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So what all can you do after the "splatter knockdown"

DragonPick

I don't play Runescape
Something that forces the opponent to slide a bit after knockdown. (Sub-zero's 3, F4; Cyrax's Buzzsaw, Quan's U3 against an airborne enemy, etc) What do you do to follow it? What kind of pressure is best?
 

Gruntypants

THE MUFFINS ARE BEEFY
For most characters it's just a slightly different knockdown since the opponent can still wake up but not roll back. So It really isn't practical for most characters to use since pressure enemies on the ground is usually risky. I play Cyrax though, so I usually end my corner traps in a U3(spatters opponent) and then set down a bomb and poke away. I have other variations of using the splat to my advantage but it varies between matchup because I'm sure as hell not going to do this to a Kabal while in the corner :p.
 

Roko1985

Put down the controller and run!
For most characters it's just a slightly different knockdown since the opponent can still wake up but not roll back. So It really isn't practical for most characters to use since pressure enemies on the ground is usually risky. I play Cyrax though, so I usually end my corner traps in a U3(spatters opponent) and then set down a bomb and poke away. I have other variations of using the splat to my advantage but it varies between matchup because I'm sure as hell not going to do this to a Kabal while in the corner :p.
You are wrong..............It is very good thing. What you can do with most of the characters is when they are on the ground go for fast normal that hits even crouching oponent canceled into X-ray or En move with armour. If they do wake up attack they will eat the X-ray. If they don't do wake up you are safe with the fast normal and the X-ray or the armour move will not come out. You can actualy use string which is canceble after the first hitt into specials or X-ray and then input the rest of the string. Try it it is game changeing. You can do that after sweep or some combos to reset them.
 

Gruntypants

THE MUFFINS ARE BEEFY
You are wrong..............It is very good thing. What you can do with most of the characters is when they are on the ground go for fast normal that hits even crouching oponent canceled into X-ray or En move with armour. If they do wake up attack they will eat the X-ray. If they don't do wake up you are safe with the fast normal and the X-ray or the armour move will not come out. You can actualy use string which is canceble after the first hitt into specials or X-ray and then input the rest of the string. Try it it is game changeing. You can do that after sweep or some combos to reset them.

I don't see how I'm wrong considering 10 characters out of the cast don't have armoured moves, if the opponent wakes up with armour (ex: EN Nomad Dash) your fucked, it's a waste to cancel into an X-Ray, and it can be risky to use a bar on EN moves when you may need it for breaker. Plus that tech was discovered after I posted so it's not like I knew about it.
 

Roko1985

Put down the controller and run!
I don't see how I'm wrong considering 10 characters out of the cast don't have armoured moves, if the opponent wakes up with armour (ex: EN Nomad Dash) your fucked, it's a waste to cancel into an X-Ray, and it can be risky to use a bar on EN moves when you may need it for breaker. Plus that tech was discovered after I posted so it's not like I knew about it.
You are wrong again......I have a video. The normal takes away their armor and you win. try it.
 

Roko1985

Put down the controller and run!
I don't see how I'm wrong considering 10 characters out of the cast don't have armoured moves, if the opponent wakes up with armour (ex: EN Nomad Dash) your fucked, it's a waste to cancel into an X-Ray, and it can be risky to use a bar on EN moves when you may need it for breaker. Plus that tech was discovered after I posted so it's not like I knew about it.
 

Altaire

Dojo Trainee
This is extremely character-specific. For a setup character, you want to use this opportunity to, well, set up. Trap characters like Noob, Cyrax and Cyber Sub benefit from the time to throw out a portal/bomb/ice bomb to limit your space and go into a setup when you recover, but a character like Sektor can go into an up missile before you're recovering and immediately throw a meaty straight missile. Shang could go into an up skull, then throw a meaty mid/far ground skull or straight skull. Jax could use the time to start a ground pound uninterrupted for the usual cancel mixup. Any character can benefit from a splat knockdown, however, because the hit advantage grants you time to reposition yourself. Ermac's EX push, for instance, is useful for this: Depending on the matchup, he may want to be at fullscreen, or halfscreen, or 3/4 screen (basically right on the edge of push range). This can make EX push more advantageous than a standard push sometimes. He can also end combos in F4 B3 to sacrifice around 3% to 4% damage for a pseudo-splat that gives him similar advantage on hit, and because it leaves him at around halfscreen distance, he can safely move up or back before his opponent can recover. A splat knockdown also grants you a more or less guaranteed crossup, though you obviously need to take into account your opponent's wakeup game.

Realize that not all splat knockdowns create equal advantage, both due to the differences in positioning and recovery time. Sub's 3 F4 or 1 3 F4 is not going to create as much advantage as an NJP splat, for instance. You really need to just go in and test your splat knockdown setups. Generally, they're most useful in the corner, because your opponent's mobility is already restricted to the greatest extent. For instance, I came up with this setup for Raiden:

3 3 4 V blast, F2 4, D1 shocker, 3 3 4 -- 41%

This does as much damage as most of his other (practical) meterless corner combos, but the last hit is a splat knockdown with almost immediate recovery. You can then throw out an EX fireball before your opponent can do a wakeup, and it becomes a guessing game. If you expect your opponent do a wakeup, you can block it, let the back fireball catch them and combo off it to reset the situation. If you expect your opponent to duck the fireball, you can F2 4 and combo for 41%, or B3 1 2 and combo for 36% and end in the same splat knockdown setup. If your opponent blocks it standing, you can D4 them while they're in hitstun and go into the usual grab/F2 4 mixup off any D4, or you can just throw them while they're in blockstun (this is the most consistent setup, obviously). If your opponent tries to lay down, you can time a D3 to bring them back up off the ground, and go from there.

I really like this setup, for one main reason: Your opponent is at the GREATEST risk if they try to go for a wakeup or duck the fireball. If you get a grab mixup off the fireball, you're getting 2% chip for the back fireball connecting and 11% for the throw, upping the total damage to 54%. Raiden's offense is really nothing to fear, but it becomes absolutely ridiculous in the corner, and this is just one more way to capitalize on that.

Really, there are a ton of ways to capitalize off (good) splat knockdowns. Just play around with it. Alternatively, if you can name me one, I can see what I can come up with.
 

Roko1985

Put down the controller and run!
This is extremely character-specific. For a setup character, you want to use this opportunity to, well, set up. Trap characters like Noob, Cyrax and Cyber Sub benefit from the time to throw out a portal/bomb/ice bomb to limit your space and go into a setup when you recover, but a character like Sektor can go into an up missile before you're recovering and immediately throw a meaty straight missile. Shang could go into an up skull, then throw a meaty mid/far ground skull or straight skull. Jax could use the time to start a ground pound uninterrupted for the usual cancel mixup. Any character can benefit from a splat knockdown, however, because the hit advantage grants you time to reposition yourself. Ermac's EX push, for instance, is useful for this: Depending on the matchup, he may want to be at fullscreen, or halfscreen, or 3/4 screen (basically right on the edge of push range). This can make EX push more advantageous than a standard push sometimes. He can also end combos in F4 B3 to sacrifice around 3% to 4% damage for a pseudo-splat that gives him similar advantage on hit, and because it leaves him at around halfscreen distance, he can safely move up or back before his opponent can recover. A splat knockdown also grants you a more or less guaranteed crossup, though you obviously need to take into account your opponent's wakeup game.

Realize that not all splat knockdowns create equal advantage, both due to the differences in positioning and recovery time. Sub's 3 F4 or 1 3 F4 is not going to create as much advantage as an NJP splat, for instance. You really need to just go in and test your splat knockdown setups. Generally, they're most useful in the corner, because your opponent's mobility is already restricted to the greatest extent. For instance, I came up with this setup for Raiden:

3 3 4 V blast, F2 4, D1 shocker, 3 3 4 -- 41%

This does as much damage as most of his other (practical) meterless corner combos, but the last hit is a splat knockdown with almost immediate recovery. You can then throw out an EX fireball before your opponent can do a wakeup, and it becomes a guessing game. If you expect your opponent do a wakeup, you can block it, let the back fireball catch them and combo off it to reset the situation. If you expect your opponent to duck the fireball, you can F2 4 and combo for 41%, or B3 1 2 and combo for 36% and end in the same splat knockdown setup. If your opponent blocks it standing, you can D4 them while they're in hitstun and go into the usual grab/F2 4 mixup off any D4, or you can just throw them while they're in blockstun (this is the most consistent setup, obviously). If your opponent tries to lay down, you can time a D3 to bring them back up off the ground, and go from there.

I really like this setup, for one main reason: Your opponent is at the GREATEST risk if they try to go for a wakeup or duck the fireball. If you get a grab mixup off the fireball, you're getting 2% chip for the back fireball connecting and 11% for the throw, upping the total damage to 54%. Raiden's offense is really nothing to fear, but it becomes absolutely ridiculous in the corner, and this is just one more way to capitalize on that.

Really, there are a ton of ways to capitalize off (good) splat knockdowns. Just play around with it. Alternatively, if you can name me one, I can see what I can come up with.
 

Roko1985

Put down the controller and run!
You are right. Not everybody need it. But there may be some use...........with other.
 

Goldi

Warrior
Altair, if memory serves, Dragon plays Sub Zero, Sonya and Quan Chi.

I'm answering for him because I want your Sonya pointers.
 

DragonPick

I don't play Runescape
I've really gotta remember to track these topics... Thanks for all the advice, I'll be playing with it tonight. I was wondering this when I caught someone with Quan's U3 while they were in the air and they splattered. I couldn't get a Trance in, so I was hoping for some better techniqe... Still messing with it for Sub-zero and Sonya, they don't have anything as tricky as Raiden's EN Blast. I guess Clone pressure could work, but I'm hoping for more.
 

Altaire

Dojo Trainee
I've really gotta remember to track these topics... Thanks for all the advice, I'll be playing with it tonight. I was wondering this when I caught someone with Quan's U3 while they were in the air and they splattered. I couldn't get a Trance in, so I was hoping for some better techniqe... Still messing with it for Sub-zero and Sonya, they don't have anything as tricky as Raiden's EN Blast. I guess Clone pressure could work, but I'm hoping for more.
None of those characters can benefit much from a splat knockdown, unfortunately, as they have no way to set up while you're knocked down. If Sub could somehow bypass your wakeups, he could use the time for a charge B2 reset/cancel mixup, but that's out of the question. The only characters I've ever made effective use of any hard knockdown with are Cyber Sub, Noob, Cyrax, Shang Tsung, Raiden, Skarlet and Jax (this one is fairly obvious). Sektor is my pocket character for tournaments so I do play him pretty heavily, but I haven't found any situation where a splat knockdown is easily accessible and/or more practical than any other combo ender. He CAN, however, potentially benefit from a splat knockdown.

Also, Sonya is one of the few characters I really know nothing about. I've just never had an interest in picking her up or playing her. If you have any questions about her, I suggest hitting up Morty Seinfeld or Shady9XD, as they're the only active posters (off the top of my head) who know a great deal about her.