MsMiharo
Kuff Bano
Hi y'all.
I've been looking into Unstoppable cause that armor break is too sexy to handle. I decided to make a short guide on how and what you can armor break in the corner and how to use this properly.
Here's a video for visual learners:
Here's the text TL;DR version (spare yourself 10 minutes of me rambling):
Basically your go to combos are [starter] njp jip 32 dd3. B122 gives you 21% and b3 20%. This is the easiest, most damaging and most consistent (in terms of height) combo I've found. This setup will let you d1 your opponent out of ANY WAKEUP EVEN SUPER ARMOR (get fucked Goro) except Reptile's slide.
In terms of frames you're at least +1 because you can beat Lao's spin and trade your 9f b3 with his 8 frame command grab. That being said those are tight af links. So what do you do if you doubt your execution or go up against faster moves?
You mod your combo to [starter] njp 32 dd3. This lowers your damage to 19% and 18% respectively, but this setup is AT LEAST +4 because you can b3 ANY WAKEUP and it will beat it clean. This also gives a lot more room to basically just mash out your d1.
And why would you d1? Because d1 recovers a lot faster that a whiffed b3(u1) meaning you can whiff it and still jail into b3 if they max delay their wakeup. And when they start respecting that you can go for a meaty command grab or whatever.
Last but not least: EX punishment allows you to just go "lol wut are frames" and punish any more from the njp jip combo. That being said, you're often better off saving the bar and losing that 1-2%. If you armor break with b3u1 you can get a full combo AND break their next armor with meterless punishment. Also from this setup you get a free rise everytime. Not that it really matters.
@YOMI REO
@GGA Jeremiah
@DDutchguy
@KeyserSoze
@Scott The Scot
@ others
I've been looking into Unstoppable cause that armor break is too sexy to handle. I decided to make a short guide on how and what you can armor break in the corner and how to use this properly.
Here's a video for visual learners:
Here's the text TL;DR version (spare yourself 10 minutes of me rambling):
Basically your go to combos are [starter] njp jip 32 dd3. B122 gives you 21% and b3 20%. This is the easiest, most damaging and most consistent (in terms of height) combo I've found. This setup will let you d1 your opponent out of ANY WAKEUP EVEN SUPER ARMOR (get fucked Goro) except Reptile's slide.
In terms of frames you're at least +1 because you can beat Lao's spin and trade your 9f b3 with his 8 frame command grab. That being said those are tight af links. So what do you do if you doubt your execution or go up against faster moves?
You mod your combo to [starter] njp 32 dd3. This lowers your damage to 19% and 18% respectively, but this setup is AT LEAST +4 because you can b3 ANY WAKEUP and it will beat it clean. This also gives a lot more room to basically just mash out your d1.
And why would you d1? Because d1 recovers a lot faster that a whiffed b3(u1) meaning you can whiff it and still jail into b3 if they max delay their wakeup. And when they start respecting that you can go for a meaty command grab or whatever.
Last but not least: EX punishment allows you to just go "lol wut are frames" and punish any more from the njp jip combo. That being said, you're often better off saving the bar and losing that 1-2%. If you armor break with b3u1 you can get a full combo AND break their next armor with meterless punishment. Also from this setup you get a free rise everytime. Not that it really matters.
@YOMI REO
@GGA Jeremiah
@DDutchguy
@KeyserSoze
@Scott The Scot
@ others
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