EGP Tyrant...
and...yeah that's it for now I think. I have matches up from a week 1 tourny, but I'm not a pro.
Btw, I wanted to save this announcement for after this weekend's event (it's a Road to Evo tourny in Toronto and Chris G is coming) but I'm so excited and I can't wait much longer. While in the lab grinding for the tournament, I discovered 2-3 new things that will fundamentally change how Superman is played in the corner and midscreen. I'm of the opinion that his 50/50s being subpar (slow, punishable) is negligible in light of these discoveries. One of these was brought on because of a post
knoterror made a week ago, so thanks for the motivation, and we'll talk so we can make a thread about it. I feel like the universe conspired in my favour so that I found these things right before a major Injustice tournament. On Sunday night / Monday expect a new thread with detailed Oki setups, tricky 90% resets (no interactables), and the dirtiest corner mix-ups ughhh. In the meantime, I'll share a bit of what I found.
Trying to land hits with Superman in the corner is VERY important, moreso than most I'd argue. My general strategy is to save the tricky mix-ups for corner pressure, so that once I get them there I take 60% in one shot with a mix-up they haven't seen. Midscreen I play safe and predictable, focusing on whiff punishing and match-up exploitation / punishes. Now though, the people I play have started blocking my mix-ups more consistently. When I carry them to the corner I don't get a hit as often. Here are some tricks that have helped me open up players in my community who REALLY know how to block (marvel players):
- j.2 or 3 xx j.D3. This functions as a fairly quick double overhead, and is completely counter-intuitive to the typical "block high for jump-in, block low" pattern that is so many do habitually. The dive is unsafe, but I only ever go for this on their first life bar, or if they have no clash. You get 73% 1 trait + meter if you pull this out at the right time.
- F23 xx Breath x1 or 2, visually confirm stand block, take a risk with F2D1. People get so caught up with this "block trap" that they mash backdash or stand block more than one rep of it. If you catch them in the corner with F2D1, you get the exact same combos normally provided by landing 223. You know what that means? F2D1, 3~Trait, 3~[MB] Breath, Heat Zap to 60+%. Meterless with trait you're still getting roughly 40%. Godlike, but not to be overused.
- D1, pause, throw. I use this a ton near the corner. Once I have conditioned them to expect it, I jump back, wait for their grab attempt and dive. Full combo if they grab attempt, if not I'll airdash on top of them and go for more pressure. Not foolproof, but good to sprinkle in every now and then if you set it up properly.
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Set Up / Oki related
As we already know, F2D13, B23 and D3 cause untechable knockdowns.
knoterror made a thread showing us a few uses for F2D13, so I jumped on and tried to add more to his theories. There is alot of information I have to type, and sadly I can't do it all now, but I will get to it and I will make accompanying videos.
- No more ending combos with D3. If you end BnBs with 22 xx scoop, D3, you always position yourself point blank. There aren't too many things you can do from that close that are difficult to block. This completely changes if you do, for example: combo of choice -> 22 xx scoop, B23 or F2D13 (as
knoterror showed us). F2D13 gives you the most frame advantage, and is thus the better choice. Both allow you to do different setups, so it bears keeping in mind that they have their respective uses. Oh, - and both of these do more damage than D3.
E.g.:
Post F2D13 Midscreen Knockdown
Safe mix-ups;
- dash forward meaty F3 (+ on block so if they block it free pressure anyways)
- dash forward meaty B1 (guess with B1 xx MB Breath, safe combo starter attempt)
Tricky shit;
- buffer forward jump, delay air dash so it comes during descent of jump arc, cross-up j.2
Gimmicks / Unsafe trickery;
- dash forward 223_22~scoop 50/50
- dash forward F3 charge, dash cancel throw (keep them on their toes)
- dash forward F3 charge, dash cancel D1 xx MB Breath (catches them if they try to break / flinch)
The rest I'll post about after the weekend.
The last but most AMAZING thing I found. During any corner combo that involves F2D1, so say:
223, 3~Trait, F2D1x3, 3~scoop, 3 Breath (53%). During the 3rd rep of F2D1, do F2D13 instead. If you dash IMMEDIATELY you cross up their body AND it's an untechable knockdown. What have I been doing? Dash under into [MB] F3 from the other side, dash under B1 for a low, dash under airdash mix-ups, dash under throw. There is so much shit just waiting to be done.
Have a fantastic weekend everyone! Lab up guys, there is so much more tech on the way come Monday.