RapZiLLa54
Monster Island Tournaments
The meterless corner combo came from Reo. It's in his video he posted the day the game came out.
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That's pretty much the same combo I listed back on page 5, except for the b2 and the j2 in he middle of your combo I do j3. How much do you get with your version? Really like the slide at the end after the b23, good way to continue the pressure instead of just dashing after the b23 and potentially getting hit by there wakeup if you don't get there fast enough.j2 223 b3 4 b2~df1MB j2 b23~slide. <release bats, timing-based not a cancel>
Yeah, basically anytime I have bats out and don't need to extend the combo, I will go for this. Especially since you are at advantage, you can use the bats to help lock them down after the whiffed slide, or cover your ass. PLUS it really sets up b3 frame advantage pressure once the are conditioned to not backdash or wake up. Im sure there are some characters against which this is not optimal, but nonetheless, a good tool to have.That's pretty much the same combo I listed back on page 5, except for the b2 and the j2 in he middle of your combo I do j3. How much do you get with your version? Really like the slide at the end after the b23, good way to continue the pressure instead of just dashing after the b23 and potentially getting hit by there wakeup if you don't get there fast enough.
I'm not sure I follow. Is that entire combo only 1 bar and does 71% damage or is their a reset somewhere in there? If the combo ends with b23 then your opponent is back on the ground regardless..Okay I have a question RapZiLLa54 Tell what you think about this combo...
JI1, B2 trait, JI2, 112 Batarang, release bats, JI2, 223, JI2, B2, Straight Grapple(MB), Jump over Glide kick, 223, B+23.
The combo put the op in the corner. My question is that if I wait for them to come back from being dizzy I can land another combo, but is it worth it do so? I can also just end it by pressing 3 & just doing the elbow to put the op back on the ground then start up the B112 pressure. What's your opinion on this?
10+25+37 = 71% damage. Forgot to add that... Sorry.
But b23 isn't an untechable knockdown. So if you whiff slide they can easily just roll away from you putting you at disadvantage. But then again the bats would make up for the disadvantage.Yeah, basically anytime I have bats out and don't need to extend the combo, I will go for this. Especially since you are at advantage, you can use the bats to help lock them down after the whiffed slide, or cover your ass. PLUS it really sets up b3 frame advantage pressure once the are conditioned to not backdash or wake up. Im sure there are some characters against which this is not optimal, but nonetheless, a good tool to have.
I don't know exactly what the definition of "reset" is honestly. That what I was asking you a person with a experience for lol. I'll just upload the video so you can see what I mean. The entire combo is not 71%. It's broken into parts. The first amount of damage is 10, then 24, then 37. Sorry but I'm sure the video will help you help me out with my question.I'm not sure I follow. Is that entire combo only 1 bar and does 71% damage or is their a reset somewhere in there? If the combo ends with b23 then your opponent is back on the ground regardless..
Can't you just do 22 interactable instead of 3 interactable to keep them closer? Curious, why would you waste the bats to get them to block when its an unblockable??? You could have gotten mid 40s with the bats out in the middle of that and then ended with b23 rb ex grapple, no?A few days ago I brought up a possible corner reset. See this video by DoctrineDark...
http://m.youtube.com/watch?feature=g-subs-u&v=n-kvaxGDN0c
When I tried it seemed like the other person can escape if they dont block the bats which will push them out of range of the explosion. DoctrineDark were you able to make this one completely guaranteed?
Another set up I found that's similar to this one ..
End a corner combo with MB straight grapple, crossover j2, 2~interactable, release bats.
^This entire thing combos together without causing a reset, but it splats the opponent keeping them in the corner and the 3rd bat causes an OTG that can't be escaped with wakeups. It's basically a standing reset with big frame advantage, and if the opponent isnt blocking on wakeup then you get a free combo. I'm still not sure yet if this will be worth using compared with his other corner set ups. Sorry it's pretty hard to explain, I might have to make a video.
A true reset is when your combo ends but yet you can get a guaranteed second combo without the opponent being able to block and it doesn't damage scale.I don't know exactly what the definition of "reset" is honestly. That what I was asking you a person with a experience for lol. I'll just upload the video so you can see what I mean. The entire combo is not 71%. It's broken into parts. The first amount of damage is 10, then 24, then 37. Sorry but I'm sure the video will help you help me out with my question.
My fault bro.A true reset is when your combo ends but yet you can get a guaranteed second combo without the opponent being able to block and it doesn't damage scale.
No worries man, i look forward to the video!My fault bro.
Swag. I hope it's worth your time.No worries man, i look forward to the video!
I'm not sure why standing 3 was used, but the bats have to be used brcause it keeps them from being able to jump or dash out.Can't you just do 22 interactable instead of 3 interactable to keep them closer? Curious, why would you waste the bats to get them to block when its an unblockable??? You could have gotten mid 40s with the bats out in the middle of that and then ended with b23 rb ex grapple, no?
Your standing reset sounds very interesting, i'll have to try it when I get home.
Oh so those resets weren't FREE?I'm not sure why standing 3 was used, but the bats have to be used brcause it keeps them from being able to jump or dash out.
Nope but he needs it The one Doc posted might be guaranteed but I think they can get out if they dont block the bats.Oh so those resets weren't FREE?
I shall test! lolNope but he needs it The one Doc posted might be guaranteed but I think they can get out if they dont block the bats.
Okay here's the combo. It's the first one I do, but I usually don't whiff the 112. I'm in a hurry at the moment so I rushed this process but here it is.No worries man, i look forward to the video!
Nice, this is the set up I was talking about RapZiLLa54I'm sure this can be improved, or modified, for now just discovered the trait-trap after the explosion, serves to keep pressuring the opponent, the only way for the opponent blocks the last bat is crouch.
after last bat b3 works like option select, if your opponent is beaten by the last bat you can release b3 and start a new combo, if he blocks you can cancel b3 with back dash