BAHAHAHAHAHA
Awesome.
I really can't deal with that string where the second hit is a low and the third an overhead, and he cancels it into an arrow. Is this shit an infinite blockstring? Where can I punish it? It's so frustrating to be able to block everything but still be unable to do anything.
Its not an infinite blockstring as you can pushblock it by spending meter (which folks rarely do for some reason) Pushblock and the whole thing gets blown up usually because F2D13 is sort of a commitment combo. Generally we use Light em Up before that combo since its safe as well, but allows us to go into F2D13 as well. One starts high one starts low...and thus our high low mixup pressure begins.
Also if you are trying to block that combo it almost always ends in ice arrow which is a high since THAT is what makes it safe on block for us. I've been trying to educate folks in the corner you can end it with stinger and MB air dead on to slip in a low and pull in some big damage on just those two moves alone, but its rare anyone uses that tech.
Anyhow the way around it is pushblock and go into something quick. Dont go meaty, just use an armored move if you got it or straight up use somethign fast after the pushblock.
NEVER let Green Arrow put you in the corner. All his strings push folks back into the corner and his zoning (while fast) is punish only in essence. He wont be able to full screen you very well as the damage on it is too poor. IF you see someone with electric or fire though then either they experimenting, or are amazing as they are either someone who can make good enough reads that they feel they don't need his ice reset damage (which is the bulk of his damage) or they are good enough that they feel ANY punish off those arrows they can convert at midscreen for one of his trickier combos and that they'll break even. He also suffers against folks with good wakeups as most arent using that WCOS thing I posted at all on those and many Green Arrows while good at high low pressure struggle against pressure themselves as his GTFO game is pretty limited once put in block string. Put GA in the corner and its hard for us to get back out and predictable we'll go for box spin wakeups most times for the armor.
Also beware...folks are starting to realize air dead on MB and sky alert MB do insane damage. Lots of us are trying to come up with punishes in the lab on folks using them and most end up mid to high 20's all the way to mid 30's in damage. Be careful with jump ins or run in attacks that go in raw as those are generally how we are setting up for these high damage small tick combo punishes.
For now, push block if he does the high low. It is WELL worth the meter as if you convince someone that you will always pushblock and punish it they will be forced to midscreen fight you and most don't know how to open folks up without that combo. They'll likely try to just random arrow you and convert (which a lot aren't good at) or they'll jump 3 all day which can get you killed if abused too often.