Under_The_Mayo
Master of Quanculations
Against high hitbox characters, 1F2 allows a dash and crossup B2 everytime. It has to be blocked forward.
for example -
B12D3, CS+1, F2 UpWhip, 1F2 - dash B2
With a MB dash it works the same. Since we're not actually passing to the other side, we are kept with our corner positioning. So to escape they must:
- not block low
- realize that a crossup is coming without you ever jumping over
- not block back (must block forward)
- input a wakeup in reverse
If they learn to block forward, dashing into a MB F3 hits from the original side so they would walk right into it. Wakeups have to be inputted in reverse, which will hit you out of the B2. But they have to realize that this crossup is coming after your dash, but you could easily just dash into MB F3 which would cause their reverse wakeup to be wrong.
With medium/small characters, this doesn't work too well because the dash B2 passes over them, and will regularly end with you just landing on the other side whiffing and now you're in the corner.
HOWEVER, (and here's the good stuff) from a MB dash combo into 1F2 knockdown, dashing into the opponent actually allows you to pass through their body to the other side. No normals are required, just dash. From this, B2 has to be inputted backwards, because you're passing through, but it'll just fly over them. This means that we can do a MB F3...FROM THE OTHER SIDE OF THEIR BODY. (this does not work on high hitbox characters. For them , you use the dash B2.(
Now we're doing a non-jumping crossup that takes away even the option of them waking up in reverse. They'll have to start blocking forward no matter what. So her corner mixup game, from the ground, is now low, overhead, dash overhead, dash crossup overhead.
for example -
B12D3, CS+1, F2 UpWhip, 1F2 - dash B2
With a MB dash it works the same. Since we're not actually passing to the other side, we are kept with our corner positioning. So to escape they must:
- not block low
- realize that a crossup is coming without you ever jumping over
- not block back (must block forward)
- input a wakeup in reverse
If they learn to block forward, dashing into a MB F3 hits from the original side so they would walk right into it. Wakeups have to be inputted in reverse, which will hit you out of the B2. But they have to realize that this crossup is coming after your dash, but you could easily just dash into MB F3 which would cause their reverse wakeup to be wrong.
With medium/small characters, this doesn't work too well because the dash B2 passes over them, and will regularly end with you just landing on the other side whiffing and now you're in the corner.
HOWEVER, (and here's the good stuff) from a MB dash combo into 1F2 knockdown, dashing into the opponent actually allows you to pass through their body to the other side. No normals are required, just dash. From this, B2 has to be inputted backwards, because you're passing through, but it'll just fly over them. This means that we can do a MB F3...FROM THE OTHER SIDE OF THEIR BODY. (this does not work on high hitbox characters. For them , you use the dash B2.(
Now we're doing a non-jumping crossup that takes away even the option of them waking up in reverse. They'll have to start blocking forward no matter what. So her corner mixup game, from the ground, is now low, overhead, dash overhead, dash crossup overhead.