Bidu
the CHILL of DESPAIR
Yeah, F4 is a good bet.alot of people dont expect a f4 after b121, its great for mixing people up with that or 2,2
Yeah, F4 is a good bet.alot of people dont expect a f4 after b121, its great for mixing people up with that or 2,2
Its character and situation dependant. Because armor moves can interupt between B1 and 2 I will usually only use JIP,B1,2,ice blast on something like a jumped projectile when its guaranteed. Also even if they have an armor move to beat it, if they dont have meter you can use it as well. It isnt a bad string and like you say it does net more damage and Subby can always use that, as long as you remember that characters with meter and an armored move can interupt it.My question now... that we have actually evolved to this b1,2,1 string as a perfect BnB for Sub.... is that on JiP's do you just always b1,2? I'm starting to lean toward yes. It is very hit confirmable.... and links into freeze and clone just like 2,2 and 2,1. As much as I like doing 2,1 2,1 2,1,4 ... people at high levels adjust quick and can poke that.
If I do land the JiP... then I'm going to get max damage.
2,1 and 2,2 are much better strings to approach with I believe. Jumping really isn't something you want to do unless you are A)desperate or B) able to make a good read on a projectile or wakeup attack.
What do you guys think ?
Can Cage's xray activate there as well? I know it can between 1 and 2 on 2,1,2 but not on 2,1,4.armor moves can interupt between B1 and 2
Yes you do. But it isnt hard once you know when to do it. Basically after b1,2,1 the stagger knocks them back and they briefly drop to one knee before pushing themselves back up. This is all recovery animation and they cannot move again until they are upright. Time the throw so that you grab them just as they rise back up to their feet.I take it you have to time it right with the throw after B121? Because I swear I've tried it before and because of the animation it misses.
Yes it can. So be careful with your strings when Cage has xray. Cage isnt likely to have xray all that much in the Sub matchup though because he cant afford to save meter like that. He has to spend it to get in and he has to spend even more to keep that offense going.Can Cage's xray activate there as well? I know it can between 1 and 2 on 2,1,2 but not on 2,1,4.
Most opponents will just back jump if you keep trying to throw over and over and over. Obviously they will be eating full combo if they guess wrong and instead of throwing you start some string. But still just going for raw throw over and over after b121 doesn't seem that much of a good idea to me. I'd prefer to miss with 21~throw once in a while for instance.The real mixup with b1,2,1 is between the throw and everything else. If you start throwing them alot after b1,2,1 its something like 42% total off a JIP,2,2,ice blast. They cant just keep eating that throw. Once they start trying to tech it thats when you can start 2,2/2,1,2, ice blast and get a 2nd combo. Watch the opponents meter. If they have a breaker they are much more likely to take the chance on teching the throw so Il usually 2,2 them if they have breaker. They break, and I take 2 bars of their meter. Just as good.
If your going to try a follow up combo after b1,2,1 I highly suggest either 2,2 or 2,1,2 because they are both easily hit confirmed while F4 is not hit confirmable. If they try to jump or tech a percieved incoming throw you can link ice blast after either 2,2 or 2,1,2. If they guess right and block you can finish 2,2 with 4,clone to make it safe or finish 2,1 with 2,clone or 4,clone making it safe(With the exception of fast advancing armor moves like Baraka's EX Blade charge)
But to set all this up you really have to abuse that throw. If all you ever do is blockstrings after b1,2,1 your not giving your opponent any incentive not to block. The throw will really test their patience after eating alot of them.
In short, throw the shit out of them after b1,2,1. Thats how you will get the really big damage later on.
b121 is really good for keeping close pressure, but I really wouldn't call it BnB. It's good to use against zonners that you struggle to keep close and/or against anyone else when you have life advantage. Obviously It's also very good in the corner, to follow up with 212~clone.My question now... that we have actually evolved to this b1,2,1 string as a perfect BnB for Sub.... is that on JiP's do you just always b1,2? I'm starting to lean toward yes. It is very hit confirmable.... and links into freeze and clone just like 2,2 and 2,1. As much as I like doing 2,1 2,1 2,1,4 ... people at high levels adjust quick and can poke that.
If I do land the JiP... then I'm going to get max damage.
2,1 and 2,2 are much better strings to approach with I believe. Jumping really isn't something you want to do unless you are A)desperate or B) able to make a good read on a projectile or wakeup attack.
What do you guys think ?
You have to wait a little bit after b121 lands. Practice it, it's not hard at all to learn the timing.I take it you have to time it right with the throw after B121? Because I swear I've tried it before and because of the animation it misses.
That is exactly the point I was making. The only point you missed was that is not about using the throw over and over and over. The entire purpose of the throw is to force your opponent to give up his guard in an attempt to avoid the throw. You will never accomplish this if all you do after hitting B1,2,1 is block strings. You WANT them to jump, you WANT them to try and tech. The throw is incentive not to just stand there and block. Once you are in their head with the throw thats when you will get the opportunity to get the really big damage by hitting the 2nd full combo immediatly after the first.Most opponents will just back jump if you keep trying to throw over and over and over. Obviously they will be eating full combo if they guess wrong and instead of throwing you start some string. But still just going for raw throw over and over after b121 doesn't seem that much of a good idea to me. I'd prefer to miss with 21~throw once in a while for instance.
you do realize that... 214 slide is the least damaging combo you can do? If you land a ground freeze... NJP, 1, 2,1,2~slide is much more damage... hell.... NJP, 1, 2,1,4 slide is more damage lol.Just like Dark Rob and Bidu said. Personally, it depends who I am fighting as well. If I need to be in there face constantly, B121. If I am the zoner, then 214 slide for the extra damage. In the corner I really like to B121 so they are just stuck there waiting to die.
Rob might be one of the only people who understand this reset. I do disagree slightly on the application, but at least he understands how it works.The real mixup with b1,2,1 is between the throw and everything else. If you start throwing them alot after b1,2,1 its something like 42% total off a JIP,2,2,ice blast. They cant just keep eating that throw. Once they start trying to tech it thats when you can start 2,2/2,1,2, ice blast and get a 2nd combo. Watch the opponents meter. If they have a breaker they are much more likely to take the chance on teching the throw so Il usually 2,2 them if they have breaker. They break, and I take 2 bars of their meter. Just as good.
If your going to try a follow up combo after b1,2,1 I highly suggest either 2,2 or 2,1,2 because they are both easily hit confirmed while F4 is not hit confirmable. If they try to jump or tech a percieved incoming throw you can link ice blast after either 2,2 or 2,1,2. If they guess right and block you can finish 2,2 with 4,clone to make it safe or finish 2,1 with 2,clone or 4,clone making it safe(With the exception of fast advancing armor moves like Baraka's EX Blade charge)
But to set all this up you really have to abuse that throw. If all you ever do is blockstrings after b1,2,1 your not giving your opponent any incentive not to block. The throw will really test their patience after eating alot of them.
In short, throw the shit out of them after b1,2,1. Thats how you will get the really big damage later on.
Kool deal. Then I need to work on timing the dash after b121. Thanks man, helped me find out what my problem was. Plus my connection kinda sucks as of late, I've had people manage to jump out, last night I got x rayed by a kano. Grr. Thanks again, good lord my sub is an experimental mess right now. ^_^Honestly? I'm still to see any move (enhanced or not) to break any string followed after b121. And that's offline or online, doesn't really matter.
It's not possible if you D4 while they're still in hitstun. If you F4, throw or 2 2/2 1 2 (which you shouldn't be doing anyway), there IS a small window where an armor move will break through. Against anyone with armor, I recommend keeping the mixups to a minimum, unless the armor move is punishable (in which case, you can try to bait it). Stick to your D4.Honestly? I'm still to see any move (enhanced or not) to break any string followed after b121. And that's offline or online, doesn't really matter.
d4 on block is at disadvantage.... and if you can't time that window... then there is something wrong. It isn't a tiny window. It is very easy to get after a bit of practice. I can understand this more of an online thing, because that window can actually fluctuate. EVERYONE knows you have to block after that string hits. That in itself is the mixup. I know I can also see the timing being hit or missed on the other end of the spectrum... if he attacks to early I poke... if too late I jump, all the while holding down block. F4 is very easy to fuzzy guard. Again it all depends on that window and how well the Sub player can see it.It's not possible if you D4 while they're still in hitstun. If you F4, throw or 2 2/2 1 2 (which you shouldn't be doing anyway), there IS a small window where an armor move will break through. Against anyone with armor, I recommend keeping the mixups to a minimum, unless the armor move is punishable (in which case, you can try to bait it). Stick to your D4.
Wait, you can connect 214 into the NJP combo? I took a break from Sub for awhile to play the cast, but I didn't realize it had been that long...you do realize that... 214 slide is the least damaging combo you can do? If you land a ground freeze... NJP, 1, 2,1,2~slide is much more damage... hell.... NJP, 1, 2,1,4 slide is more damage lol.
Didn't get to see Denzel's Sub today.... can't wait for it.
Yeah, you just leave out the b12. And catch em with 214 on the way down from the bounce.Wait, you can connect 214 into the NJP combo? I took a break from Sub for awhile to play the cast, but I didn't realize it had been that long...