Vocket
Day 1 Phenomenal Teth-Adam Player
Short version: By dropping a combo and ending with B2 which is +14, you can force the opponent to block a 50/50 mixup.
Most of the Black Adam players are aware of his ability to cross up with boot stomp and the massive advantage that his strings canceled into trait give.
His most advantageous block strings are 112, 113, and b2 into trait. Unfortunately, the only viable way to set up these block strings is through a jump attack, except for b2~trait. Still, b2~trait has the drawback of having to do it point blank and in the corner for the deadliest mixups to hit.
(See this thread for more information)
Fortunately, there also exists several ways to get enough advantage from a hit to create a 50/50 mixup. These moves below all grant 10 more advantage on HIT.
j2, 2 , 22, 11, d1, and b2
By observing and testing all of them I narrowed the best to b2 and d1 because they have the largest range and the least amount of push back. Every other move causes too much pushback, making j1 miss, even in the corner. (22 works in the corner but its lack of range and it failing midscreen makes b2 preferable.
I will talk about B2 first because it is most interesting and broken part of my tech. First of all, you must understand that this tech only works when b2 HITS, so the best way to accomplish this is to intentionally drop a combo and end with b2. Hence, the reset.
Dropping comboes is usually not a good idea with BA, since you are usually giving up huge guaranteed damage for free. That is why the best time to use this reset would be when you catch an opponent with BM or 11xxBM. Black Magic scales a lot in BA's comboes, so using this reset only in BM comboes will sacrifice the least amount of damage.
The good part of this reset is that it has no drawbacks besides possibly missed damage. It can end in j1 mb boot stomp which is +9, or in b23 which is +3. Finally, the reset only requires 1 meter to theraten it but it is not required to use the meter.
Below are the damage comparisons of using both 11xxBM and BM with and without the reset. Meterless resetless damage goes first, and then reset damage.
11xxBM Combo
Black Magic Combo
If you number crunch it then on average the reset does not seem to be worth it form the damage, but BA is a monster who almost always has meter at all times. Plus you can always go for different mixups if they start blocking you.
The beauty of is the reset is more than just the 50/50. From b2 you can go directly into b2~trait, 112~trait, and 113~trait (you can also go into these strings after cross up MB boot stomp). Thus, the b2 reset is a gateway to the trait block strings, and from those you have an immense amount of options. Here is a video showing some those options and some gimmicks combined together.
Now comes the bad part of the reset. It is heavily character dependent, and it works mostly only on the large and tall characters. Most of the characters that can be crossed up midscreen can also in the corner but there are a couuple of oddballs thanks to different hitboxes.
NOTE:
B2 done from max range won't connect midscreen because of the greater pushback. However, it works most of the time at nearly max range, approiximately 1 step forward from the starting positions of a match.
B2, J1~fbs crosses up
Midscreen
Corner
Last thing about b2 reset that deserves mention. On four characters, Lex, Green Lantern, Sinestro, and Black Adam himself you can do a 33/33/33 mixup. By doing a fj2 the opponent will be instantly crossed up, and can be continued with a boot stomp on the side that j2 hits (or it can switch directions sometimes for ultimate hilarity).
Unlike nj1, fj2 is not guaranteed at all and can be ducked, foward dashed, anti-aired with d2, and dodged by slimply standing still or walking forward. So it only works after you have conditioned them to the original action.
Here is a video showing poor Green Lantern trying all options that beat fj2
As mentoined way above d1 also grants a 50/50 mixup. It only happens if you do it point blank though. As far I can tell the d1 50/50 mixup is best set up after 223 or 113 when you d1 an opponent trying to hit back after those strings. 11 is guaranteed point blank, 22 at a little less than max range, and you can always d1~hands after a d1 that hits.
Rico Suave
Smoke
AK Smarrgasm
usedcarsalesmang
Gruntypants
Error
Peckapowa
FOREVER KING
JaredL
MITDJT
Perfect Legend
Killin Natzees
FrothyOmen
Metzos
Joker8417
Qwark28
AK Pig Of The Hut
Tom Brady
Vulcan Hades
SonicBoomBrad
Celerity
Mikemetroid
Most of the Black Adam players are aware of his ability to cross up with boot stomp and the massive advantage that his strings canceled into trait give.
His most advantageous block strings are 112, 113, and b2 into trait. Unfortunately, the only viable way to set up these block strings is through a jump attack, except for b2~trait. Still, b2~trait has the drawback of having to do it point blank and in the corner for the deadliest mixups to hit.
(See this thread for more information)
Fortunately, there also exists several ways to get enough advantage from a hit to create a 50/50 mixup. These moves below all grant 10 more advantage on HIT.
j2, 2 , 22, 11, d1, and b2
By observing and testing all of them I narrowed the best to b2 and d1 because they have the largest range and the least amount of push back. Every other move causes too much pushback, making j1 miss, even in the corner. (22 works in the corner but its lack of range and it failing midscreen makes b2 preferable.
I will talk about B2 first because it is most interesting and broken part of my tech. First of all, you must understand that this tech only works when b2 HITS, so the best way to accomplish this is to intentionally drop a combo and end with b2. Hence, the reset.
Dropping comboes is usually not a good idea with BA, since you are usually giving up huge guaranteed damage for free. That is why the best time to use this reset would be when you catch an opponent with BM or 11xxBM. Black Magic scales a lot in BA's comboes, so using this reset only in BM comboes will sacrifice the least amount of damage.
The good part of this reset is that it has no drawbacks besides possibly missed damage. It can end in j1 mb boot stomp which is +9, or in b23 which is +3. Finally, the reset only requires 1 meter to theraten it but it is not required to use the meter.
Below are the damage comparisons of using both 11xxBM and BM with and without the reset. Meterless resetless damage goes first, and then reset damage.
11xxBM Combo
meterless.
[31%] 11xxBM, nj2, 22b1, j2, far boot stomp, b23, 13
1 meter
[36%] 11xxlightning cage, b3, j3, b23+13
VS
Reset succesful - 1 meter for first option
[54%] or [45%] 11xxBM, nj2, b2. (j1~mb far boot stomp, fj1~far boot stomp, b23+13) or (b23, 11xxBM, b23+13)
Reset failure - 1 meter for first option, left at +9 or +3
[16.41%] or [14.33%] 11xxBM, nj2, b2. (j1~far boot stomp) or (b23)
[31%] 11xxBM, nj2, 22b1, j2, far boot stomp, b23, 13
1 meter
[36%] 11xxlightning cage, b3, j3, b23+13
VS
Reset succesful - 1 meter for first option
[54%] or [45%] 11xxBM, nj2, b2. (j1~mb far boot stomp, fj1~far boot stomp, b23+13) or (b23, 11xxBM, b23+13)
Reset failure - 1 meter for first option, left at +9 or +3
[16.41%] or [14.33%] 11xxBM, nj2, b2. (j1~far boot stomp) or (b23)
Black Magic Combo
Meterless
[21%] BM, dash b23, 112xxhands at a far distance but not full screen
[29%] BM, dash 22b1, j2~far boot stomp, b23+13 at closer ranges
1 meter
[29%] MB BM, j3~far boot stomp, b23+13 works full screen
VS
Reset succesful - 1 meter for first option
[47%] or [38%] BM, dash b2. (j1~MB far boot stomp, fj1~far boot stomp, b23+13) or (b23, 11xxBM, b23+13)
Reset Failure - 1 meter for first option, left at +9 or +3
[9.41%] or [7.33%] BM, dash b2. (j1~MB far boot stomp) or (b23)
[21%] BM, dash b23, 112xxhands at a far distance but not full screen
[29%] BM, dash 22b1, j2~far boot stomp, b23+13 at closer ranges
1 meter
[29%] MB BM, j3~far boot stomp, b23+13 works full screen
VS
Reset succesful - 1 meter for first option
[47%] or [38%] BM, dash b2. (j1~MB far boot stomp, fj1~far boot stomp, b23+13) or (b23, 11xxBM, b23+13)
Reset Failure - 1 meter for first option, left at +9 or +3
[9.41%] or [7.33%] BM, dash b2. (j1~MB far boot stomp) or (b23)
If you number crunch it then on average the reset does not seem to be worth it form the damage, but BA is a monster who almost always has meter at all times. Plus you can always go for different mixups if they start blocking you.
The beauty of is the reset is more than just the 50/50. From b2 you can go directly into b2~trait, 112~trait, and 113~trait (you can also go into these strings after cross up MB boot stomp). Thus, the b2 reset is a gateway to the trait block strings, and from those you have an immense amount of options. Here is a video showing some those options and some gimmicks combined together.
Now comes the bad part of the reset. It is heavily character dependent, and it works mostly only on the large and tall characters. Most of the characters that can be crossed up midscreen can also in the corner but there are a couuple of oddballs thanks to different hitboxes.
NOTE:
B2 done from max range won't connect midscreen because of the greater pushback. However, it works most of the time at nearly max range, approiximately 1 step forward from the starting positions of a match.
B2, J1~fbs crosses up
Midscreen
Batman
Joker
Harley Quinn
Solomon Grundy
Cyborg
Deathstroke
Aquaman
Ares
Doomsday
Shazam
Green Lantern
Sinestro
Black Adam
Bane
Joker
Harley Quinn
Solomon Grundy
Cyborg
Deathstroke
Aquaman
Ares
Doomsday
Shazam
Green Lantern
Sinestro
Black Adam
Bane
Corner
Batman
Joker
Solomon Grundy
Cyborg
Lex
Raven
Wonder Woman
Ares
Doomsday
Hawkgirl
Shazam
Green Lantern
Sinestro
Black Adam
Bane
Joker
Solomon Grundy
Cyborg
Lex
Raven
Wonder Woman
Ares
Doomsday
Hawkgirl
Shazam
Green Lantern
Sinestro
Black Adam
Bane
Last thing about b2 reset that deserves mention. On four characters, Lex, Green Lantern, Sinestro, and Black Adam himself you can do a 33/33/33 mixup. By doing a fj2 the opponent will be instantly crossed up, and can be continued with a boot stomp on the side that j2 hits (or it can switch directions sometimes for ultimate hilarity).
Unlike nj1, fj2 is not guaranteed at all and can be ducked, foward dashed, anti-aired with d2, and dodged by slimply standing still or walking forward. So it only works after you have conditioned them to the original action.
Here is a video showing poor Green Lantern trying all options that beat fj2
As mentoined way above d1 also grants a 50/50 mixup. It only happens if you do it point blank though. As far I can tell the d1 50/50 mixup is best set up after 223 or 113 when you d1 an opponent trying to hit back after those strings. 11 is guaranteed point blank, 22 at a little less than max range, and you can always d1~hands after a d1 that hits.
Rico Suave
Smoke
AK Smarrgasm
usedcarsalesmang
Gruntypants
Error
Peckapowa
FOREVER KING
JaredL
MITDJT
Perfect Legend
Killin Natzees
FrothyOmen
Metzos
Joker8417
Qwark28
AK Pig Of The Hut
Tom Brady
Vulcan Hades
SonicBoomBrad
Celerity
Mikemetroid