Name v.5.0
Iowa's Finest.
This little guide is intended to show you how to blow up, stuff or avoid almost every character's wake ups in the corner when you have trait on using D3 for the hard knock down, corpse hop and jumps. It started with me dicking around with D3 in the corner to see what I could make happen and once I found that I could mess with other character's wake ups I wanted to find a way to combo into these setups. What I found was that without trait, it's pretty hard to control the positioning of the character and keep them tight in the corner. However, with trait on you can combo into it if the opponent is in the corner, or if YOU are in the corner.
The intention is to either confuse their button inputs on wake up resulting in no wake up, or if they wake up correctly...punishing them for it. This is not an end all be all tactic, but more of a way of showing you that you have options. There will always be variables you cant account for. You never really know what your opponent will do.
Below you'll see a guide for the combos and every character's wake up (sorry if I missed one). Some are good where you can full combo punish, some are just one hit stuffs where corpse hop is used for timing purposes. Some there's just no option.
Some of this stuff even works mid screen.
Remeber, your trait has to be on...
THE COMBOS
Opponent in corner:
221+3mb, b2~df1b, j2, b2~dd1,1, dash, 112~db2mb, j3, d3 (2 bar)
b2~dd1,1, f3, d2, d3 (meterless)
b2~df1b, j2, 221+3mb, b2~dd1,1, f3, d2, d3 (1 bar)
b11+3mb, b2~df1b, j2, b2~dd1,1, dash, d2, d3 (1 bar)
mbf3, j1, b2~dd1,1, d2, d3 (1 bar)
Grodd in corner:
221+3mb, b2~dd1,1, f3, d2, d3 (1 bar)
b2~df1b, j2, b2~dd1, dash, d2, d3 (meterless)
b11+3mb, f3, b2~dd1,1, dash, d2, d3 (1 bar)
mbf3, b2~df1b, j2, b2~dd1,1, dash, d2, d3 (1 bar)
mbb3, j3, b2~df1b, j2, b2~dd1,1, dash, 112~db2mb, j3, d3 (2 bar)
CH = Corpse Hop, JB = Jump Back, JU = Jump Up, JF = Jump Forward
Swamp Thing:
Refoliation: CH, Duck
Bayjou Bash: CH, JU
Cyborg:
Techno Tackle: CH, JB, 22 or B2
Catwoman:
Rising Claws: CH, JU, 22
Flash:
Lightning Punches: CH, JB2,
Fists of Fury: No CH Options
Green Lantern:
Will Power Wall: No CH Options
Harley:
Play Doctor: CH, JU or JB
Tantrum Stance: CH, JB, 22
Batman:
Cape Counter: CH, JU2 or JB2
Slide: CH, JB, 22 or B2
Superman:
Rising Grab: No CH Options
Flying Punch: CH, Insta JF3
Joker:
Joy Buzzer: CH, JU2
Atrocitus:
Rage Charge: CH, JU, DF1F, 1+3
Grodd:
Stampede: Stampede can be cancelled and is very active making it difficult to predict what to do. Better to block and punish.
Cheetah:
Primal Rage: CH, Insta JU1, D+F+3 - Better to block and punish
Deadshot:
Assassin Knee: CH, JF2
Poison Ivy:
Kiss of Death: CH, JU2 or JB2
Supergirl:
Rising Sun Strike: No CH options, better to just block
Space Port: No options, just block.
Green Arrow:
Hurricaine Bow: CH, JU2
Stinger: CH, JF2
Dr. Fate:
Glyph of Anubis: CH, JU2
Blue Beetle:
Shield Bash: CH, JF, 22 or B2
Firestorm:
Fusion Charge: CH, Insta J3 - Better to block and punish
Aquaman:
Trident Rush: CH, JU3, D2
Scoop: CH, JF2
Canary:
Front Handspring: CH, JF, Throw?
Darkseid:
Flying Knee: CH, Insta JU2
Palm Blast: CH, JF2 or JB2
Wonder Woman:
Upward Amalthea Bash: No CH Options - Block and punish
Amalthea Bash: CH, JF3
Bracelets of Submission: CH, JF2
Black Adam:
Lightning Cage: CH, Insta JU3
Captain Cold:
The Wall: No CH Options.
Robin:
Sword Dance: CH, JU, 22 or B2
Assassin Strike: No CH Option - Just block and punish
Scarecrow: No need. Seems that Dash, 22 seems to stuff all his wake ups.
Bane:
Venom Uppercut: CH, Insta JB3
Brainiac:
Cybernetic Charge: CH, Insta JU3
The intention is to either confuse their button inputs on wake up resulting in no wake up, or if they wake up correctly...punishing them for it. This is not an end all be all tactic, but more of a way of showing you that you have options. There will always be variables you cant account for. You never really know what your opponent will do.
Below you'll see a guide for the combos and every character's wake up (sorry if I missed one). Some are good where you can full combo punish, some are just one hit stuffs where corpse hop is used for timing purposes. Some there's just no option.
Some of this stuff even works mid screen.
Remeber, your trait has to be on...
THE COMBOS
221+3mb, b2~df1b, j2, b2~dd1,1, dash, 112~db2mb, j3, d3 (2 bar)
b2~dd1,1, f3, d2, d3 (meterless)
b2~df1b, j2, 221+3mb, b2~dd1,1, f3, d2, d3 (1 bar)
b11+3mb, b2~df1b, j2, b2~dd1,1, dash, d2, d3 (1 bar)
mbf3, j1, b2~dd1,1, d2, d3 (1 bar)
Grodd in corner:
221+3mb, b2~dd1,1, f3, d2, d3 (1 bar)
b2~df1b, j2, b2~dd1, dash, d2, d3 (meterless)
b11+3mb, f3, b2~dd1,1, dash, d2, d3 (1 bar)
mbf3, b2~df1b, j2, b2~dd1,1, dash, d2, d3 (1 bar)
mbb3, j3, b2~df1b, j2, b2~dd1,1, dash, 112~db2mb, j3, d3 (2 bar)
CHARACTER WAKE UPS
Refoliation: CH, Duck
Bayjou Bash: CH, JU
Cyborg:
Techno Tackle: CH, JB, 22 or B2
Catwoman:
Rising Claws: CH, JU, 22
Flash:
Lightning Punches: CH, JB2,
Fists of Fury: No CH Options
Green Lantern:
Will Power Wall: No CH Options
Harley:
Play Doctor: CH, JU or JB
Tantrum Stance: CH, JB, 22
Batman:
Cape Counter: CH, JU2 or JB2
Slide: CH, JB, 22 or B2
Superman:
Rising Grab: No CH Options
Flying Punch: CH, Insta JF3
Joker:
Joy Buzzer: CH, JU2
Atrocitus:
Rage Charge: CH, JU, DF1F, 1+3
Grodd:
Stampede: Stampede can be cancelled and is very active making it difficult to predict what to do. Better to block and punish.
Cheetah:
Primal Rage: CH, Insta JU1, D+F+3 - Better to block and punish
Deadshot:
Assassin Knee: CH, JF2
Poison Ivy:
Kiss of Death: CH, JU2 or JB2
Supergirl:
Rising Sun Strike: No CH options, better to just block
Space Port: No options, just block.
Green Arrow:
Hurricaine Bow: CH, JU2
Stinger: CH, JF2
Dr. Fate:
Glyph of Anubis: CH, JU2
Blue Beetle:
Shield Bash: CH, JF, 22 or B2
Firestorm:
Fusion Charge: CH, Insta J3 - Better to block and punish
Aquaman:
Trident Rush: CH, JU3, D2
Scoop: CH, JF2
Canary:
Front Handspring: CH, JF, Throw?
Darkseid:
Flying Knee: CH, Insta JU2
Palm Blast: CH, JF2 or JB2
Wonder Woman:
Upward Amalthea Bash: No CH Options - Block and punish
Amalthea Bash: CH, JF3
Bracelets of Submission: CH, JF2
Black Adam:
Lightning Cage: CH, Insta JU3
Captain Cold:
The Wall: No CH Options.
Robin:
Sword Dance: CH, JU, 22 or B2
Assassin Strike: No CH Option - Just block and punish
Scarecrow: No need. Seems that Dash, 22 seems to stuff all his wake ups.
Bane:
Venom Uppercut: CH, Insta JB3
Brainiac:
Cybernetic Charge: CH, Insta JU3