AssassiN
Warrior
This thread will be used to breakdown, discuss and showcase tech so that hopefully we can come up with a viable use. As of right now, it's only used as an AA based on a read. The sucky thing about them as an AA is that you have to be on point with them or you'll get punished. Even if you hit them with Scatterbombs, getting a combo out of it is not in our favor. The MB part can whiff, so you cannot rely on that.
So when you are throwing them out, you're willing to bet it all for measly 8%.
Scatterbombs are shown as "mid" in training even though they are a true high, meaning that it will whiff on anyone crouching. There are no exceptions. While Scatterbombs MB will chip characters with big crouching hitboxes(Lex, ...). If characters with medium(Superman, ...) to big crouching hitboxes block the first Scatterbomb, then Scatterbombs MB will chip them as well. Regardless of the fact they changed their blocking stance to crouching when blocking the first Scatterbomb.
Then you have Catwoman. Catwoman does not give a flying fuck about Dick's Scatterbombs. She is just enjoying the fireworks:
Varying block advantage Scatterbombs MB(Tech)
The frame data on Scatterbombs MB isn't entirely correct. In fact it depends on what character you face.
I think the block advantage on Scatterbombs MB varies between +23 and +27(give or take a few frames).
For example in the following vid, you'll see against Flash that I'm stuffing his reversal Flying Uppercut with 1 and D1(barely). While against Sinestro he can't even reversal my 1, while my D1 is easily stuffing his reversal. It does not matter if he's standing or crouching, the result remains the same.
The same applies for Bane and Lex, haven't tested out any other characters except Doomsday.
Attempt at Scatterbomb/Flipkick mix-up
I was experimenting with something where as Scatterbombs and Flipkick would be a mix-up.
The number one rule against Escrima is to block high, because people are scared of his B2. What I had come up with was using 3~Scatterbombs. Because the opponent blocks high for B2, he'll block 3 standing. Also 3 keeps the opponent close, there is no pushback. There is a framegap between 3~Scatterbombs and you'd think that the opponent can just change to crouch to let it whiff. However that does not seem to be the case. They will still block the Scatterbombs, which leaves NW at +7. And thanks to 3, NW would be so close to the opponent that he can use F213 and D1 for more pressure.
To let Scatterbombs whiff and punish it, they would have to push buttons(D1, D2, anything that would lower their hitbox). They can also escape it by backdashing, but I don't think anyone(maybe a few) could punish it. In other words they have to commit and this would open them up for Flipkick MB for a full combo punish.
As showcased above, Catwoman would not give a fuck about this mix-up. And we can add another one to the list: Grundy. For some reason Grundy has no issue crouching the Scatterbomb. It seems like his hitbox is lowered instantly, while others have some sort of delay.
Then you have characters like Aquaman and Shazam that have a D2 that is good enough to counter both options. And characters like Raven with a D1 that counters both options as well. Sinestro has got no options to counter both, he has to respect it.
Other strings that keep the opponent close are: B1(-6), F213 and 33(more pushback: F213 will whiff). Can't use multi-hitting strings because they can just crouch in the middle of the string. F2(-1) will also work but it will slowly push the opponent away and F21 will whiff.
Even if you get them to block the scatterbomb, the opponent has 3 options:
- Block
- Poke(F213 or D12 will punish)
- Backdash(B2 will punish)
So you can't really keep using 3 to continue pressure because they can get out with poke or backdash. So you can only do it the once and follow it up with B2, D1 or F213.
@Sajam, @NightwingDayZero @Qwark28 @TakeAChance @prycemonsta @macro @gpmoney @RM Chongo @HeroesNZ @Dirtylova @TheBoyBlunder @Braindead @AK L0rdoftheFLY @Jeremy KO @Dja_Homies @BigMilk @AK Gookus @XxM3LLOxX @ICED_MOON22
Thoughts? Any tech of your own?
So when you are throwing them out, you're willing to bet it all for measly 8%.
Scatterbombs are shown as "mid" in training even though they are a true high, meaning that it will whiff on anyone crouching. There are no exceptions. While Scatterbombs MB will chip characters with big crouching hitboxes(Lex, ...). If characters with medium(Superman, ...) to big crouching hitboxes block the first Scatterbomb, then Scatterbombs MB will chip them as well. Regardless of the fact they changed their blocking stance to crouching when blocking the first Scatterbomb.
Then you have Catwoman. Catwoman does not give a flying fuck about Dick's Scatterbombs. She is just enjoying the fireworks:
Varying block advantage Scatterbombs MB(Tech)
The frame data on Scatterbombs MB isn't entirely correct. In fact it depends on what character you face.
I think the block advantage on Scatterbombs MB varies between +23 and +27(give or take a few frames).
For example in the following vid, you'll see against Flash that I'm stuffing his reversal Flying Uppercut with 1 and D1(barely). While against Sinestro he can't even reversal my 1, while my D1 is easily stuffing his reversal. It does not matter if he's standing or crouching, the result remains the same.
The same applies for Bane and Lex, haven't tested out any other characters except Doomsday.
Attempt at Scatterbomb/Flipkick mix-up
I was experimenting with something where as Scatterbombs and Flipkick would be a mix-up.
The number one rule against Escrima is to block high, because people are scared of his B2. What I had come up with was using 3~Scatterbombs. Because the opponent blocks high for B2, he'll block 3 standing. Also 3 keeps the opponent close, there is no pushback. There is a framegap between 3~Scatterbombs and you'd think that the opponent can just change to crouch to let it whiff. However that does not seem to be the case. They will still block the Scatterbombs, which leaves NW at +7. And thanks to 3, NW would be so close to the opponent that he can use F213 and D1 for more pressure.
To let Scatterbombs whiff and punish it, they would have to push buttons(D1, D2, anything that would lower their hitbox). They can also escape it by backdashing, but I don't think anyone(maybe a few) could punish it. In other words they have to commit and this would open them up for Flipkick MB for a full combo punish.
As showcased above, Catwoman would not give a fuck about this mix-up. And we can add another one to the list: Grundy. For some reason Grundy has no issue crouching the Scatterbomb. It seems like his hitbox is lowered instantly, while others have some sort of delay.
Then you have characters like Aquaman and Shazam that have a D2 that is good enough to counter both options. And characters like Raven with a D1 that counters both options as well. Sinestro has got no options to counter both, he has to respect it.
Other strings that keep the opponent close are: B1(-6), F213 and 33(more pushback: F213 will whiff). Can't use multi-hitting strings because they can just crouch in the middle of the string. F2(-1) will also work but it will slowly push the opponent away and F21 will whiff.
Even if you get them to block the scatterbomb, the opponent has 3 options:
- Block
- Poke(F213 or D12 will punish)
- Backdash(B2 will punish)
So you can't really keep using 3 to continue pressure because they can get out with poke or backdash. So you can only do it the once and follow it up with B2, D1 or F213.
@Sajam, @NightwingDayZero @Qwark28 @TakeAChance @prycemonsta @macro @gpmoney @RM Chongo @HeroesNZ @Dirtylova @TheBoyBlunder @Braindead @AK L0rdoftheFLY @Jeremy KO @Dja_Homies @BigMilk @AK Gookus @XxM3LLOxX @ICED_MOON22
Thoughts? Any tech of your own?