boba_buster
Noob saibot
Has anyone else tried b1xxsmoke cloud on a low blocking male? I'm at work
I finally had some real match exp with him for 2 hours last night, with two of my training partners over- so def a lot of panic situations, being that he's fresh.Personally after a smoke bomb I do njp run 4 f21xxbf1 and ender.
I find that f21 is waaay more consistent than any other string as it keeps the enemy in the air for a little longer.
it works in some cases. For example, On Kano and Scorpion a max distance b1 into smoke bomb wont connect (spacing at the start of a round), but if you move closer it will. On takeda though b1 into smoke bomb doesnt connect at all. I haven't tested all males but if it doesn't work on takeda there might be another character it won't work on.Has anyone else tried b1xxsmoke cloud on a low blocking male? I'm at work
The frame data for the teleport are wrong. Set your opponent to jump and you'll see that you can jump much faster than them on wakeup.why do people like ending with his smoke port over air grab when in the corner? His teleport is 0 on hit and air grab is +16.
Interesting. Don't know why I didn't realize the tele was that plus. It seems the air grab is best used when you want to send them toward a certain end of the screenThe frame data for the teleport are wrong. Set your opponent to jump and you'll see that you can jump much faster than them on wakeup.
After some testing, I've noticed that it's at least +14 on hit (b2 is the slowest guaranteed option after the knockdown).
Now to answer your question, after a tp you get a free follow up with a f21/b21/b3 because it leaves them close. The only option the opponent has is to use armor.
The air grab might be +16 but it leaves them full screen and there's nothing really guaranteed after that.
Yup, in my opinion that's the only reason to use the air grab in combos. Besides corner carry/positioning, there's not really any reason to use it over a teleport.Interesting. Don't know why I didn't realize the tele was that plus. It seems the air grab is best used when you want to send them toward a certain end of the screen
Damn i should of known to test things before believing the in game frame data. Thanks alot it makes much more sense to use the teleport. I wonder what else is wrong in his frame data.The frame data for the teleport are wrong. Set your opponent to jump and you'll see that you can jump much faster than them on wakeup.
After some testing, I've noticed that it's at least +14 on hit (b2 is the slowest guaranteed option after the knockdown).
Now to answer your question, after a tp you get a free follow up with a f21/b21/b3 because it leaves them close. The only option the opponent has is to use armor.
The air grab might be +16 but it leaves them full screen and there's nothing really guaranteed after that.
Another incorrect move I've noticed is f2. It's definitely NOT a 14f high that does 9% damage haha.Damn i should of known to test things before believing the in game frame data. Thanks alot it makes much more sense to use the teleport. I wonder what else is wrong in his frame data.
And yeah the air grab throws them full screen which is why I only used it near the corner.
Groundbreaking good stuff34% anti crossover/jump in
Did you purposely skip the 3rd kombo on your list?I did a little combo video.
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You can connect without moving, but you might find it easier to do a short run first. I personally use run~4, 4~bf1 instead of 4, b21~bf1 but that's because that's what I've practised.I've never been more than a very low skilled player, so please bare with me. Ive been practicing low or overhead into the standard vortex but I can't seem to connect the 4 after njp. Is this simply a standing 4 or do I need to shuffle a small step forwards after the njp?
Maybe add in 114? Instead of the s4 into spear? I'll experiment when I get home.Corner - (starter)~mb tele, 4, 4~bomb, 4~spear, njp, f43~tele
Just under 40%, couldn't break it...will try again tomorrow
Thanks, I'll try these out.You can connect without moving, but you might find it easier to do a short run first. I personally use run~4, 4~bf1 instead of 4, b21~bf1 but that's because that's what I've practised.
Check page before for my 45Corner - (starter)~mb tele, 4, 4~bomb, 4~spear, njp, f43~tele
Just under 40%, couldn't break it...will try again tomorrow