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Convenient information.

Use this how you like it if you like it.

Scenario A: Match or round is coming to a close, your opponent has a breaker, you don't want your opponent to breaker. You've just hit them with an iceball, and the next hit will be breakered.

If your opponent is caught with a freeze, you can hit them with a bangport, and if your opponent doesn't understand the Cyber matchup that well (as many do not), you can time a D3xxSlide, and your opponent will most likely assume they are going to fall and not breaker this. If he's smart, well, the bangport does 8% naturally, but if you catch em' offguard, you can get a sneaky 16% that they won't breaker. Also, because it's a bangport, the breaker controls flip, making it slightly more difficult to breaker.

This happens occasionally in matches when you need unbreakerable damage.

Scenario B: Match or round is coming to a close, your opponent has little health (10% or less), and you want to chip them to death.

(Assuming they block everything, including the low, like total badasses): JIP332xxBangport: 9% and is relatively safe.

If you wish not to spend the meter, you can slide, but if you fail to kill your opponent, that's pretty stupid and you've lost a round/match. If your opponent blocks, you can bangport to add in relatively safe chip and hitconfirm the bangport. If you see your opponent get hit by the low, you can hit confirm an Ex-Freeze, which you can then do a 34,Slide. From the low to the finish, this will do 25%. If you caught them with the jump in and still wish to Ex-Freeze (pointless considering the original circumstance of this scenario), 32% from start to finish. If you disregard the Ex-Freeze, and caught them with the low and hit confirm into the slide, that will be 16%. The difference is another 9%, and that is up to you.

(Random tidbit): You can JIP332xxMidBomb -pause-, and then divekick them. If timed properly, they will get hit by the divekick, or bomb, or both. Character dependent as certain wakeups are different, etc. Damage varies.

tldr; JIP332xxBangport: 9% blockstring if opponent blocks everything, and has a low hit that can be hit confirmed. Opponent's frozen, and can be hit with bangport (8%) into a D3,Slide(8%), to sneak in unbreakable damage, in situations where you would want to use these.