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Throw tech while blocking. Almost completely safe.

Lt. Boxy Angelman

I WILL EAT THIS GAME
This is painfully dumb.

I don't even want to try it because I feel like it's gonna get erased.

At least Stance Change has sort of a use in baiting an opponent's movement/making them anticipate an empty attack, but this is just dumb.
 

webreg

Noob
Imitates some random voice: "Man, it's been little more than a week and scrubs are already screaming for patches and nerfs. Learn to deal with it and find ways to get around it. Every character can do it so it's all fair."

:p
 

EGGXI

Scary Bat
Can you use this to defeat the Impossible and Max Battles?

I wanna know if they unlock anything....
 
Seems like the only things you are still in danger of are mix ups and maybe command grabs (as it seems to keep you in a grabable state.)

Sent from my SCH-I510 using Tapatalk 2
 
D

Deleted member 9158

Guest
Hahahahahaha oh my god, that is hilarious.

If anyone sat there doing that to me, I'd just either join in or hurl projectiles at them for a bit.

See this is a legitimate thing to be patched out, not Deathstroke's zoning.
 

Doombawkz

Trust me, I'm a doctor
Ah, we seem to be misunderstanding each others phrasing.
Yes making someone block Bane's b1 sets up a frametrap, but it doesn't mean they will get hit by it.

Normal example:
- You do Bane's b1 and I block it.
- I expect a normal throw and input the tech.
- You press b23.
- My tech input causes my throw animation to come out and the b23 hits me out of it into a huge combo. Whoops.

With stance flipping:
- You do Bane's b1 and I block it.
- I expect a normal throw and hit down+Throw+Stance.
- You press b23.
- It gets blocked.

See what I'm getting at?
A misread throw tech should normally cause someone to eat a frametrap.
Buffering the throw tech into a stance change removes that risk.
First off the note, its d.1, not b.1
Now to match your scenario...

Normal Example:
We do Bane d.1 and you block it.
You expect a normal throw and input the tech
We cancel d.1 into double punch or command grab, whichever
You get hit and are open for wake-up

With Stance flipping
We do Bane's d.1 and you block it
You expect a normal throw and hit down + throw + stance
We cancel d.1 into double punch or command grab, whatever
You get hit and are open for wake-up

or

We do Bane's d.1 and you block it
You expect a normal throw and hit down+throw+stance
We do b.2 and see that you did your tech, so we do b.21 instead of b.23 which is an overhead with huge advantage
You get hit and are open for wake-up

or

We do Bane's d.1 and you block it
You expect a normal throw and hit down+throw+stance
We do b.23 and you manage to block it
Being safe on block and having venom armor, we follow it up with a double punch which stuffs most any rebuttal
You get hit and are open for wake-up

or

You do stance flipping
While we laugh to ourselves at such an odd concept, you take a free 54% damage super
Or command grab which gives us great wake-up
Or raw double-punch which is safe on block and overhead
Or f.2d into command grab which is both an overhead and gives us great wake-up
Or cancel the d.1 into double-punch which is not only possible but hard to avoid as it is, let alone with you trying to mesh out your tech
Or do a f.2 charge cancel into jumping cross-up body splash into full combo

Pretty much this tech isn't really something Bane players care about since all of our stuff is tech traps into overheads and command throws.
 

Briyen

Noob
this is a pretty huge find, gj man, more tools against rushdown, ill never get to main flash like i want :oops:
 

Sprint

Noob
First off the note, its d.1, not b.1
Now to match your scenario...

Normal Example:
We do Bane d.1 and you block it.
You expect a normal throw and input the tech
We cancel d.1 into double punch or command grab, whichever
You get hit and are open for wake-up

With Stance flipping
We do Bane's d.1 and you block it
You expect a normal throw and hit down + throw + stance
We cancel d.1 into double punch or command grab, whatever
You get hit and are open for wake-up

or

We do Bane's d.1 and you block it
You expect a normal throw and hit down+throw+stance
We do b.2 and see that you did your tech, so we do b.21 instead of b.23 which is an overhead with huge advantage
You get hit and are open for wake-up

or

We do Bane's d.1 and you block it
You expect a normal throw and hit down+throw+stance
We do b.23 and you manage to block it
Being safe on block and having venom armor, we follow it up with a double punch which stuffs most any rebuttal
You get hit and are open for wake-up

or

You do stance flipping
While we laugh to ourselves at such an odd concept, you take a free 54% damage super
Or command grab which gives us great wake-up
Or raw double-punch which is safe on block and overhead
Or f.2d into command grab which is both an overhead and gives us great wake-up
Or cancel the d.1 into double-punch which is not only possible but hard to avoid as it is, let alone with you trying to mesh out your tech
Or do a f.2 charge cancel into jumping cross-up body splash into full combo

Pretty much this tech isn't really something Bane players care about since all of our stuff is tech traps into overheads and command throws.
Yep, but those are all mixups rather than frametraps, hence my confusion over you referring to 'frametraps'.
Also Bane's b1 is the one that's +12 on block. His d1 is only +3.

Overheads can still be blocked as normal while doing this stuff, so overhead mixups work the same as always. Whether or not it hits depends on whether the opponent can react or guess right. Bane's b21 and f2d can be blocked on reaction. Super doesn't work because it's too slow (swap stance recovers fast enough to jump out of the way every time). Double-punch and command grab are always to be feared.

While Bane still has good options, a lot of characters have slow as hell overheads that can all be blocked on reaction, so they rely on throws and frametraps to open people up when close. Their grounded pressure gets ruined by this, forcing them to play for crossups or chip damage.