Qwark28
Joker waiting room
This tech has been known for months but I recently picked up the game again and started labbing. Previously, Quan Chi was a character who had absolutely no options in the corner again Kotal. Today I'm going to write about Lord Takeder and will soon expand the concept over the entire cast.
As you know, B122 into sun disc is uninterruptible by anything more than 7 frame reversal normals and 8-9 frame reversal specials.
Lord Takeder only has 8f moves which aren't specials.
So, if cornered without meter he has to block everything you can throw at him. And Kotal's variations are good at chipping, and let me elaborate.
Sun - Can chip up to 50% and go into tick throws which must be read, with good mindgames you can end the round the moment he gets hit trying to backdash or jump.
Blood - Can chip up to 65-75% with obsidian totem up, able to raise that to 75% if you include a standing 1 every now and then to allow you totem to recharge and renew your chip buff.
War - Can chip up to 58 or so %, his sword hits twice which is good.
This, of course, also means that since your opponents must respect a 30 second blockstring, you are free to do things like 114 into another 114 which by itself is 3% chip and can help top off that last bar that provides another 7% chip.
If your opponent unblocks then they're fucked because these strings and cancels are the easiest thing in the world to convert from.
Let's list the reasonable options of escape.
Armour - Works.
Backdash - After 114 air throw/totem, B12 catches every backdash in the game. After B122 ex sunstone/macuahuitl, run cancel B1 stuffs any move Takeder can do.
Poke - Too slow
As you know, B122 into sun disc is uninterruptible by anything more than 7 frame reversal normals and 8-9 frame reversal specials.
Lord Takeder only has 8f moves which aren't specials.
So, if cornered without meter he has to block everything you can throw at him. And Kotal's variations are good at chipping, and let me elaborate.
Sun - Can chip up to 50% and go into tick throws which must be read, with good mindgames you can end the round the moment he gets hit trying to backdash or jump.
Blood - Can chip up to 65-75% with obsidian totem up, able to raise that to 75% if you include a standing 1 every now and then to allow you totem to recharge and renew your chip buff.
War - Can chip up to 58 or so %, his sword hits twice which is good.
This, of course, also means that since your opponents must respect a 30 second blockstring, you are free to do things like 114 into another 114 which by itself is 3% chip and can help top off that last bar that provides another 7% chip.
If your opponent unblocks then they're fucked because these strings and cancels are the easiest thing in the world to convert from.
Let's list the reasonable options of escape.
Armour - Works.
Backdash - After 114 air throw/totem, B12 catches every backdash in the game. After B122 ex sunstone/macuahuitl, run cancel B1 stuffs any move Takeder can do.
Poke - Too slow