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General/Other - Pumped Up Instant air ground pound

PND_Ketchup

"More deadly than the dawn"
This is pretty much exactly the same as doing Instant Air Shinnok Tricky Portals on a pad.

Using both the analog and the D-Pad, you can use your air special the very second you leave the ground. Something any Pumped Up/Impostor main MUST learn IMO.
 

Shaikhuzzaman

magicmeerkatman
This is pretty much exactly the same as doing Instant Air Shinnok Tricky Portals on a pad.

Using both the analog and the D-Pad, you can use your air special the very second you leave the ground. Something any Pumped Up/Impostor main MUST learn IMO.
It is pretty much the same as doing it with shinnok but the timing or something is different cause I could already do instant air teleport I just assumed I could do the ground pound but it took my quite a while to actual do it and get it consistent
 

Undergroundepict

I am like the blue rose
Gotta be honest, the guys grammar is terrible. Don't have a clue what hes trying to explain. Any chance you can try and explain?
I can.


Essentially, instead of attempting to input the instant air as :u:d:d, you instead do :u:d:qtr:d. This is accomplished by moving quickly from up to down, and then holding the down while quickly tapping and releasing forward.

The video actually explains it quite well, you just have to pause the video and take some extra time to understand what he is trying to say at points, as his grammar is admittedly atrocious.

This is a different technique that uses the recovery frames of the previous move to allow you the input of your next move and won't work full screen without you missing a move before you do the ground pound
I assure you that the video is for instant airs in general, not simply those buffered out after another move. He goes over the concept of buffering them out as a method of getting them out for those who have not yet mastered the technique.

Trust me, it works to frame perfection when done properly.

Note: I am unsure if this works without input shortcuts turned on.
 

Undergroundepict

I am like the blue rose
Does anybody know how many frames of startup a perfect Instant Air Ground Pound comes out to? Is it the 28 listed in the movelist, or does instant airing it somehow change its properties?
 

UPR_Nova

Noob
Does anybody know how many frames of startup a perfect Instant Air Ground Pound comes out to? Is it the 28 listed in the movelist, or does instant airing it somehow change its properties?
I hate to dig up old threads but I recently thought about this and it's "punish" viability in certain matchups. Does anyone have the answer to this? I want to be SURE that I'm correct rather than guessing.
 

Indecisive

We'll burn you all—that is your fate!
It takes 2 frames to jump. So the "perfect" Ground pound would probably be about 30 frames.
 

STRYKIE

Are ya' ready for MK11 kids?!
I hate to dig up old threads but I recently thought about this and it's "punish" viability in certain matchups. Does anyone have the answer to this? I want to be SURE that I'm correct rather than guessing.
I'm not able to do IAGP very well but from testing other IA moves than I can do, the in-game frame data on air versions of moves tends to not be accurate. My best advice would be to start with something very negative on block (like Raiden's B2), and keep working your way down with moves progressively less negative until it no longer seems possible to get a legit punish verified by the "kounter" text.

It takes 2 frames to jump. So the "perfect" Ground pound would probably be about 30 frames.
Pretty sure it's 4 frames before you can actually do a move after jumping. I remember testing this with Quan's 5f NJP and the least negative thing I could punish was -10.