Turnbull
Noob
What are you guys using as anti-air options? I've been playing around and basically came up with this:
For characters that don't have any stupid big hitbox moves (Ie. the opposite of killer frost's j3), you can usually start punishing with d1, d2, or even standing 1 or 2. I think superman is one of these characters, for example.
Some general combos that you can start off of d1 and d2:
d2, slide, u3, 2,2, MB grab, j2, f1,1,3, axe --> 29-30%
d2, slide, u3, u3, 1,1, MB Iceberg, b3, iceberg (or axe) --> 31%
d1 ~ slide,...etc.
d1, u3, ...etc.
One of the options I have found useful is d1~MB ground bounce. Uses meter, but even if the opponent lands before u connect the d1, you will be safe on block, plus if they try to d1 on landing you will armor through for a full combo off of an f3 launcher.
If they are jumping in without trying to cross-up, and you have a read on it, you can also use b2 as an anti air option. It's a slower move and will not work on cross ups as a result, but the damage scaling is way better.
Eg. b2, d1, slide, u3, f1,1,2,MB iceberg, b2, axe of iceberg = 40%
b2, d1, slide, u3, 2,2, MB grab, j2, f1,1,3, axe = 41%
Sadly, seems like really d2 is the most viable in all situations really (boring). Anyone find anything of note? Sorry if this is all redundant.
For characters that don't have any stupid big hitbox moves (Ie. the opposite of killer frost's j3), you can usually start punishing with d1, d2, or even standing 1 or 2. I think superman is one of these characters, for example.
Some general combos that you can start off of d1 and d2:
d2, slide, u3, 2,2, MB grab, j2, f1,1,3, axe --> 29-30%
d2, slide, u3, u3, 1,1, MB Iceberg, b3, iceberg (or axe) --> 31%
d1 ~ slide,...etc.
d1, u3, ...etc.
One of the options I have found useful is d1~MB ground bounce. Uses meter, but even if the opponent lands before u connect the d1, you will be safe on block, plus if they try to d1 on landing you will armor through for a full combo off of an f3 launcher.
If they are jumping in without trying to cross-up, and you have a read on it, you can also use b2 as an anti air option. It's a slower move and will not work on cross ups as a result, but the damage scaling is way better.
Eg. b2, d1, slide, u3, f1,1,2,MB iceberg, b2, axe of iceberg = 40%
b2, d1, slide, u3, 2,2, MB grab, j2, f1,1,3, axe = 41%
Sadly, seems like really d2 is the most viable in all situations really (boring). Anyone find anything of note? Sorry if this is all redundant.