Nonameformedude
That Yung Big Body
Was playing around with cross ups set ups Ive found a lot of the cast can create because of the way the game reads movement on knockdown. I would like to discuss how effective you think they might be and when it would be better to go into one of these set ups instead of confirmed damage(I mean this is grundy and confirmed damage is high damage). Some of the set ups on hit...
After b23 dash twice as soon as you are out of recovery and NJ(this is the same thing as the corpse hop set up from WC[mb])whatever. With this particular set up I have found you can get in a MB or regular grave rot cancel on the b23 string and still fit two dashes in and get the cross up. This is made to hit normal by slightly delaying the dash. You can also delay it to the point that your dash wont put you in the middle of the character model(but that makes it easy to see its not crossing up). This set up can be tech rolled.
After f13 you can dash twice or once depending on how you want the set up to look. If you dash twice and jump immediately the cross up will come out quite consistent easily, but its impossible to delay the jump to stop it from crossing while keeping the ambiguity. If you dash once in the same timing it takes to link 11xxswamp hands then NJ immediately, your airs will cross up. If you delay the NJ slightly you will not cross up. The second option creates a much more ambiguous cross up situation thats harder to read. With this set up air 2's will not hit most characters unless its done in the corner, but will connect on big bodies with proper timing. This set up can be tech rolled
After d2 you can do the same things as the f13 set up.
After f122 in the corner you can dash immediately after recovery and NJ to cross up. You can delay the dash to make this not cross up while keeping some of the ambiguity, but its still kind of a visible change.
After b23 dash twice as soon as you are out of recovery and NJ(this is the same thing as the corpse hop set up from WC[mb])whatever. With this particular set up I have found you can get in a MB or regular grave rot cancel on the b23 string and still fit two dashes in and get the cross up. This is made to hit normal by slightly delaying the dash. You can also delay it to the point that your dash wont put you in the middle of the character model(but that makes it easy to see its not crossing up). This set up can be tech rolled.
After f13 you can dash twice or once depending on how you want the set up to look. If you dash twice and jump immediately the cross up will come out quite consistent easily, but its impossible to delay the jump to stop it from crossing while keeping the ambiguity. If you dash once in the same timing it takes to link 11xxswamp hands then NJ immediately, your airs will cross up. If you delay the NJ slightly you will not cross up. The second option creates a much more ambiguous cross up situation thats harder to read. With this set up air 2's will not hit most characters unless its done in the corner, but will connect on big bodies with proper timing. This set up can be tech rolled
After d2 you can do the same things as the f13 set up.
After f122 in the corner you can dash immediately after recovery and NJ to cross up. You can delay the dash to make this not cross up while keeping some of the ambiguity, but its still kind of a visible change.