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Ghetto Knockdowns

UsedForGlue

"Strength isn't everything"
Hey.

Here are a few ideas on knockdowns close to the ground making the techroll a little bit more difficult, and trying to keep your pressure after each combo.

Its something that is so simple, that it is overlooked. Almost every character can do this. Most people have never opted to try this, because you are dropping damage (3-5%) in search of chip (3-5%) and continue your rushdown.

 

Smarrgasm

What's a Smarrgasm?
This is some pretty good stuff. It will be good for a lot of characters but for the most part rushdown characters all have a better standing reset whether it be johnnys nutpunch or rains water bubble. One you could add is smokes down 1 at the end. It will make them stand immediately after the hit and it is very hard to do a wake up before smoke is in again. This might work for multiple characters down 1's but i have no idea. For scorpion though the vortex is best just because it makes the opponent guess and there is not a way to escape unless by guessing right.
fixed
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
nice video glue.
been working alot on knockdowns myself using the "hit stun" on a knocked down opp,a tech roll does change the "hit stun" though,some moves minus but some moves plus ;)
baraka does have a few mindfucky things after a knockdown from 212(this string has a bad wrap because of the last 2 whiffing on lot of chars but people will start using this string soon :coffee: )

also on ghetto resets, baraka has the most ghettoist of the ghetto midscreen damage resets
jip,b31,b32~chop to whatever(charge,d4 xray etc)
1st bit before the chop does 21% so say you do d4xray after which is 42%,thats 63%
it it EASILY escaped by either tech rolling the chop or simply blocking but its looks weird and youd be suprised at amount of people that dont hold block mid combo

smarrgasm i take it your using xbox controls and u mean d1. yes that another underused trick,great in the corner
 

AK L0rdoftheFLY

I hatelove this game
Yes I do this with nw when I want to keep people close. I do a full combo but I do...

B22 axe b2 axe 1,1,12 (they drop fast) then I dash in f3

Or against the wall do any wall combo but end in 11 or 12 or 23 then grab instantly and if they don't hold down block to stay in the ground or wakeup attack it works. It's the same as my ghetto reset with nightwolf in the corner.

B22 axe b2 axe f312 f3(1 wiffs) 2 hits or gets blocked if they don't stay grounded or wakeup attack. It's a gimmick that is hard to talk yourself into doing at a tourney though.

With kabal I do two spins sometimes in a combo and as they are falling I nd behind them, cancel it and start with b1 pressure. Also after a sweep with kabal you can do the same thing.

With raiden in the corner...
F24 d1 shocker f23 vb f23( vb wiffs) but as they get up you can grab or go into f23 vb which combos like cutter and gives rai a safe jump on hit. Then I mix in b2f1 vb or f4 d1 vb pressure.
 

UsedForGlue

"Strength isn't everything"
Yes I do this with nw when I want to keep people close. I do a full combo but I do...

B22 axe b2 axe 1,1,12 (they drop fast) then I dash in f3

Or against the wall do any wall combo but end in 11 or 12 or 23 then grab instantly and if they don't hold down block to stay in the ground or wakeup attack it works. It's the same as my ghetto reset with nightwolf in the corner.

B22 axe b2 axe f312 f3(1 wiffs) 2 hits or gets blocked if they don't stay grounded or wakeup attack. It's a gimmick that is hard to talk yourself into doing at a tourney though.

With kabal I do two spins sometimes in a combo and as they are falling I nd behind them, cancel it and start with b1 pressure. Also after a sweep with kabal you can do the same thing.

With raiden in the corner...
F24 d1 shocker f23 vb f23( vb wiffs) but as they get up you can grab or go into f23 vb which combos like cutter and gives rai a safe jump on hit. Then I mix in b2f1 vb or f4 d1 vb pressure.
Yea I think I have seen Kabal players do double spins to drop them, but I am sure they are only accidents, as players like Kabal have actual resets, I nightwolf has a 1221 in a juggle, its not much damage but it plants the opponent right at your feet, and the tech roll is next to impossible to do.

Do you have any NW anti airs that could end with 1221?, as I know its hard to land in a juggle.
 

AK L0rdoftheFLY

I hatelove this game
112, 1221, and b221 all plant on the ground from the air. I went on a freak workout mode with NW trying to find a viable lightning trap and tried using those as options. I thought, "there has to be a reason all his attacks do this from the air.". Nope. No good reason at all. .they can all be tech rolled easily and wakeup attacks all work. Sometimes you get lucky but you have to sacrifice good damage in order to set it up at all.

The best Example I can think of is...
B22 axe axe b221
Or against the wall doing any wall combo ending in 1221. The wall allows the 1 to hit where mid screen it won't.

But they don't trap for lightning well and they leave yclose to an opponent who can roll or wakeup attack like normal. Your vid made me think of other options for this.

With Shang I do his normal BnB...
F434 mid skull, far skull, eh skull, close skull, f43 (mid skull up skull, soul steal).

The reason for the f43 mid skull is that the f43 drops them FAST and as they get up like the vid shows without tech rolling, the mid skull comes up as they stand either hitting them or forcing them to block. If it hits if usually won't pop them up again, as it resets the damage but not the combo(it's weird) but it knocks them down giving you a chance for an up skull (to mix up at your discretion) followed by soul steal. If the up skull hits the ss combos if they block it and the ss you build hella meter.

It's a cool mix up...Shang has tons of mix ups and that's why I love him.