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Freddy's 22 string mix-ups and set-ups

NKZero

Noob
After Wonder_Chef told me about ending corner combos in 221+2 for the sweet dreams set-up, I started looking at the string and this is what I've gathered (I apologise if a) this is known already and b) this is posted somewhere in these forums).

Anyways, with the 22 string, you can get a 50/50 mix-up. Here are the options:
1) 221+2 (overhead)
2) 22-freddy fingers (low)

Now of course you can mix it up after that and do 22-teleport away (though I wouldn't recommend that), or 22-NMS and get the mix-ups from that etc. Never do 22 by itself because it is -13 on block.

If 221+2 hits, you get a hard knockdown and a free sweet dreams set-up. The set-up is safe so you can block a wake-up attack if that is what the opponent decides to do. I am not sure if 221+2 gives an untechable knockdown so if someone could confirm that I would be most grateful. Anyways if it does, this set-up would be more powerful in the corner since you cannot tech roll anyways. 221+2 is safe on block.

If 22-freddy fingers hits, you are only at +1, but it does give you nice pushback to retreat and zone again. It doesn't really provide a strong follow-up but it is good to use on the odd occasion. 22-freddy fingers is safe on block.

Now as I stated earlier these set-ups are undeniably more powerful in the corner. If 22-freddy fingers hit you are +1 and with no pushback but you now have a 6 frame D3 at your disposal to check the opponent (just for reference, D3 is +3 on hit vs standing opponents, +10 on hit vs crouching opponents and -7 on block). 221+2 on hit will give you a sweet dreams set-up and if they block the sweet dreams you have enough frame advantage to either repeat the 22 mix-ups, throw, use another string, or enter the true 50/50 between B2 and B3.

The reason these 22 set-ups are effective (especially in the corner) is because you can keep the opponent locked down and second guessing without burning meter. With the other 50/50, because you cannot hit-confirm neither B2 nor B3, you have to follow-up with EX ground spike just to make the string safe.

Once the opponent respects the 22 strings, you could make it look like you will do another 22 mix-ups by just pressing 2 (neutral on block), and then surprising them with a B3/B2 mix-up.

If you make the right moves, then you could potentially kill the opponent with 3 or 4 right guesses. The best part is, they are all safe!

Hope this helps!

m2dave DarKNaTaS Vip3r what do you guys think? As I said, sorry if this has been mentioned already...
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
2 is like 10 frames too. Pretty fast.

22 xx EN Freddy fingers is really good too because it puts them into a long ass stagger state.
 

NKZero

Noob
2 is like 10 frames too. Pretty fast.

22 xx EN Freddy fingers is really good too because it puts them into a long ass stagger state.
Yeah I forgot to mention that. Good enough in the neutral game. I like the idea of EN freddy fingers, very similar to how Liu Kang's mix-up works with the EX low fire ball. But still Freddy needs the meter for breakers and EX spikes so I don't know if it is worth it. Great idea though, I forgot about EX freddy fingers.
 

AK Vip3r

Ghost of Vip3r
hmmm. Not a bad idea, Ill def have to test it out before I give a valid response. Normally, if I want a 50/50 string I do f.2,1 b.3 or f.2,1, freddy fingers or nms 2.
 

NKZero

Noob
hmmm. Not a bad idea, Ill def have to test it out before I give a valid response. Normally, if I want a 50/50 string I do f.2,1 b.3 or f.2,1, freddy fingers or nms 2.
Freddy has so many 50/50 mix-ups it's dumb. I never knew F21 links into freddy fingers that's interesting.
 

NKZero

Noob
Vip3r Ok F21 does link into freddy fingers on hit but I think 22 is better because for the overhead you don't have to enter NMS. Besides they both hit mid and I'm sure 2 has a faster start-up. Funnily enough, F21 hitting in the corner, if you link it to freddy fingers, the fingers whiff lol.