Been a while since I’ve posted here… I’m probably one of the few that still uses Felicia on anchor, so I make a lot of use of Rolling Buckler assist still. My main teams are currently Skrull/Dorm/Felicia and Task/Haggar/Felicia.
Super Skrull: j.L is an instant overhead, although a pretty tight one. Still, it’s possible to do a st.L, st.M, call Rolling Buckler, j.L to open certain opponents up. Helps if they’re taller opponents. Mostly though? Brutal Pile Bunker (j.d+H) and Stone Dunk (j.S (Hold)) are going to give you the most mileage for setting up unblockable situations. Both are pretty dominating attacks that can lead into high damage combos. Don’t forget Meteor Smash! It’s an overhead and it can very ambiguously cross-up - that’s a high/low and a left/right at the same time!
Moreover, it’s very possible to do Super Skrull’s Brutal Pile Bunker reset loop with Rolling Buckler that been making the rounds lately with various other assists. As if this isn’t enough, Felicia’s Rolling Buckler is so wonky that if Super Skrull knocks an enemy to the ground in the corner, calls Felicia, jumps into the corner and does Brutal Pile Bunker, Skrull and Felicia will for some reason be in the corner and the enemy on the other side, at about the same time the enemy has recovered from the knockdown. I don’t know why this happens, I haven’t been able to get it to work with similar assists like X-23 and Deadpool. I’d recommend either going for a command grab L, or a hot-n-ready combo starting with Skrull’s st.L. Don’t do it too much, though, as your opponent will probably catch on and happy birthday you at some point, but it’s a weird glitch that can definitely catch them off guard. (If this glitch catches on, I hereby demand it be referred to as a 7k reset. Bam.)
Dormammu: Block String, Call Buckler, Flight Cancel the St.H in the String, Overhead. Still works, fairly reliable. Even more reliable - and dirty - is Dark Matter, Call Buckler, Teleport, Overhead. You’ve got a high/low and a left/right. What’s more, seeing as you can change the teleport to being on the left or right, you can make it even more dirty. I use this a lot - more than I should, really, as it is punishable if you aren’t careful and the enemy is on top of their game.
Rolling Buckler can also benefit Dorm by combo extension. It is possible to do a typical Dorm combo, OTG with Flame Carpet and call Buckler, and launch into another air series… or, more likely, go for an air grab reset after the Buckler hits.
Taskmaster: Block String, Call Buckler, Web Swing into j.H is still the best I can come up with, but it’s still very good. After it hits, you can Charging Star, st.S, air combo, knockdown, pick 'em back up with j.Aim Master, and keep going for as long as HSD will let you.
Haggar: Rolling Buckler + Air Pipe Swing. It hurts so good. It’s also very easy to extend combos with Rolling Buckler by Knockdown, Call Buckler, d+H, Pipe Smash, st.S, and so on.
I’ve also used Rolling Buckler on occasion as a Cross Over Counter. To combo after, you have to X-Factor after the sliding kick. Good to use if someone is pressuring you with an assist or trying to chip you to death with a THC, as it has a lot of invincibility and can lead to an entire team dying in one fell swoop.
I still think Felicia is one of the best anchors in the game, and I think Rolling Buckler is one of the best neutral assists in the game. She just has bad match-ups… Morrigan/Doom being one of them, which is also becoming very popular. So, make sure you have a point character who can deal with the bad matchups and provide an assist that will help Felicia deal with the match up so that, when you need to, you can switch Felicia in as the point and your point as the anchor as soon as you see the problem on the Versus screen.