Alice
Haaave you met Sektor?
I was looking for some new things to do with my beloved Csz, and I'd like to share what I found.
It may contain some already known stuff, my apologies if I hit on somethin old and dusty.
So:
First of all a 38% meterless midscreen wich is JIP, 2,1,ice ball,JIP,2,2,2+1, dash, f1, u4. It's a lot easier to connect with the added f1 in the combo, but takes the option of the bomb cancel, but the point is that even online it is viable, and seems to be strongest one without meter in midscreen.
The second thing is that after the 2,2,2+1 juggle starter you can ex-freeze the opp and the trick is if you do an u4 on the frozen opponent than bomb cancel the bomb will appear contrary to most of the cancels after freeze. Well it's a good idea to spit out the close bomb than the mid bomb instantly. The reason is that if you opp rolls it will hit by the mid bomb. If does nothing will hit by the close bomb. If gets up and blocks will hit by the close bomb. Unfortunatley it will not freeze all the time, but it is possible.
As the opp lies on the ground you can do the following things: Block expecting a wake up attak that will not be negated by the close bomb. The good part of the close bomb is that it wil negate rushdown and a few wakeup attack.s If you blocked something that can be punished you punish, like teleport attacks that will not get hit by any of the bombs.
The second option is that you close divekick immediately and make your opp to counter (wich will fail because of the bomb) or block and get hit by a bomb.
It takes one meter but in the worst case it does 37% damage. 37% is the minimum since if you get in with the dive kick it's 43%, if both bombs hit (it is possible) it is a 51%. If you manage to freeze or block an incoming punishable attack you can add a full combo, for example the one written above wich is without the 2,1,ice ball and JIPs is 30%.
What else?
Yes, there are a few other things, but they are not exact moves, just some stuff that may have some use.
So after some of the attacks you can throw out a bomb immediately. I won't list them, after most of his attacks you can do that.
Now the thing is as we know Csz is one of the fastest moving characters in the game, and it has a big advantage here.
If you throw out that bomb and you dash in as fast as it is possible you will leave little to no time for your opp to think whats next with a bomb in his ass. Your next step is the 2,1,1+2 combo wich is good because if your opp blocks your attack it will carried into the bomb and the last hit will pop him up. If not, he will get hit by the combo and by the bomb too. The combo written above in this variant will give a 33% with the bomb, if the first two hits are blocked I don't know how much, but around 29% or so with the chip damage.
I do not recommend any combo using ice ball here, since the bomb will hit and the freeze won't happen, the bomb will hit the opp after it. So stick with 1,2,1+2. Or dash 3,4 (bomb hits) slide. Your choice. Both carries the opp to the bomb and open a combo possibility. But the 1,2,1+2 is just better.
For this I found the jip, u4, bomb cancel, 2,1,1+2, dash f1, u4 string the best, it is 19%+33% overall. 52%. Around 48% if 1,2 is blocked. Even if Jip u4 is blocked and 1,2 it is around 40%. So why not?
There is another shit ton of ways to play around with that bomb after an attack, like u4 bomb cancels on a frozen opp, or b22,close bomb, 33 (bomb freezes) u4, bomb cancel, 3,4, (bomb hits) slide. Or if you do your mid bomb 1,2,2+1 without dash it will freeze the opp instead of popup, so many little things can change here depending on if your opp blocks, if you dash or not, what move you use, so your decision, but you should play around with those bombs. Fact is that it makes you vulnerable for a small time but on the other times you will do nothing but attack and attack leaving your opponent with the choice to eat that or eat a bomb and another combo. And if you combine it with the one written above (the close and mid bomb dive kick set) you can really freak out players and make overly agressive ones do mistakes and defensive players fall to the bombs. It's just that you need to be very-very fast with that, if you leave a big enough window for the opp to counter you you failed, that's why I recommend the b22 start always since it will leave the opp in a stagger state for a while helping you a lot.
Ohh, and for the last one, I think I found an actual use of the Upload combo. It is the b2,4. Of course besides the corner X-ray thingy, but im not a big fan of x-rays at all with Csz..seriously. Who does that?
So, we have our Jip,2,1,ice ball,Jip,2,1,1+2 dash and here is the trick, b2,4 after that. It is a 35% wich is 3% less then the one above but there are two things to be mentioned. First of all it has a faster recovery and carry the opp further then the f1,u4 variant. And because of this you can do the following. This combo (in the training stage from the starting position it carries the opp just a step away from the corner) two dashes like lightning and 3,4,3,4,3,4 corner pressure ftw!
Because of the faster recovery you actually have the time to get there and start the pressure. That -3% is not that bad not to try that a few times. And with the well known 3,4,3,4,3,4 slide you can dish out another 34%. So it is a 69%
total if you manage to connect all of it. The worst case: you lock your opp down in the corner.
Hope it gives you a few ideas to keep your rushdown stable and deadly.
I was looking at what am I doing and I got scared of Csz a lot. He's fast. And unblockable.
Cheers
It may contain some already known stuff, my apologies if I hit on somethin old and dusty.
So:
First of all a 38% meterless midscreen wich is JIP, 2,1,ice ball,JIP,2,2,2+1, dash, f1, u4. It's a lot easier to connect with the added f1 in the combo, but takes the option of the bomb cancel, but the point is that even online it is viable, and seems to be strongest one without meter in midscreen.
The second thing is that after the 2,2,2+1 juggle starter you can ex-freeze the opp and the trick is if you do an u4 on the frozen opponent than bomb cancel the bomb will appear contrary to most of the cancels after freeze. Well it's a good idea to spit out the close bomb than the mid bomb instantly. The reason is that if you opp rolls it will hit by the mid bomb. If does nothing will hit by the close bomb. If gets up and blocks will hit by the close bomb. Unfortunatley it will not freeze all the time, but it is possible.
As the opp lies on the ground you can do the following things: Block expecting a wake up attak that will not be negated by the close bomb. The good part of the close bomb is that it wil negate rushdown and a few wakeup attack.s If you blocked something that can be punished you punish, like teleport attacks that will not get hit by any of the bombs.
The second option is that you close divekick immediately and make your opp to counter (wich will fail because of the bomb) or block and get hit by a bomb.
It takes one meter but in the worst case it does 37% damage. 37% is the minimum since if you get in with the dive kick it's 43%, if both bombs hit (it is possible) it is a 51%. If you manage to freeze or block an incoming punishable attack you can add a full combo, for example the one written above wich is without the 2,1,ice ball and JIPs is 30%.
What else?
Yes, there are a few other things, but they are not exact moves, just some stuff that may have some use.
So after some of the attacks you can throw out a bomb immediately. I won't list them, after most of his attacks you can do that.
Now the thing is as we know Csz is one of the fastest moving characters in the game, and it has a big advantage here.
If you throw out that bomb and you dash in as fast as it is possible you will leave little to no time for your opp to think whats next with a bomb in his ass. Your next step is the 2,1,1+2 combo wich is good because if your opp blocks your attack it will carried into the bomb and the last hit will pop him up. If not, he will get hit by the combo and by the bomb too. The combo written above in this variant will give a 33% with the bomb, if the first two hits are blocked I don't know how much, but around 29% or so with the chip damage.
I do not recommend any combo using ice ball here, since the bomb will hit and the freeze won't happen, the bomb will hit the opp after it. So stick with 1,2,1+2. Or dash 3,4 (bomb hits) slide. Your choice. Both carries the opp to the bomb and open a combo possibility. But the 1,2,1+2 is just better.
For this I found the jip, u4, bomb cancel, 2,1,1+2, dash f1, u4 string the best, it is 19%+33% overall. 52%. Around 48% if 1,2 is blocked. Even if Jip u4 is blocked and 1,2 it is around 40%. So why not?
There is another shit ton of ways to play around with that bomb after an attack, like u4 bomb cancels on a frozen opp, or b22,close bomb, 33 (bomb freezes) u4, bomb cancel, 3,4, (bomb hits) slide. Or if you do your mid bomb 1,2,2+1 without dash it will freeze the opp instead of popup, so many little things can change here depending on if your opp blocks, if you dash or not, what move you use, so your decision, but you should play around with those bombs. Fact is that it makes you vulnerable for a small time but on the other times you will do nothing but attack and attack leaving your opponent with the choice to eat that or eat a bomb and another combo. And if you combine it with the one written above (the close and mid bomb dive kick set) you can really freak out players and make overly agressive ones do mistakes and defensive players fall to the bombs. It's just that you need to be very-very fast with that, if you leave a big enough window for the opp to counter you you failed, that's why I recommend the b22 start always since it will leave the opp in a stagger state for a while helping you a lot.
Ohh, and for the last one, I think I found an actual use of the Upload combo. It is the b2,4. Of course besides the corner X-ray thingy, but im not a big fan of x-rays at all with Csz..seriously. Who does that?
So, we have our Jip,2,1,ice ball,Jip,2,1,1+2 dash and here is the trick, b2,4 after that. It is a 35% wich is 3% less then the one above but there are two things to be mentioned. First of all it has a faster recovery and carry the opp further then the f1,u4 variant. And because of this you can do the following. This combo (in the training stage from the starting position it carries the opp just a step away from the corner) two dashes like lightning and 3,4,3,4,3,4 corner pressure ftw!
Because of the faster recovery you actually have the time to get there and start the pressure. That -3% is not that bad not to try that a few times. And with the well known 3,4,3,4,3,4 slide you can dish out another 34%. So it is a 69%
total if you manage to connect all of it. The worst case: you lock your opp down in the corner.
Hope it gives you a few ideas to keep your rushdown stable and deadly.
I was looking at what am I doing and I got scared of Csz a lot. He's fast. And unblockable.
Cheers