it continues!<div><br></div><div>Wallball L is Firebrand’s second greatest tool to get in-- you have to superjump over it immediately, and if you’re pressing something when it’s near, theres a ton of stun for the confirm. Use it with drones or any horizontal assist (preferably a slow one.) Practice doing it at different heights-- use the motion 754 for the lowest possible, and try using superjump wallball M to mix up your angle.</div><div><br></div><div>Outside of the corner, there are three common “walls” in Marvel-- the position of the wall depends on your distance from the other character, and although it can be anywhere, you want to know three relative distances… We’ll call them the “near wall,” “middle wall” and “big/far wall.”</div><div>>The near wall is the first wall you see when the game starts, and it’s the border that determines where the screen will start to expand horizontally. It can be reached from the start of the game by jumping back once. If you stretch the screen at all, the near wall disappears-- it’s the minimum screen size. It’ll be about four character lengths (judged by FB, who’s a little fat) away from the other character. Jumping off the near wall at lowest height, Wallball M will hit the character’s knee. It takes one and a half dashes for Firebrand to reach a character from the near wall-- jump after the first for the jumploop confirm</div><div><br></div><div>>The middle wall is the wall that is shown when you have passed the near wall. Its space is only a character length longer than the near wall’s screen space. Once you pass the middle wall, the screen begins to stretch vertically and the characters begin to shrink. It takes two and a half dashes to reach a character from the middle wall. Finding this exact spot isn’t important, but when you’re talking about uses of Wallball and want to talk about the space between the near and far walls, this serves as a good landmark. From the middle wall at lowest height, Wallball M whiffs barely on Nova.</div><div><br></div><div>>The big/far wall is as far as the screen will go without the other character moving towards you. At the start of the game, Firebrand can reach the big wall by superjumping and doing two consecutive H dives. The big wall gives you a lot of places to cling without having to take the opponent off of the screen. It takes three dashes to make it to a character from the big wall. Your fireball will travel further, giving you more time to follow it, but your opponent more time to react to it. Firing from the big wall is a good tool for zoning-- just go straight back to it.</div><div><br></div><div>When you’re using your wallball game, try to understand which wall you’re at or near so that you can judge your distance, know which balls to use from what height, and confirm into combos or pressure easier. You will usually retreat so far that the other character will be at the edge of the screen, unless they chase.</div><div><br></div><div>To confirm off of a wallball, plink-wavedash the amount of dashes it takes to make it to the character himself -1, then jump forward and do:</div><div><br></div><div>j.MMH(2)S, st.MH(2)S, waiiiiiiiiiiiiiiit, sj.H(2) d+H… etc.</div><div><br></div><div>In lumenize, you can do:</div><div>j.MMS, j.MMS, st.MH(2) cr.HS, etc.</div><div><br></div><div>In xf, you can do more MMS stuff or transition into the fireball loop.</div><div>This starter does just as much damage as your normal starter, if a little less. Wallball covers a lot of space really fast, has a great hitbox and a lot of durability. It helps a lot in hard matchups where you’ll usually be zoned out. Try it!</div>
Use instant j.L xx L dive as a setup for pressure. After it, you can<div>>ground throw</div><div>>cr.L</div><div>>TK BV</div><div>>react to pushblock w/ cr.H xx groundball or elevator</div><div>>st.H+ammy xx swoop unblockable</div><div>>normal+assist into more pressure</div><div>>try to air throw xx BV</div><div>>do it again!</div><div><br></div><div>Tack it at the end of an assist or use it instead of air BV to continue blockstrings.</div>