This is inaccurate because you can tech roll the 2134.2134 gives a longer hard knockdown and a safe jump set up.
Exactly, so you can´t do a safe jump after 2134, wich is why i believe going for the 124 or even f2b1 is better for the hard knocdown (or splat kockdow, however we decide to name it)just a FYI you guys know 2 1 3 4 is not a hard knockdown right? 124 is
You can just do b332~db2 4, jik, 12, 12, 12, 124 for 34% and a HKD
>didn't read mine or Thanos_Reign's post2134 is not to be used in Covert Ops as an ender IMO.
Only in demolition and special forces for a safe reload.
Depends on where you are on screen, which variation you are running and what you are trying to accomplish. For example, if I am running demo Sonya, my gameplan changes entirely based on how many grenades I have left. If I only have one, I would opt for the 121~grenade reload in the corner so I can refill my stock. If I have three and I have them in the corner, I might try going for 124 or 121~leg grab for the damage. Granted leg grab takes them out the corner but it's an option if you are trying to win the match. Or I can try to do grenade oki with 121 or 213.So what is her ideal ender or is it situational?
Agree with F2B1 as pace changer. Its better midscreen not corner. Could people please not use the armour through tactic as a way to stop a setup. If u have no meter, you eat a mixup. 3/4 of this game has armour gaps in setups. If a charactor doesnt have a good standing armour that AA is crossup jumpin yourscrewed. U could try neutral jump counter but it depends on charactor and whether sonya player commits to jump in. Backdashing a jumpin at this range on sonya will get you blown up. Her Jumpin 1 has a silly hurtbox.Jump in's aren't entirely free in that situation, they can armor wake up into everything, or they can back dash out of it as well. Not 100% jailed, and you often lose dmg in order to do it. with the 21u4 INTO the corner, you're right on top of them. With 124, you're right on top of them. With 2134, you're right on top of them.
I don't think f2b1 is the end-all finisher of strings, but if you're playing a very heavily pace-oriented game, it can often keep the pace/opponent's blood pressure up, because you're just constantly approaching.
To be completely honest, grenade oki isn't worth it at all. You are limited on the amount of grenades you have already. On top of that, delay wakeup beats out grenade throws if you cancel it from an air juggle as well. When I play it, I don't bother with it at this stage of what we know. Unless someone can show me some stuff, I'll just be greedy with how I use them =[It seems that the Demolition BnBs need some updating. The Midscreen combo is not optimized and the corner combo is unsafe if tech-rolled.
For Mid-screen, 2134 ender is safe for a Grenade drop or a Stun/Frag toss. Also does more damage than F4 and 124 enders.
In the corner, 121 xx Grenade Drop can be punished if 121 is tech rolled. 2134 however, is safe on tech roll if done at the correct height (B14/B332 xx Stun toss delay explosion, NJP, JI3, 12, 2134, Grenade Drop) but is unsafe if the opponent does NOT tech roll. so.. ¯\_(ツ)_/¯
Wait? Corner only or...?Demo Sonya Back n wake combo: Back'n'Wake rc 121 Leg Grab - 24%
when Sonya lies in the cornerWait? Corner only or...?