the opponent decides to jump, very low chance to get countered air-to-air, and a ground dashing opponent will have a hard time punishing you as he will most likely cross under and get a bit confused. Following a whiffed airgrab with j.hp can be fun too. J.lk is cool too. Or j.hp (even better).
You still most likely get pressured when you land if the opponent didn't jump.
- s.lk : stuffs iad attacks, and makes your low hurtboxes go backwards and very thin so it will probably dodge lows except if opponent decided to dash all the way to point blank (which means he's crazy).
Kinda dangerous but a proper use of s.lk
- c.mp : maybe? Not sure if works really well but could be fun to experiment.
1h11'47" : don't use j.mp when you are cornered. Opponent doesn't have to run after you so he won't jump into it, or will be in a good position to counter the rather long startup. And it makes you absolutely free on the way down. Besides, fortune can easily get high enough to avoid it as it happened here.
When cornered, lnl hp cancel supers or tumble run are good ways to get out. Diamond drop is also extremely valuable with its invinc frames and countering grab ability to put the opponent in the corner.
1h11'49" : cool delayed mash, that's what dynamo is for. Unfortunately it will doom you later.
1h11'55" : instant j.mp? Dangerous. Easy to counter you if you guessed wrong.
1h12'06" : omg you did a super jump! Learning? Oh wait it will be the only SJ ever...never mind.
1h12'07" : the most dangerous assist punish ever. MP(!!!) LNL...with fortune above you head...I don't want to know why you did that. It's stupid.
1h12'11" : j.mp on hit, mgr. Nicely thought. Could have confirm c.lk combo but who cares about combo?
Devil horns on incoming BB...okay, disrespect him if you want.
1h12'28" : BB in the air, you tumble run...cymbal clash. Yup, bad spacing to use run.
34' : gets baited hard.
48' : pushblock lnl. Why? I have no idea. BB was super far after pb. You get fucked with mp brass because that was a bad idea with no reason to make it.
13'49" : gets PB'd, lnl. Same, no reason, uses mp lnl because I don't know why the f.
14'28" : mcpeanuts : "he's playing very smart despite posting like an idiot"
LOL don't agree. You also play like an idiot. Proof? You use j.mp so much you get counter hit airgrabbed three times in under a minute. Light starting to understand your bella is still fraudulous. FT7 not gonna end well.
And also dynamo midscreen for no reason right when he finishes his sentence.
14'39" : midscreen assist kill. At least you got that.
Solo BB against solobella now? Uh oh. Match up is for you but I don't think you are ready for that.
15'43" : gets aggressive with j.mp with poor spacing, eat cymbals.
15'58" : looks like you're getting it. Staying grounded, advancing and blocking.
Pays off with a c.lk after BB whiffs a j.lk...but no BB combo? Come on they are super easy and the bnb isn't reliable against him.
16'06" : manage to get close to airborne BB and counter cymbal start up with j.hp. Excellent, you're in the zone.
16'15" : ...or not. Get too defensive and eat empty jump grab.
Looks like I forgot to tell you a few things. Everything I told you was about how to deal with BB "zoning" and pokes. Usually, BB doesn't want to be close to anybody, especially bella. But if you get too defensive, your bella aura will get way less scary and light understood it perfectly. BB needs to respect you, so an aggressive BB is dealt with very differently.
First, you don't need to stay grounded that much. Empty jumps and super jumps are also a good way to move forward. Just don't push a button every time you jump and don't double jump except if you gave a good reason to. Do j.lk, j.mp and j.hk here and there so he doesn't feel too confident going for an airgrab, and try being a bit random between empty jump and aggressive jump to make brass and beat extend counters dangerous enough. He needs to doubt. You were so defensive he wasn't doubting anymore.
Second, excellebella and airgrabs are efficient against a forward jumping BB. Excellebella for instant j.lk, airgrab for anything else. His jumps and normals are slow enough to make empty jumps counterable with diamond drop or 360 on reaction. Watch out for delayed cymbals, but a few airgrabs should tell him to stop going for that.
16'20" : run stop gets brassed. When spacing is a bit tight, go for a dash. Remember that run stop has a recover, so you can't guard immediately after stopping. Actually that would have been the perfect opportunity to keep running and 360. Only run stop when he jumps.
16'28" : dynamo for...some reason after a tech'd grab. You die but allows you to do the perfect choice : going suddenly super aggressive during the down pause, rush bb down and AA j.hk his face. That was perfect.
16'47" : dynamo against a jumping back BB. Cymbals hitbox says no. Don't try to catch cymbal with dynamo. Ever.
16'57" : tries to punish bb's taunt with titan knuckle but he has a bar. Get NOPE'd in the face on reaction.
Yes, a 21f startup move is among the reaction counterable moves.
17'18" : nice giant step bait but to far to punish. Good idea but I guess additional spacing/experience with bella movement could help.
And then bunch of runs that should have been dashes, get too defensive again, get baited so hard, bb is in the zone, game over?
19'10" : get more aggressive, good. BB needs to give some more respect.
19'28" : that dynamo was barely in range to hit. Could have been terrible.
19'50" : dragonos confirmed mcpeanuts' clone.
Fortune is back. Let's see if something different happens.
21'20" : fortune dashes then jumped, you made the same mistake and tried to mgr.
21'30" : again the worst punish idea ever. Lucky you light doesn't know what "punish" and "confirm" mean.
21'48" : yolo copter, works and I do that sometimes so I can't get mad. Fortune would have had a hard time punishing anyway.
55" : that j.mp could have been confirmed easilywith c.lk.
1h23' : boing boing boing boing boing...
23'47" : titan knuckle punish BB assist, fortune above your head, still no lnl to make you safer but who cares? Light let you live.
25'44" : I think this is the only airgrab you ever did...that's...wrong...
26'25" : oh oh, fortune's dying, first time you deal with BB incoming in the corner since...since...
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No don't tell me you're going to...
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*FACEWALL*
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(putain qu'est-ce qui m'a pris de vouloir conseiller le plus mauvais mokubinisateur de cette planète >.<")
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Ahem.
No.
And then no more bella. Good I didn't want to see any anymore.