smokey
EX Ovi should launch
Posted this in the general thread but should probably be easier to find;
11~orbs allows a free b2 which can not get interupted by anything 6 frames.
b2 being 15 frames leads me to believe;
11~orbs is at least +10 on block
112~orbs b2 is also uninteruptable by 6 frames. 112 is usually -1 so this is a really surprising frame trap setup.
112~orbs is at least +10 on block
22 is +1 on block. 22~ 1 is a frame trap but can be ducked. 22~d1 can not be interrupted.
22~orbs gives a free standing 3 midscreen, or another 22 in the corner where the pushback will not make it whiff.
standing 3 is 8 frames and 22 is 10 frames, so that leads me to believe:
Midscreen standing 3 is the only thing that will reach to check them, but 22~orbs 2 works in the corner.
22~orbs is +4 on block with pushback.
113~orbs allows for any attack up to b2 (15f) and that will still be uninteruptable.
113~orbs F3 is hard to escape. Using batman i could interrupt it with 11 (6f) and d1 (7f) but not with standing 2 (10f). BUT could dash under the f3. Note that armouring the F3 makes this frametrap brutal.
F3 is 28 frames, so;
113~orbs is between +15 & +18
B2~orbs 2 trades with 6 frames. 2 is 10 frames so.
B2~orbs is +4 on block.
2,2,b1 is -5 on block (a reason to press buttons). Cancelled into Orbs it becomes +frames.
d2 is -12 on block (fully punishable). Cancelled into Orbs it becomes safe vs 6f moves.
This is all tested on the patched version of the game, however my frame data could be wrong due to human input times and the 1-2 frame gaps these strings leave. Test them yourself by going into practice against batman and record black adam doing the string, and then try and escape it with batmans normals.
Any questions or ideas for Black Adams pressure should go here!
11~orbs allows a free b2 which can not get interupted by anything 6 frames.
b2 being 15 frames leads me to believe;
11~orbs is at least +10 on block
112~orbs b2 is also uninteruptable by 6 frames. 112 is usually -1 so this is a really surprising frame trap setup.
112~orbs is at least +10 on block
22 is +1 on block. 22~ 1 is a frame trap but can be ducked. 22~d1 can not be interrupted.
22~orbs gives a free standing 3 midscreen, or another 22 in the corner where the pushback will not make it whiff.
standing 3 is 8 frames and 22 is 10 frames, so that leads me to believe:
Midscreen standing 3 is the only thing that will reach to check them, but 22~orbs 2 works in the corner.
22~orbs is +4 on block with pushback.
113~orbs allows for any attack up to b2 (15f) and that will still be uninteruptable.
113~orbs F3 is hard to escape. Using batman i could interrupt it with 11 (6f) and d1 (7f) but not with standing 2 (10f). BUT could dash under the f3. Note that armouring the F3 makes this frametrap brutal.
F3 is 28 frames, so;
113~orbs is between +15 & +18
B2~orbs 2 trades with 6 frames. 2 is 10 frames so.
B2~orbs is +4 on block.
2,2,b1 is -5 on block (a reason to press buttons). Cancelled into Orbs it becomes +frames.
d2 is -12 on block (fully punishable). Cancelled into Orbs it becomes safe vs 6f moves.
This is all tested on the patched version of the game, however my frame data could be wrong due to human input times and the 1-2 frame gaps these strings leave. Test them yourself by going into practice against batman and record black adam doing the string, and then try and escape it with batmans normals.
Any questions or ideas for Black Adams pressure should go here!