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Tech Ending combos with F2 D1 option.

Do you think this is useful enough to be used in competitive play?

  • Not at all, this sucks....

    Votes: 0 0.0%

  • Total voters
    4
  • Poll closed .

Warhungry

The earth shakes beneath my fists.
Basically, instead of ending your combos with 223 lift, you can end it with F2 D1 Trait into rocket or minigun if you have to, for damn near guaranteed chip into a potential combo using meter.

For those of you who do not know, as I briefly explained in the video there is a small amount frames when you switch movement positions such as crouching to jumping, grounded to jumping etc. where you must stand and then be allowed to jump or crouch. It is only a few frames but is enough for someone like GL to sneak in a B1 if he times it right after you go from jumping to crouching. And the rocket used after the combo ends makes contact with the opponent in their standing frames even though it hits high and they are holding down to duck it, but end up blocking.

Discuss.
 

Maasik

Noob
This could be good for blowing up wake ups. I mean idk if Raven was the best character to use as an example, because her wake ups aren't good and it's not a factor in why GL's hate Raven's.. but still, nice find.
 

bdizzle2700

gotta stay sharp!
I pocket GL. So my input probably isn't good, but..idk. Maybe for certain match ups I can see it working well. Maybe for like a ba who wakes up cage alot? The mini gun I could see to push the opponent you dont want close(maybe?). Still cool though.
 

Warhungry

The earth shakes beneath my fists.
Thanks for the quick replies by the way, the mini gun I use for someone like Doomsday who can potentially beat the rocket option with MB Venom if he's quick enough and to keep him at a range. But the rocket can blow up pretty much any wake up from a delayed MB into a combo. There are few,if any, wake ups that can even touch GL at that range.
@bdizzle2700
@Maasik