Karnage
Ancestors give me Strength!!
EDIT - added a section on cross ups after 11 arrow.
Alright guys, since the reset has already been mentioned by Mr EddyWang i will just release everything i have written down, some of you may know it already but i have literally exhausted all options, found out ways to beat what they do. GA has some really good options!!
Anyways...here goes...
STANDING RESETS + FOLLOW UP PRESSURE
RESET Combos
Midscreen
113, j2, 11, down ice arrow, j1 11 (24%)
B3, j3, 11 down ice arrow, j1 11 (27%)
J3, 22/11 ice arrow j1 11 (21%)
J3 11 bbMB 1 down ice arrow, j1 11 36% 2 bars
F2d13 >> 11 down ice arrow j1 11 (20%)
SUPER, b3, j3, 11 down ice arrow j1 11 (50%)
SUPER, b3 >> d2 db4, 11 ice arrow, j1 11 (45%)
Corner
F2d13 111 xx sky alert 11 down ice arrow j1 11 (32%)
J3 111 sky alert, 11 down ice arrow j1 11 (35%)
MIX UPS AFTER RESET - After the reset b2/f2 are guaranteed (they must be blocked)
Pressure Strings
B2 low arrow – block standing then low
F2 d1 low arrow – block low then low
Launcher
F2 d1 3 low overhead – block low then stand
End the reset with 11 arrow allows pretty much the same options for just 11 - they do the same damage however the MASSIVE difference here is that 11 arrow is easier to read(readying the opponent to block) so personally i will just end the reset in 11, its a little bit more subtle. The good thing about ending the reset with 11 arrow is that the follow up throw is easier to time.
11 xx arrow CROSS UPS - ADDED - 11 and 11 arrow are very similiar except for the cross up capabilities.
Another difference with ending in 11 arrow is that a follow up j3 on a cross up can only be blocked or forward dashed HOWEVER if you decide you do not want to cross up they cant do anything but block, so by timing the j3 early to not cross up or later to cross up its really a 50/50 guess. add in the mixup of f2/b2 and b3 you have everything right there to beat counter pokes/jumps/back dashing
11 +21 frame advantage - follow ups:
·Throw – cant be counter poked/jumped – only backdashed
·F2 cant be counter poked/jumped/backdashed – will keep them grounded
·B2 cant be counter poked/jumped/backdashed – will keep them grounded
·Slide will beat counter pokes/jumps/backdash
·B3 will beat any counter pokes(maybe not 6frame)/jumps/backdash
·11 trait arrow – a d1 follow up can only be counter poked by a 6/7 frame move, can be backdashed (plus I cant really see the point in using this)
We want to train them to not counter poke, thats when we can start smashing out b3's after the reset to get some massive damage when they try to backdash or jump, and end in stocking another arrow.
In my experience opponents usually block low, to block f2d1 after the reset, thats when i start using b2 low arrow. b2 on hit guarantees the low arrow hit.
After resetting and hitting 11 – f213 can be easy to block so start using b2 on ducking opponents
B2 down arrow on hit follow ups:
·throw – cannot be counter poked only backdashed/jumped
·f2 – cannot be counter poked/jumped can be backdashed
·b2 – 6 frame move will beat it, will beat backdash/jumps
·hurricane bow will beat all backdashes jumps counter pokes
·b3 will beat back dash and neutral jump but can be counter poked
·If they backdash – slide/high arrow/j3/ will beat it
·If they jump – d2/j3/up haven blast/up haven mb(push to corner) are the answers.
F2 d1 low arrow –
·throw will whiff
·f2 will whiff on backdash
·b2 will whiff on backdash/neutral jump
·hurricane bow will beat all backdashes jumps counter pokes
·b3 will hit back dash
·slide and normal arrow will beat backdash
·d2 will hit if they jump
The mix up potential with GA is pretty insane, after the reset they have to guess throw? b2 overhead? f2d1? slide? hurricane bow?
Also worth mentioning, from throw distance GA's F2 seems to beat a hell alot of wake ups...i wouldnt rely on it, seems hit and miss, will probably be the next thing i work on.
I hope some of you guys find this of some use, its actually really helped me writing this down as i now have in my mind an answer to everything they do, they way it should be!!!
Jimmypotato
GodsLonelyman
7L
Red Reaper
SimSim
Scoot Magee
Eddy Wang
Alright guys, since the reset has already been mentioned by Mr EddyWang i will just release everything i have written down, some of you may know it already but i have literally exhausted all options, found out ways to beat what they do. GA has some really good options!!
Anyways...here goes...
STANDING RESETS + FOLLOW UP PRESSURE
RESET Combos
Midscreen
113, j2, 11, down ice arrow, j1 11 (24%)
B3, j3, 11 down ice arrow, j1 11 (27%)
J3, 22/11 ice arrow j1 11 (21%)
J3 11 bbMB 1 down ice arrow, j1 11 36% 2 bars
F2d13 >> 11 down ice arrow j1 11 (20%)
SUPER, b3, j3, 11 down ice arrow j1 11 (50%)
SUPER, b3 >> d2 db4, 11 ice arrow, j1 11 (45%)
Corner
F2d13 111 xx sky alert 11 down ice arrow j1 11 (32%)
J3 111 sky alert, 11 down ice arrow j1 11 (35%)
MIX UPS AFTER RESET - After the reset b2/f2 are guaranteed (they must be blocked)
Pressure Strings
B2 low arrow – block standing then low
F2 d1 low arrow – block low then low
Launcher
F2 d1 3 low overhead – block low then stand
End the reset with 11 arrow allows pretty much the same options for just 11 - they do the same damage however the MASSIVE difference here is that 11 arrow is easier to read(readying the opponent to block) so personally i will just end the reset in 11, its a little bit more subtle. The good thing about ending the reset with 11 arrow is that the follow up throw is easier to time.
11 xx arrow CROSS UPS - ADDED - 11 and 11 arrow are very similiar except for the cross up capabilities.
Another difference with ending in 11 arrow is that a follow up j3 on a cross up can only be blocked or forward dashed HOWEVER if you decide you do not want to cross up they cant do anything but block, so by timing the j3 early to not cross up or later to cross up its really a 50/50 guess. add in the mixup of f2/b2 and b3 you have everything right there to beat counter pokes/jumps/back dashing
11 +21 frame advantage - follow ups:
·Throw – cant be counter poked/jumped – only backdashed
·F2 cant be counter poked/jumped/backdashed – will keep them grounded
·B2 cant be counter poked/jumped/backdashed – will keep them grounded
·Slide will beat counter pokes/jumps/backdash
·B3 will beat any counter pokes(maybe not 6frame)/jumps/backdash
·11 trait arrow – a d1 follow up can only be counter poked by a 6/7 frame move, can be backdashed (plus I cant really see the point in using this)
We want to train them to not counter poke, thats when we can start smashing out b3's after the reset to get some massive damage when they try to backdash or jump, and end in stocking another arrow.
In my experience opponents usually block low, to block f2d1 after the reset, thats when i start using b2 low arrow. b2 on hit guarantees the low arrow hit.
After resetting and hitting 11 – f213 can be easy to block so start using b2 on ducking opponents
B2 down arrow on hit follow ups:
·throw – cannot be counter poked only backdashed/jumped
·f2 – cannot be counter poked/jumped can be backdashed
·b2 – 6 frame move will beat it, will beat backdash/jumps
·hurricane bow will beat all backdashes jumps counter pokes
·b3 will beat back dash and neutral jump but can be counter poked
·If they backdash – slide/high arrow/j3/ will beat it
·If they jump – d2/j3/up haven blast/up haven mb(push to corner) are the answers.
F2 d1 low arrow –
·throw will whiff
·f2 will whiff on backdash
·b2 will whiff on backdash/neutral jump
·hurricane bow will beat all backdashes jumps counter pokes
·b3 will hit back dash
·slide and normal arrow will beat backdash
·d2 will hit if they jump
The mix up potential with GA is pretty insane, after the reset they have to guess throw? b2 overhead? f2d1? slide? hurricane bow?
Also worth mentioning, from throw distance GA's F2 seems to beat a hell alot of wake ups...i wouldnt rely on it, seems hit and miss, will probably be the next thing i work on.
I hope some of you guys find this of some use, its actually really helped me writing this down as i now have in my mind an answer to everything they do, they way it should be!!!
Jimmypotato
GodsLonelyman
7L
Red Reaper
SimSim
Scoot Magee
Eddy Wang