Mikman360
Not the Milkman.
I think this string needs to be looked into a little more, I think it's fairly underrated.
What makes this string so good? Well first of all, it's pretty fast. With an 11 frame startup on 2, it's DS's third fastest ground move. The range is pretty nice too. It's not as long as 3, but it certainly is faster. It IS longer than 1 and F2 which are quicker but somewhat short ranged punches. It hits mid and is -2 on block too, making it safe.
But is that it really? No, that's not what I find so good about it. If you hit someone with this string, it puts them FULL screen from you (or just about, it's exactly 1 backdash away from full). No other string or special DS has possesses this kind of crazy knockback.
And with the opponent full screen, we can do what DS is known for: zone. This string can easily frustrate rushdown heavy opponents who work all their way up to DS, only to put shot back to the other side in an instant. They'll have to deal with all the dodging, the chip, and the reading again to return to melee range.
Now I know what you're thinking. Why do 231 when I can get a stronger combo done? Well a few reasons. One is speed. DS has a few main ground combo starters for good damage. They are:
B1U2 (15 frames)
F3 (26 frames)
B3 (31 frames)
323 (14 frames)
132 (8 frames)
231 has an 11 frame startup, so it's faster than all of those but 132. You can sometimes get 132, Ji2, 323, Sword Flip to land for 33%. However, this combo is a somewhat unreliable since it's stance specific (DS's chest must face TOWARDS the screen), character specific (doesnt work on small characters), kinda hard to do, and picky with its range (must be VERY close).
Instead of Ji2 after 132, you can dash in and do F23, Sword Flip for 22% that works on anyone. Oooorrrrrrr you could sacrifice 2% for a full screen knockback and put your opponent back in bullet hell.
So a practical combo for use here would be:
132, dash 231 for 20%
I feel that this string should be used for characters that we REALLY want to keep out as Slade. Thoughts?
What makes this string so good? Well first of all, it's pretty fast. With an 11 frame startup on 2, it's DS's third fastest ground move. The range is pretty nice too. It's not as long as 3, but it certainly is faster. It IS longer than 1 and F2 which are quicker but somewhat short ranged punches. It hits mid and is -2 on block too, making it safe.
But is that it really? No, that's not what I find so good about it. If you hit someone with this string, it puts them FULL screen from you (or just about, it's exactly 1 backdash away from full). No other string or special DS has possesses this kind of crazy knockback.
And with the opponent full screen, we can do what DS is known for: zone. This string can easily frustrate rushdown heavy opponents who work all their way up to DS, only to put shot back to the other side in an instant. They'll have to deal with all the dodging, the chip, and the reading again to return to melee range.
Now I know what you're thinking. Why do 231 when I can get a stronger combo done? Well a few reasons. One is speed. DS has a few main ground combo starters for good damage. They are:
B1U2 (15 frames)
F3 (26 frames)
B3 (31 frames)
323 (14 frames)
132 (8 frames)
231 has an 11 frame startup, so it's faster than all of those but 132. You can sometimes get 132, Ji2, 323, Sword Flip to land for 33%. However, this combo is a somewhat unreliable since it's stance specific (DS's chest must face TOWARDS the screen), character specific (doesnt work on small characters), kinda hard to do, and picky with its range (must be VERY close).
Instead of Ji2 after 132, you can dash in and do F23, Sword Flip for 22% that works on anyone. Oooorrrrrrr you could sacrifice 2% for a full screen knockback and put your opponent back in bullet hell.
So a practical combo for use here would be:
132, dash 231 for 20%
I feel that this string should be used for characters that we REALLY want to keep out as Slade. Thoughts?