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Tech - Tremor Tremors EX Punch Cancels

STRYKIE

Are ya' ready for MK11 kids?!
Yes you can just do raw EXdb2 run cancel into whatever and as long as your opponent hits you within 30 frames you will absorb it.

You can cancel db2 on the 12th frame of start-up.
So EXDB2 cancel, F12xxDB2 essentially becomes a 19 frame armored launcher?

And I was lead to believe this character's armor sucks... I wish I had that lol.
 

STK

Beso de Muerte + Fantasía Oscura
I guess that why im getting bopped sometimes. Only 30f of armor. I dont get any armor from 21d4u4? Can this string not take advantage of the cancel armor properties?
 

JTB123

>>R2 - BF4 = Unblockable.
So EXDB2 cancel, F12xxDB2 essentially becomes a 19 frame armored launcher?

And I was lead to believe this character's armor sucks... I wish I had that lol.
Just popped into training mode to try this out and yeah basically that's exactly what it is. It's basically FBC pressure where you have armour which is very not bad.
 

infamy23

FireBeard
I guess that why im getting bopped sometimes. Only 30f of armor. I dont get any armor from 21d4u4? Can this string not take advantage of the cancel armor properties?
It can, but it depends on how fast you cancel into it, and how much blockstun your opponent is in.

f121 has a ton of blockstun so by the time he comes out of it, your 30 frames of armor have expired.

It works very well in the situation that fox described. When you d3 someone, their natural reaction is to block it, and do a d3 of their own, to try and counter hit you if you press something.

Normally in this situation, you would do EXdb2u to armor through their d3 on a read. But if they don't counter poke, they will block your db2u and you'll be -12 which is obviously very bad.

With this tech, you can do EXdb2 rc 21d4 and then hit confirm into a db2d for a 30% combo. If you guess wrong and they don't counter poke... well who cares, they are still stuck dealing with your 21 pressure and you are free to mix them up with frame trap, throw, EXdb1 etc...

That's a hell of a lot better than being -12 on block if you guess wrong.

Here's a video of this in action:

 

STRYKIE

Are ya' ready for MK11 kids?!
To be fair, complaints of his armor being poor are specifically about wakeup and reversal situations.
I'm pretty sure you can still use this to cover those bases aswell.... If you just let the punch rip then yeah chances are it will get stuffed by just about anything.
 
OK so during my test with Tremor I found some BUUUUULLLSHIIIIIT!
So!
Tremors Ex Punch RUn cancel can make mad strings on block super +.
F121 Ex punch cancel is at LEAST +8 making a true block string loop you can do. I am still seeing which other ones are more plus but this one is really good. But not only that.....
IF HE RUN CANCELS THESE STRINGS, HE GETS ARMOR ON HIS NEXT ATTACK.
Yep you heard it here! ITs like Rain doing his EX roundhouse cancels again. He can do any string into ex punch cancel into any string and have armor on the start up of the next string! Its not the whole duration, but you can summon a free rock to start pressuring your opponent! I bet you guys could discover some nasty stuff with aftershock. (I main Metallic lol)

Have at it~!
would it be a good or a bad idea if they added tremor to get a free run cancel punch instead of ex punch RC?
 

vicious1024

Does it matter?
I'm pretty sure you can still use this to cover those bases aswell.... If you just let the punch rip then yeah chances are it will get stuffed by just about anything.
It still loses to a lot of fast strings and armor breaker setups.

Using EX punch canceling as a parry is best when you know your opponent isn't going to do something to interrupt your follow-up or break the armor. Like SF's example, to beat counter pokes.

I played a Kitana player that would d1 check me after blocking db2. So, I started EX punch canceling through to get a full punish. His/her adjustment was to do 11, which would stop stuff any attempts at EX punch canceling.
 

STRYKIE

Are ya' ready for MK11 kids?!
It still loses to a lot of fast strings and armor breaker setups.

Using EX punch canceling as a parry is best when you know your opponent isn't going to do something to interrupt your follow-up or break the armor. Like SF's example, to beat counter pokes.

I played a Kitana player that would d1 check me after blocking db2. So, I started EX punch canceling through to get a full punish. His/her adjustment was to do 11, which would stop stuff any attempts at EX punch canceling.
I know, but that pretty much goes for any armored move that's 17 frames or above. Some characters don't have an armor into combo option at all in the neutral in any variation.