Braindead
I want Kronika to step on my face
(MAJOR UPDATE: Updated Wake-ups section - a well-timed J2 makes most wake-ups whiff)
To celebrate @AK L0rdoftheFLY Getting On That Stick, I am sharing a meterless vortex in Escrima using the Background Bounces.
This is inspired by the tech @HeroesNZ found in which if you whiff the first hit in 113, you get a close knock down, and you can cross up with j3 and make wakeups whiff. (http://testyourmight.com/threads/dark-justice-anti-wakeup-setup.43399/)
Starting the setup:
In any combo, if you get in the BGB area, do 1 xx R1, then hit (11)3 with whiffing the first 2 hits. This will result in your opponent falling right in the sweet jump distance.
The mixup:
After the knockdown, jump in and hit either 2, 1 (very late) or 3. J2 will cross-up, but J1 and J3 won't. This is very ambiguous and there's no way you can react to it. A true 50/50.
The vortex (looping):
You can easily loop this by switching your direction and keeping the combo going in the BGB area. I showed a couple of examples on how to do that.
Wake-ups:
A well timed J2 will make most of the wake-ups whiff, granting you a free punish. They can't dash out of (forward nor backwards). If the wakeup doesn't have invincibility it will get stuffed by J2. Characters like BG and Superman can't hit you on wake-up at all:
You can also make the wake-ups whiff by doing an empty jump after the knockdown.
Inb4 I prefer the corner carry.
Enjoy.
@DarthArma (there you go, you're officially one of us now) @gpmoney @EMPR_MURK @EMPEROR PRYCE @FOREVER EL1TE @TakeAChance @AssassiN @RM Chongo @I am tired of tagging
To celebrate @AK L0rdoftheFLY Getting On That Stick, I am sharing a meterless vortex in Escrima using the Background Bounces.
This is inspired by the tech @HeroesNZ found in which if you whiff the first hit in 113, you get a close knock down, and you can cross up with j3 and make wakeups whiff. (http://testyourmight.com/threads/dark-justice-anti-wakeup-setup.43399/)
Starting the setup:
In any combo, if you get in the BGB area, do 1 xx R1, then hit (11)3 with whiffing the first 2 hits. This will result in your opponent falling right in the sweet jump distance.
The mixup:
After the knockdown, jump in and hit either 2, 1 (very late) or 3. J2 will cross-up, but J1 and J3 won't. This is very ambiguous and there's no way you can react to it. A true 50/50.
The vortex (looping):
You can easily loop this by switching your direction and keeping the combo going in the BGB area. I showed a couple of examples on how to do that.
Wake-ups:
A well timed J2 will make most of the wake-ups whiff, granting you a free punish. They can't dash out of (forward nor backwards). If the wakeup doesn't have invincibility it will get stuffed by J2. Characters like BG and Superman can't hit you on wake-up at all:
You can also make the wake-ups whiff by doing an empty jump after the knockdown.
Inb4 I prefer the corner carry.
Enjoy.
@DarthArma (there you go, you're officially one of us now) @gpmoney @EMPR_MURK @EMPEROR PRYCE @FOREVER EL1TE @TakeAChance @AssassiN @RM Chongo @I am tired of tagging
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