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Tech TakeAChance's Anti-Wake Up Tech with Nightwing - The "Hot Sauce" Setup

TakeAChance

TYM White Knight
Good afternoon gents. I have spent all morning labbing this out and I am here to make some of our hard matchups a whole lot easier.

Introducing "The Hot Sauce".

What is it?
The hot sauce is a universal tool used to force the majority of the cast to respect you on any escrima combo knockdown. The Hot Sauce is inescapable. It cannot be jumped out of (forward or backward), backdashed, or forward dashed. The only way out of "The Hot Sauce" is to have a forward advancing special, or a long range special move that isn't a projectile.

For instance. Lets look at Black Adam. Anytime Black Adam gets knocked down, we Dicks had to guess between a cage (which we can punish with 1~groundpound) or the hands (which we couldn't). Now, anytime Black Adam gets knocked down, he becomes your black bitch. The Hot Sauce put Nightwing at optimal range for most characters wakeup attacks to whiff, while the ground pound catches all of their retreating functions. This of course is all setup via a hard knockdown so they cannot tech roll away.

Enough! TELL ME HOW TO DO IT ALREADY!

Calm down, keep your dicks in your pants.

The notation is simple, and so is the setup. Any escrima combo starter (for the sake of this guide I will use f213) into fury. That's all you need to start it.

The Notation

F213~Escrima fury (df2) F3 J2 D3 (sweep)

The Hot Sauce

After the sweep, Immediately Stance cancel into staff and input mb ground pound. You just locked down 75 percent of the cast into an inescapable situation.

Full notation will look like this. F213~Escrima Fury (Df2) F3 J2 D3 4~ex ground pound.

How to get out

If you have a forward advancing special (flash, grundy etc) use it to get out, but be wary, because smart dicks will be expecting it, and most forward advancing specials are unsafe!

That's about it.

How to get hit

backdash, you will get full combo'd.
forward dash, you will get full combo'd
Jump, you will eat 5% (probably your best option tbh)
Use stumpy wakeups (or you will eat a full combo)
MB B3/F3 you will get full combo'd


But TakeAChance...I am lazy and don't want to lab what characters this is especially effective on!

Fear not graysonites, for I have done your homework for you. Here is a comprehensive list of characters that the Hot Sauce works on as well as the ones it don't. These are my own personal notepad notes, feel free to test for yourself!

Hot Sauce Extremely Effective Against:

Zod (Zod Charge is the only wakeup that works but you can delay the setup to beat it)
Joker (All Wakeups)
Black Adam (All wakeups)
Aquaman (All wakeups including super)
Green Arrow (All wakeups except slide)
Superman (All wakeups except super)
Batman (all wakeups except slide)
Cyborg (All wakeups except power fist, do nothing and it's whiff punishable)
Martian Manhunter (All wakeups except super)
Wonder Woman (Everything but lasso grab, delayed version works on Lasso grab)
Zatanna (everything but meter burned teleport and super) (forced to block any regular teleport))
Catwoman (Stuff Everything including super)
Deathstroke (Everything but sword flip which is insanely punishable)
Ares (Everything but warp behind and super Delayed version catches warp behind)
Sinestro (Everything but super)


Spice Resistant Characters

Flash (Lightning Charge,Sonic Pound. Works on uppercut (whiffs)
Doomsday (Venom/MB venom, Meteor)
Killer Frost (Slide)
Raven (Soul crush inconsistent Just frame?)
Green Lantern (lanterns might inconsistent. Just frame?)
Hawkgirl (works on everything but mace charge and super)\
Shazam (Everything but forward teleport, forced to block on reverse teleport punishes everything else including super)
Batgirl (Teleport, and cartwheel and uppercut avoid/punish)
Lobo (Hook Charge and super. Everything else gets stuffed)
Grundy (walking Corpse + Regular cleaver. Everything else gets stuffed (including MB cleaver)
Harley (Everything gets stuffed but tantrum stance and super)
Lex (works on everything but corps charge and super)
Scorpion (Works on everything but teleport punch, leg takedown, and super)
Bane (Charge is inconsistent...still working out why, venom MB uppercut works)

But TakeAChance, You just showed everyone how to avoid it and respect it! They are not playing Nice!

Calm down young Graysons. For, there is another layer to the hot sauce meta. You see, after the d3, if you instantly dash forward, and do a mb grayson, you just flipped your opponent on their head. Now, they must instantly decide between the overhead, the pound, and our good friend b2. Tricky Dicks indeed. The Flip Get when dashed instantly, causes wakeups to come out in the front, and not reverse giving you a full combo punish if they wakeup!

What more could you ask for!


I would also like to give a big special shout out to Tom Brady who lit a fire under my ass and inspired me with his Aquaman play.

Keep labbing dicks. I'm Hungry.
 

Attachments

GuamoKun

I Break Hearts, Not Combos
Can we name this the "play nice" set-up?

Regime NW is a travesty upon the legacy of both NW, Damian, Batman, and Dick Grayson.

It makes more sense too :3

Other than that, this is pretty neat. Nice work compiling the list of wakeups.
 

TakeAChance

TYM White Knight
What about Just-Frame-Groundpound?

Not as potent as Just Frame Trident. I am still unsure of it's effectiveness on Raven and Lantern. Sometimes I can get it to stuff, other times I can't so I am assuming it is going to be to the frame (Just frame) for it to work on those characters.
 

Bildslash

Goro Lives 
Not as potent as Just Frame Trident. I am still unsure of it's effectiveness on Raven and Lantern. Sometimes I can get it to stuff, other times I can't so I am assuming it is going to be to the frame (Just frame) for it to work on those characters.
But in theory it could work without spending meter, right? Unless the second hit of MB Groundpound has a bigger hitbox. :eek:
 

TakeAChance

TYM White Knight
But in theory it could work without spending meter, right? Unless the second hit of MB Groundpound has a bigger hitbox. :eek:

The reason the mb is essential is because it tracks backdashers and lifts them for a full combo. Once an opponent starts respecting it is when you get away without mb'ing it.
 

Sajam

Nightwing In Retirement
Interesting stuff. I'm not sure how go to this really is, but it's something to keep in mind for sure.
 

RYX

BIG PUSHER
does this stuff Bane's wake up venom uppercut MB?

it looks like it would hit unless it's not immune long enough
 

TakeAChance

TYM White Knight
Interesting stuff. I'm not sure how go to this really is, but it's something to keep in mind for sure.

Picture a match against superman where when you knock him down, you are guaranteed to hit him if he tries anything. If he blocks the pound you are still at advantage. If he air rises, you still hit him. Same with zod. He literally can't utilize any of his wakeup game. (Not sure about trait tho)

Sinestro is another one that is stuck like a sitting duck.

Now, think of the freedom you will get being in optimal range in staff stance with an opponent respecting you on their knockdown. You get access to dash Db3 (unpunishable by a whole lot of the cast) or an instant b2.
 

zaf

professor
TakeAChance
do you have recording equipment? not a phone camera....
I can record for you with my LGP. Quality will be through the roof.
If needed I Will come online for you, for online training and record.
 

TakeAChance

TYM White Knight
does this stuff Bane's wake up venom uppercut MB?

it looks like it would hit unless it's not immune long enough

Oh shit sorry! I forgot, I have a special setup for Bane. Same concept, but gives you slightly more distance. Thats why he needs level 3 charge. It will make the uppercut whiff. Thanks for reminding me I will add it to the main post.
 

RYX

BIG PUSHER
Oh shit sorry! I forgot, I have a special setup for Bane. Same concept, but gives you slightly more distance. Thats why he needs level 3 charge. It will make the uppercut whiff. Thanks for reminding me I will add it to the main post.
fuck