|| Syrnia
Siiren's Servant;Burns The Midnight Oil
While messing around with GA, I found that you can stock a frozen arrow after a B3 ff xx D2 xx Df4. Using this knowledge I was able to come up with a vortex useful for safe pressure and wake-up game. I will also explain a bit about why the motion for frozen arrow is reversed and the vortex itself. The reason for this is that while doing the forward dash the enemy will be above your head but slightly behind you. When doing the D2 the inputs will reverse; therefore, causing it to be Df4. Make sure to cancel the D2 into Df4 as fast as you can. I will add the full combo after, but first the next step.
So now you have your stocked arrow but what do you do? After it's stocked use the 223 string to enter the hard knockdown state. You still have time to do this string after stocking the frozen arrow so don't rush it.
Utilizing what we know about GAs trait: you are able to dash cancel at the start of release. What happens when you end a combo with a hard knockdown and are able to dash cancel after? Well it's simple. One of three things will happen: either you dash cancel it at the perfect frame, you will stay holding the arrow or you will accidentally release the arrow before dashing. You don't want the second or third option, obviously, so practicing your dash cancelling is a must.
Now for the real meat of the vortex. Using the dash cancel technique with GAs trait, you are able to apply full pressure or bait any wake-ups that your opponent tries to throw at you. Now I can't guarantee that its 100% earned but you must understand the match-up and your opponent for this to fully be useful. Continuing on with the vortex. Once you have dash cancelled the trait, you have a few choices of strings that are needed for this vortex to take place.
Here are the strings: B1,3/B2,3/F2,D1,3
With these strings you have many options on how to control you opponent when he/she wakes up. While there are three strings, I recommend using only the second and third string. The reason for this is that B1,3 is all mid. You have way more options with B2,3 and F2,D1,3 to be settling on B1,3, but I'm sure it will have its uses. It is also +15 on block.
B2,3 is a very good string to go to after dash cancelling for good reason: starts as overhead and forces opponent to block standing, able to cancel into frozen arrow for a high/low mixup and is +15 on block leaving you at a good advantage against an opponent. This string will be useful in helping keep pressure and opening up people in general.
Last but certainly not least is his F2,D1,3 string which is very deadly and is highly recommended for its multiple uses. First, this string alone is very hard to block if the opponent is not aware of it or is caught sleeping. Second reason for why this string is deadly is the fact that you have a frozen arrow at the ready should the time come. This creates more mind games by allowing you to toy with them using the arrow for a plethora of high/lows or end with a DB2 for safe pressure. This string is +1 on block but can be made safer by using arrow(+3), or DB2.
Now the examples I'm about to give you with this string are very deadly and may lead to death should the opponent not no how to avoid the vortex. Remember to have an ice arrow stocked. Use them wisely lol
113 starter:
- 113 xx frozen arrow xx B3 xx ff xx D2 (almost instantly) xx Df4 xx 223 (slight delay) <- hard knockdown xx 4 xx ff xx F2,D1,3 ~ end with frozen arrow, crouching arrow after D1 for double low, jump back Df arrow for double overhead.
B2 starter:
- B2 xx arrow xx B3 ~ repeat the above till hard knockdown and mix it with B2,3 ender after dash cancelling. After B2,3 ender you may use the stocked frozen arrow for B2 xx low arrow or B2, 3 xx low arrow.
JI3 starter:
- JI3 xx D1 xx ice arrow xx B3~ repeat with ender of choosing. Now with this starter your timing is stricter on the 223 xx 4 xx dash cancel so you must be quick and precise in order for this to work.
D1 starter: Great for punishes
- D1 xx arrow xx B3 ~ repeat with ender of choosing. Pretty standard for a punish but if used correctly can lead to great damage.
Note*
When attempting to bait a wake-up the general rule of thumb is: dash cancel and jump for a punish depending on the character or blocking. Learning the match up and your opponent is critical for this to have any real results.
That's it for the vortex people. Since this is my first time posting a thread I would like any and all feedback to see if this worked for you or have found it interesting and have read all I had to say. So thank you for keeping in there and learning some new tech which I found by messing with GA
So now you have your stocked arrow but what do you do? After it's stocked use the 223 string to enter the hard knockdown state. You still have time to do this string after stocking the frozen arrow so don't rush it.
Utilizing what we know about GAs trait: you are able to dash cancel at the start of release. What happens when you end a combo with a hard knockdown and are able to dash cancel after? Well it's simple. One of three things will happen: either you dash cancel it at the perfect frame, you will stay holding the arrow or you will accidentally release the arrow before dashing. You don't want the second or third option, obviously, so practicing your dash cancelling is a must.
Now for the real meat of the vortex. Using the dash cancel technique with GAs trait, you are able to apply full pressure or bait any wake-ups that your opponent tries to throw at you. Now I can't guarantee that its 100% earned but you must understand the match-up and your opponent for this to fully be useful. Continuing on with the vortex. Once you have dash cancelled the trait, you have a few choices of strings that are needed for this vortex to take place.
Here are the strings: B1,3/B2,3/F2,D1,3
With these strings you have many options on how to control you opponent when he/she wakes up. While there are three strings, I recommend using only the second and third string. The reason for this is that B1,3 is all mid. You have way more options with B2,3 and F2,D1,3 to be settling on B1,3, but I'm sure it will have its uses. It is also +15 on block.
B2,3 is a very good string to go to after dash cancelling for good reason: starts as overhead and forces opponent to block standing, able to cancel into frozen arrow for a high/low mixup and is +15 on block leaving you at a good advantage against an opponent. This string will be useful in helping keep pressure and opening up people in general.
Last but certainly not least is his F2,D1,3 string which is very deadly and is highly recommended for its multiple uses. First, this string alone is very hard to block if the opponent is not aware of it or is caught sleeping. Second reason for why this string is deadly is the fact that you have a frozen arrow at the ready should the time come. This creates more mind games by allowing you to toy with them using the arrow for a plethora of high/lows or end with a DB2 for safe pressure. This string is +1 on block but can be made safer by using arrow(+3), or DB2.
Now the examples I'm about to give you with this string are very deadly and may lead to death should the opponent not no how to avoid the vortex. Remember to have an ice arrow stocked. Use them wisely lol
113 starter:
- 113 xx frozen arrow xx B3 xx ff xx D2 (almost instantly) xx Df4 xx 223 (slight delay) <- hard knockdown xx 4 xx ff xx F2,D1,3 ~ end with frozen arrow, crouching arrow after D1 for double low, jump back Df arrow for double overhead.
B2 starter:
- B2 xx arrow xx B3 ~ repeat the above till hard knockdown and mix it with B2,3 ender after dash cancelling. After B2,3 ender you may use the stocked frozen arrow for B2 xx low arrow or B2, 3 xx low arrow.
JI3 starter:
- JI3 xx D1 xx ice arrow xx B3~ repeat with ender of choosing. Now with this starter your timing is stricter on the 223 xx 4 xx dash cancel so you must be quick and precise in order for this to work.
D1 starter: Great for punishes
- D1 xx arrow xx B3 ~ repeat with ender of choosing. Pretty standard for a punish but if used correctly can lead to great damage.
Note*
When attempting to bait a wake-up the general rule of thumb is: dash cancel and jump for a punish depending on the character or blocking. Learning the match up and your opponent is critical for this to have any real results.
That's it for the vortex people. Since this is my first time posting a thread I would like any and all feedback to see if this worked for you or have found it interesting and have read all I had to say. So thank you for keeping in there and learning some new tech which I found by messing with GA