You can time wakeup turbine when a Superman/Zatanna is zoning you as well to get in and knock them down.Actually, Turbine isn't horrible sometimes. When people do meaty command grab setups. or things that force you to be hit on the ground, a turbine could trade or flat out beat the move.
dat jdm tech yo
but its FUNOP has no idea of 70% of this game's wakeups and is making some whack ass tier list, SMH.
i like how all of you ignored the "because tier lists are fun" joke and me saying not to take this thread so seriously lol chillI like how the OP makes a wake up tier list and then 6 posts later has to ask if a move has invincibility.
Lists first
Actual knowledge of the topic later I guess.
isn't cyborg's giant fist fully invincible?You think it's an outright terrible one.
Fully invincible, leads to 30% or more. Some characters wish their wakeups at least did one of these things. I'm not even saying it's good. I'm saying it's not trash. Trash is Joker, Batman, Cyborg, etc.
I guess I havent faught many good ares. Most of the ares Ive faught teleport right in back of me without MB lolYou'd be surprised on how good it is just for getting out of oki.
you can stuff lanterns might...S-Tier: Safe teleport: (Eg: Zatanna)
A -Tier: Fully invincible and Safe or Multi-hitting (Eg: MMH)
B- Tier: Fully Invincible but Un-safe and either multi-hitting or leads to combo damage (Eg., GL)
C- Tier: Fully Invincible, but Un-safe and single hitting (Eg., Cyborg)
D- Tier: Stuff-able, but Safe or multihitting (Eg., Zod, Aquaman)
F- Stuff-able and Unsafe and single hitting
Now go look up Glass Swords thread on "Wakeups and You" and plug and chug.
yeah one thing i do want to clear up that ive seen a few people say is wakeup lanterns might IS NOT FULLY INVINCIBLEyou can stuff lanterns might...
But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.yeah one thing i do want to clear up that ive seen a few people say is wakeup lanterns might IS NOT FULLY INVINCIBLE
and in that post relaxedstate it would fall into category F lol
Stuffed 100% of the time with EX WC setupBut it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
You can stuff lanterns might but it takes a while to get the timing down, but once you do it's not that hard.But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
neutral jump attacks beat it ......But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
That is what I am saying..the timing changes depending on the set-up. How are you going to know when that single frame is? I am sure it is easier if you are stuffing wakeups with a multihitting move...but for many characters they have a single hitting move they use to stuff wakeups.You can stuff lanterns might but it takes a while to get the timing down, but once you do it's not that hard.
all im gonna say is im doing it in practice mode right now with multiple characters and its very easy all you have to do is neutral jump attack and its losing every timeThat is what I am saying..the timing changes depending on the set-up. How are you going to know when that single frame is? I am sure it is easier if you are stuffing wakeups with a multihitting move...but for many characters they have a single hitting move they use to stuff wakeups.
I mean if so then that is great.
Edit: @Fred Marvel that completely depends again on the characters neutral jump height and their character type hit box
I think you guys are over simplifying a lot of variables that go into play here. The world of anti-wakeup tech is very Character dependent and MU dependent.
Same thing goes with wakeup reversals in the corner
all im gonna say is im doing it in practice mode right now with multiple characters and its very easy all you have to do is neutral jump attack and its losing every time
She can do that hmmm im going to have to try this out.Harley can d2 NW out of staff spin and flying grayson
ive been trying to avoid arguing with you lol but if you insistYea but you must consider what that means.
Did the opponent have to give up damage for a new knockdown?
Can GL forward dash, backdash, d2, MB B3, etc instead?
There are counters to all wakeup attacks. By your logic no wakeup attack is good.