Chuckychuck
Noob
113~fury MB, b3, f3, 4~flying grayson.
This combo positions NW right next to their opponent and is safe from all wake ups including Corp Charge. NW is in range to full combo punish unsafe wake ups (if done with reverse inputs) or input errors from their opponent. In addition NW is a +adv to begin d1 staff pressure as I was unable to beat NW's d1 with another 6f d1. May be a few +adv frames.
Notes
Credit to @KRYS9984 for testing assistance.
This combo positions NW right next to their opponent and is safe from all wake ups including Corp Charge. NW is in range to full combo punish unsafe wake ups (if done with reverse inputs) or input errors from their opponent. In addition NW is a +adv to begin d1 staff pressure as I was unable to beat NW's d1 with another 6f d1. May be a few +adv frames.
Notes
- The combo places NW in the corner if done from starting match position.
- Doing another flying grayson allows NW to escape the corner from KF and goes over wake up slide.
- Doing an immediate forward j2 allows NW to escape the corner from Hawkgirl and mace charge whiffs completely. Bonus: You can combo her on recovery =)
- Doing an immediate staff spin trades with Hawkgirl mace charge.
- Instead of doing the first 4~flying grayson after the f3 NW can do a meaty ground pound MB to blow up Batgirl cartwheel. Bonus: Doing regular ground pound recovers in time to punish teleport as teleport will catch the MB version.
Credit to @KRYS9984 for testing assistance.
Last edited: