Chernyy Volk
Wolf lord, footsie bully, chronic corner abuser.
I made a topic previously discussing how this sets up some good Oki. I've decided to start compiling a list of how this allows you to stuff almost every single wakeup in this game. Answers differ from character to character, but the distance 1232 leaves you at as either a punish or combo ender allows you to simply stalemate a ton of characters, forcing them to always have to backdash, which opens up mind games there because backdashes get owned up by f21 on wakeup. I'm going to create a list of characters who are universally stuffable, and expound on some more character specific answers.
I'm mainly coming at this from 1232 being a combo ender, so as a test "group", a standard BnB such as 123~df3MB, 1232 is the standard here. This is a work in progress, this is only what I've discovered so far.
Characters that are straight up universally stuffed by simply doing laser (bf1) immediately after this knockdown. This means that they have NO CHOICE but to block or backdash. The laser will always full hit, or straight up break through the I-frames and at least clip with one or two hits.
Superman
Green Lantern
Supergirl
Green Arrow
Cat Woman
Wonder Woman
Black Canary
Flash
Cheetah
Black Adam
Characters that require specific blowup tech or have specific optimal blowups on invincible wakeups in particular.
Batman
Captain Cold
Sub Zero
Wonder Woman
Harley Quinn
Swamp Thing
Blue Beetle
Black Adam
The Batman Specific Oki situation
Batman is forced into a 50/50 based on the wakeup he chooses. One option is for slide and parry, one option is for the rest. This is a 100% hard read against the Batman player, you must perform your followup immediately after 1232 ASAP.
The slide/parry blowup
Batman has to take a huge risk in doing his two most conventional wakeups. Both are full combo punishable in a auto pilot way that allows you to not even have to look for the slide in particular.
To blow up these two options, do your standard BnB that ends in 1232, do an immediate 4~db2. The missile will whiff punish Batman on both options. If it's the slide, you cancel trait into whatever BnB you want. If it hits the parry, you'll have to settle for f21 into whatever you want. This is super braindead to hit confirm.
The batarang/grapple blowup.
The answer here is quite crazy. F3 low profiles in it's ending frames. If you do the F3 as soon as the 1232 is over, grapple, batarang, all of it goes over your head and they get bopped.
You can also simply use delayed MB f3's to 100% cover every option to eliminate the 50/50 altogether and just straight up force the block or backdash.
I'll update this thread with more info, but this is definite strategy worth knowing. Some characters just get suffocated by this situation.
I'm mainly coming at this from 1232 being a combo ender, so as a test "group", a standard BnB such as 123~df3MB, 1232 is the standard here. This is a work in progress, this is only what I've discovered so far.
Characters that are straight up universally stuffed by simply doing laser (bf1) immediately after this knockdown. This means that they have NO CHOICE but to block or backdash. The laser will always full hit, or straight up break through the I-frames and at least clip with one or two hits.
Superman
Green Lantern
Supergirl
Green Arrow
Cat Woman
Wonder Woman
Black Canary
Flash
Cheetah
Black Adam
Characters that require specific blowup tech or have specific optimal blowups on invincible wakeups in particular.
Batman
Captain Cold
Sub Zero
Wonder Woman
Harley Quinn
Swamp Thing
Blue Beetle
Black Adam
The Batman Specific Oki situation
Batman is forced into a 50/50 based on the wakeup he chooses. One option is for slide and parry, one option is for the rest. This is a 100% hard read against the Batman player, you must perform your followup immediately after 1232 ASAP.
The slide/parry blowup
Batman has to take a huge risk in doing his two most conventional wakeups. Both are full combo punishable in a auto pilot way that allows you to not even have to look for the slide in particular.
To blow up these two options, do your standard BnB that ends in 1232, do an immediate 4~db2. The missile will whiff punish Batman on both options. If it's the slide, you cancel trait into whatever BnB you want. If it hits the parry, you'll have to settle for f21 into whatever you want. This is super braindead to hit confirm.
The batarang/grapple blowup.
The answer here is quite crazy. F3 low profiles in it's ending frames. If you do the F3 as soon as the 1232 is over, grapple, batarang, all of it goes over your head and they get bopped.
You can also simply use delayed MB f3's to 100% cover every option to eliminate the 50/50 altogether and just straight up force the block or backdash.
I'll update this thread with more info, but this is definite strategy worth knowing. Some characters just get suffocated by this situation.
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