Using L blast is fine, but I wouldn’t arbitrarily be using L blast. Try playing around with some of his other normal jump height hit confirms. A few I use:
- j. HS addf j. S, st. LM cr. HS
- j. HS addf j. H, st. S (or st. HS if you’re in the corner)
- j. HS addf j. L, st. LS (st. LM cr. HS also works here)
- Learn to convert with ROM like movements. It’s a universal confirm
Side note: j. M works well as a substitute if you need a slightly different hitbox, or a little more float on your normals. i. e. j. MS addf j. M, or even sj. M, slight delay, add j. S.
So yeah. Try some of those out and get the feel for his normals and you can pretty much just freestyle. His normals are air dash cancellable, take advantage of that. As far as the scenario you gave, be aware when your opponent has invincibility frames available, but aside from that you shouldn’t get hit by random buttons.
Let’s look for example at the pressure you have available. First we’ll start with dash+ drones, j. H xx L blast. So the thing about this is it’s not really a “hit confirm”. If your opponent blocks one of two things happens - they’ll advancing guard you off, or just block. Either way, your positioning is dictated by what they decide to do. This is a problem. Now let’s look at a different hit confirm.
For this example we’ll use the same start, dash + drones, but instead we’ll use j. HS addf j. L etc, it’s a good starter because it doesn’t require a tight plink like the addf H and S variations do.
Again we’re going to assume the opponent blocks your air to air, but in this case, you have far more mobility and options available. Use the j. HS to confirm. I can’t stress this enough. If it hits, just finish your confirm. But on block is where mag shines. Worst case scenario, they advancing guard the first j. H and you whiff a j. S, which isn’t a problem really. In fact, I’m somewhat sure you are still above the air dash threshold after you recover from the whiffed j. S. For now, we’ll assume that you picked the correct time for an air to air, so even if the opponent blocks they don’t really react until the j. S hits. Again, because mags normals are air dash cancellable, this opens up an assload of options. If your opponent blocks and advancing guards the j. S, you can addf to negate the pushblock (and dash under for a nasty cross up if you so choose), alternatively, you can choose to air dash any other way. A few quick examples because I need to wrap this up.
- (j. S blocked) adb mag blast, dash up with your mag blast and drones covering you and go ham
- (j. S blocked) addb, sj. mag blast, plink dash mag blast (addf variation), convert into pressure under cover of mag blasts and drones.
- (j. S blocked) adub, adu, aduf - You can use these to adjust your positioning and go into flight. Plink dash around, throw a mag blast, and go in with the j. S when drones cover you, and convert into mixup attempts
- (j. S blocked) addf, ground throw.
Sorry gotta cut this short, but hopefully that helps you see the advantage of confirming your air to airs. GL