Might Tested
Mortal
X-Tac's Original 50:
Requires one bar. Difficulty: 7/10.
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, f221 xx Slide
Note: I find it easier to jump-EX Tele
Note: You cannot Ex-Slide. It will whiff.
Note: You may find this 50 easier, or the 51 easier, depending on your personal liking. Test both out to see which is for you.
Modification to make this 51%:
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, 34, slide
Note: You can D3 or D1 just before the last slide to make it easier, 3-4 frames faster I believe, and is hit confirmable. According to J360, the risk of the slide is removed, due to hit confirming before your cancel. I find it easier (at the end) to 3,4 3,4 and then hold down the (Down) button on whatever controller/stick you're using, that way to eliminate input errors, and simply time the down 3 into a slide. It's quite easy to do this part consistently with that.
Note: You can add an Ex-Slide to make it 52%.
IN THEORY <--------: 53-54%
JIP, 21 xx Iceball, JIP, 211+2, JK-EX Tele, 34, 34, slide
Note: Tested this extensively, and could not get it to work.
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, 34, 33xxSlide
Note: Tested this extensively, and could not get it to work, but a D4xxSlide may be possible, giving it a possible 52% for no meter.
These last two are not a guarantee, and as such, are only posted as a feasible idea. More testing required before another post.
READ THIS: Some of you might think, well if it's difficult, why go for it? There are scenarios when -these- are your best options.
If you are roughly 1/4 away from the corner, and you freeze your opponent, you can 211+2 them toward the corner. In most cases, you would jump punch them in mid-air, and go into a standard wall combo. The highest of these mid-to-corner combos is roughly 40-41 percent, and requires a little timing. So, instead of doing that jump in to push them to the wall, you can just Ex-tele them into one of these combos, getting 50-52 percent, that's 11 more percent on average.
Requires one bar. Difficulty: 7/10.
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, f221 xx Slide
Note: I find it easier to jump-EX Tele
Note: You cannot Ex-Slide. It will whiff.
Note: You may find this 50 easier, or the 51 easier, depending on your personal liking. Test both out to see which is for you.
Modification to make this 51%:
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, 34, slide
Note: You can D3 or D1 just before the last slide to make it easier, 3-4 frames faster I believe, and is hit confirmable. According to J360, the risk of the slide is removed, due to hit confirming before your cancel. I find it easier (at the end) to 3,4 3,4 and then hold down the (Down) button on whatever controller/stick you're using, that way to eliminate input errors, and simply time the down 3 into a slide. It's quite easy to do this part consistently with that.
Note: You can add an Ex-Slide to make it 52%.
IN THEORY <--------: 53-54%
JIP, 21 xx Iceball, JIP, 211+2, JK-EX Tele, 34, 34, slide
Note: Tested this extensively, and could not get it to work.
JIP, 21 xx Iceball, JIP, 211+2, EX Tele, 34, 34, 33xxSlide
Note: Tested this extensively, and could not get it to work, but a D4xxSlide may be possible, giving it a possible 52% for no meter.
These last two are not a guarantee, and as such, are only posted as a feasible idea. More testing required before another post.
READ THIS: Some of you might think, well if it's difficult, why go for it? There are scenarios when -these- are your best options.
If you are roughly 1/4 away from the corner, and you freeze your opponent, you can 211+2 them toward the corner. In most cases, you would jump punch them in mid-air, and go into a standard wall combo. The highest of these mid-to-corner combos is roughly 40-41 percent, and requires a little timing. So, instead of doing that jump in to push them to the wall, you can just Ex-tele them into one of these combos, getting 50-52 percent, that's 11 more percent on average.