Discussion for all things aftershock...
Madly unsafe though.Aerial earthshakers ladies and gentlemen.
Still, tremor jumping at you is terrifying.Madly unsafe though.
End your combos in 123~DD1The earthquake (DD1) can be interrupted if you get hit or.... even you block!! Thats soo bad because it limits the DD1 option as a combo ender because any wake up can interrupt it even you block it
Who need the long range overhead if you have an unblockable? What we need is something to punish jumpsEvery time you have any space, do the ground pulse. Then, quickly do the long range overhead. Then, go in.
I didn't say it was the answer to everything. I just said it's a good way to start your offense. It was getting me in the upper 40's.Who need the long range overhead if you have an unblockable? What we need is something to punish jumps
Not 100% safe, reptile can punish with EX slide and raiden can punish with torpedo. What is 100% safe is f121 dd1 and only midscreen.End your combos in 123~DD1
It's 100% safe from wakeups.
Do Any combo in db2d JF2 123~dd1 you should be able to block those slides.Not 100% safe, reptile can punish with EX slide and raiden can punish with torpedo. What is 100% safe is f121 dd1 and only midscreen.
I tried using it as an ender like you suggested and it does work against raiden's torpedo, but it's very inconsistent. Sometimes I can block but mostly dd1 doesn't recover in time. It definitely will not work against reptile's ex slide. Make sure to set the opponent to tech-roll when you test it.Do Any combo in db2d JF2 123~dd1 you should be able to block those slides.
Thats fucking awesome
unblockable setups boyz
EX Earthshaker straight into forward or backwards grab makes Tremor roll toward the opponent and lets him continue the combo for some big damage especially if you use an OTG afterwards