So I’ve been sticking with Glacius for the time being. I’ll probably start learning a more offensive character soon, but for now Glacius is GREAT at blowing up mashers / jumpers.
His jumping kicks follow the same kind of logic as Dhalsim.
Glacius j. HK = Dhalsim j. MP (horizontal coverage)
Glacius j. MK = Dhalsim j. HP (sniper)
Glacius j. LK = Dhalsim j. LP (fast straight-down attack)
Grounded anti-airs: Heavy Hail, Puddle Punch, b+HP, neutral HP (I’m sure there are more, but these are the ones I use).
My favorite anti-air juggle: Puddle Punch xx Shadow Puddle Punch, juggle f+MP xx Shadow Shatter
Hail is SO GOOD. I mostly use the heavy version and hold the button down. If they jump I can release it. If their jump attack connects, Hail will still auto-release and hit them. So if you have an H. Hail ready, they literally can never jump at you. It’s almost like a slower, automatic Sinestro trait.
And once you get them to stop jumping, you can still send Hail after them if they stay on the ground. Or keep it held and harass them with f+MP.
f+MP seems to be the party starter. I often use it on their wakeup, or for whiff punish. I noticed FilthieRich likes to cancel f+MP into Cold Shoulder for an up-close combo (cause that’s where you get the big damage). But I prefer doing the long-range auto-doubles. Lights pull them in, mediums keep them at same distance, and heavies push them away. Only downside is you can only use the Shatter ender from long range.
As for wakeup defense / reversals… i think Shadow Puddle Punch is his best reversal, but I’m not sure. If anyone knows of any wakeup attacks that are safer / more invulnerable let me know. Any other strategy would be appreciated. My Glacius is still pretty Day-1