d1 is 11f/-2
d2 is 12f/-9
Plus strings are f1 (+7), 112D2 (+2), 113 (+2), b21 (+3), f2D2 (+2), f3 (+5)
112dash cancel forward gives you a free punish if they try to backdash in the gap.
bf2 is a surprisingly awesome anti-air, it'll catch jumps that aren't even close to it, magnetic elbow tech.
Also I can't remember if it was like this but you can do splash as soon as you jump and it'll be active all the way through. Infinite active frames lol.
-F2D2 is +2, F2D3 is -5
-Once F2 is held and they teleport or jump over it doesnt autocorrect, no. Can't get it to work
-I still don't understand this, so 113 charge then dash? he does the fist clench pose (if the charge hits) so no he can't dash over. If the charge whiffs on he runs over them he runs full screen with a long pause, probably punishable by lots of characters.
-Yes that's still there.
I can't find this, where exactly is the frame data option?
Yeah that combo works. And yeah I agree it's insanely punishable considering the reward on it.
b1 (17f/-5)
It goes pretty far, catches from start of the game even if you back a few steps then do it.
b11 charge combos
Yeah 22 is face down hard knockdown, can dash and block any wakeup after.
Kinda of, got it to twitch a few times but it's like a 1/20 ratio. For the most part it's normal.
Yeah d2 to b3 works but it needs to super high and it's really tight. f3 is easier and more consistent
I recorded the combos, ring slam doesn't really work off of anything midscreen aside from 11, d2 into 223 is super finicky and only works in the absolute corner.
Double b1 doesn't work, and the 112D doesn't connect so I did 113 instead.
First combo is 452, 588 with lvl3
Second is 429, 558 with lvl3
Bane's dash goes crazy far and is a bit long, can't connect anything after the dash even in the corner.