chemist4hire
I Got Guiled
I have been trying to figure out how to utilize the gadget bombs on corner interactables like the car on wayne manor or the dumbbell in the gorilla grod stage.
Normally when you wall carry and start a combo in the corner, you cannot activate the bomb because your back is not to the corner. However, if you do a regular cat dash in the corner, you switch positions with opponent and are now in position to plant a bomb. The regular cat dash, however, does not grant a hard knockdown so your opponent can tech roll or wake up right in your face.
I have not been able to overcome both obstacles, but here is what I have so far.
B1,2d3, catstance 1, f2 up whip, 1,2 Cat dash (35%) Plant Bomb ( Hold away for a second to land just in the middle of the landable area) B3, Jump back 2, MB Cat dash, f3 (37%) This puts them right back in the corner. 72% total damage and regained corner pressure if everything goes according to plan.
You have to do either 1,2 or 112 after up whip. If you just do 1 or 11, if they wake up as soon as they land, the wake up will hit you. After you plant the bomb, you have to make sure you control it so you land in the middle. If you land too close, you won't be able to turn them around with jump back 2 and you wind up pushing them out of the corner. If you land too far, your b3 after the bomb will not connect.
I tried this with Lex Luthor set to do corp charge wakeup, and each time he woke up he got hit by the bomb before he could hit me.
Major weakness is that they can tech roll after the Catdash and escape the bomb which leaves about 15% damage on the table and you wind up cornering yourself.
Do you guys have any better setups?
@GGA 16 Bit
@Ra Helios
@KH StarCharger
@Reborn
@Ecodus
@KC H0oKsw0rds
@anyone who still plays catwoman
Normally when you wall carry and start a combo in the corner, you cannot activate the bomb because your back is not to the corner. However, if you do a regular cat dash in the corner, you switch positions with opponent and are now in position to plant a bomb. The regular cat dash, however, does not grant a hard knockdown so your opponent can tech roll or wake up right in your face.
I have not been able to overcome both obstacles, but here is what I have so far.
B1,2d3, catstance 1, f2 up whip, 1,2 Cat dash (35%) Plant Bomb ( Hold away for a second to land just in the middle of the landable area) B3, Jump back 2, MB Cat dash, f3 (37%) This puts them right back in the corner. 72% total damage and regained corner pressure if everything goes according to plan.
You have to do either 1,2 or 112 after up whip. If you just do 1 or 11, if they wake up as soon as they land, the wake up will hit you. After you plant the bomb, you have to make sure you control it so you land in the middle. If you land too close, you won't be able to turn them around with jump back 2 and you wind up pushing them out of the corner. If you land too far, your b3 after the bomb will not connect.
I tried this with Lex Luthor set to do corp charge wakeup, and each time he woke up he got hit by the bomb before he could hit me.
Major weakness is that they can tech roll after the Catdash and escape the bomb which leaves about 15% damage on the table and you wind up cornering yourself.
Do you guys have any better setups?
@GGA 16 Bit
@Ra Helios
@KH StarCharger
@Reborn
@Ecodus
@KC H0oKsw0rds
@anyone who still plays catwoman
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