more lab work tonight: dissecting how fwlen's ice vines work.
(http://img854.imageshack.us/img854/1658/fwlen214a.jpg) (http://img694.imageshack.us/img694/8599/fwlen214b.jpg)
fwlen has two vines: 214a (up) and 214b (floor). these vines have a decent amount of startup, as well as some "dead time" before they are active. once active, they disappear under a few conditions:
1) vine connects with opponent, hit or block
2) opponent connects with wlen, hit or block
3) opponent touches vine with a red hitbox
here are some common issues people run into with vine:
1) during the "dead time" before the vine goes active, the vine does NOT disappear even if wlen is hit. this means if you start comboing her too early it will trade in her favor when it goes active.
2) opponent lands on vine and gets hit. this happens if you airdash without cancelling into a move that reduces your landing recovery. airdashes all have landing recovery, so if you're about to airdash into a vine, whiff a j.a and you'll be fine. (you might get hit for doing this though)
3) vine CAN be blocked in every other situation, such as empty jump, whiff j.c, whatever. if you get in on fwlen and make her block a j.c that works completely in your favor as it will not only connect with her and deactivate it, but will leave you safe even if you miss.
things to look out for:
1) fwlen punishing you for trying to move around vines. (this is her main gameplan)
2) sticking out a move with green first then red, or more green than red. vines are perpetually active until disarmed, so you may stick your limb into a huge red hitbox.