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Tech - Crystalline Crystalline Tremor Tech vs the whole cast!

Nabeel Robinson

My time will come!
In the videos below it will show how Tremor can create gaps in opponents safe strings with the Armor DD1, he can make nearly every run cancel negative and can even allow him to make strings that are safe on block punishable.Things like Liu’s F213 FBRC, F213 FBRC that jails can be made punishable with armor up but Liu has a way to be safe, see the video below for more info. In the video below, the description shows how to punish the strings and it all go's in the order of the video. Here’s a video on how this works vs Kung Lao below. The rest of the cast has been posted below for confirmation and on how to punish them.







@YOMI DJT

@Tom Brady

@InFlames

@YOMI REO

@YOMI MITYEAP

@SonicFox5000

@EGP Wonder_Chef

@General M2Dave

@GGA N1k0lasss

@Big D

@Eldriken

@Undeadjim

@1man3letters

@Braindead

@limbodawg

@SEV

@PND OmegaK

@Marinjuana

@RM Crimson Panther

@zoofs

@A F0xy Grampa

@daddydab32ho

@YOMI FOREVER KING

@Tim Static

@CrimsonShadow

@Thanilla Ice

@The rest of you Tremor players out there



B124: In the B12 string you can punish it by taking the first hit of the string and then punishing the second hit with EX DB1D.

B12: If Cassie decides to not finish the rest of the B124 and just inputs B12, you take the second hit of the string and punish it meterless with F12 DB2D

Now in the B124 string you can punish that also with EX DB1D by blocking the first hit, then letting the opponent attack you with the 2nd hit and then once the armor shreds off you can armor it with EX DB1D on the final hit of Cassie’s string.

D+F1: What you do in this string is you take the first hit which is the low, block the rest of the string and then punish it on block. (The only way Cassie can make herself safe after this string is if she cancels into EX DB2 and EX BF1, Tremor has a hard time with fast armor and not even EX DB1D which is 10 frames can punish this string cancelled into gunshots because there’s too many hits. Bear in mind this string can be punished by a majority of the cast, Kung Lao’s ex spin, Reptile’s Ex Slide, Sub’s Ex Slide and more.

B212D+12: In this string there is five hits, the way to punish this string is to block the all the hits except the fourth hit of this string and punish it with EX DB1D. It’s a tight punish so you have to be precise.

F34: In this string there are three hits, what you do is the block the first hit of the string, let the opponent attack you on the second hit and then armor through it with last hit with EX DB1D.

F33: There are three hits in this string, what you do is block the last hit of this string and punish with F12 DB2D. You can’t armor through the second hit of this string.

F44: There are two fast hits in this string and you can punish it meterless with F12 DB2D after taking the first hit of this string.

242: In this string you will have to block the first hit of the string, let the opponent attack you on the second and then armor through the last hit with EX DB1D.

F24: There are three hits in this strings and you have two options one is you can save meter and punish with F12 DB2D or armor through it with EX DB1D. You have to block the first hit of the string, let the opponent attack you on the second hit and then punish it with EX DB1D or you could wait for the final hit and punish it meterless of the string and punish with F12 DB2D. Note: you have to run forward to punish it with F12.

332: This string has 3 hits, what you do is block the first hit, let the opponent attack you with the second hit and then armor through the final hit with EX DB1D. Bear in mind Cassie doesn’t get the plus frames If she chooses not to finish the string because 33 is negative 3 while 332 is plus 1 on block.

The rest of her strings and gaps are not punishable while the armor is active.

Tremor’s armor will be hit by any tick grab setups when Cassie’s in her Brawler variation.

F112 Wasp Grenade Cancel: What you do vs this string is you block the first two hits of the string, then let the opponent attack with the 3rd hit and then you run into punish the WGC with F12 DB2 D.

F22 Wasp Grenade Cancel into block: With this this string you block the first hit, then get hit by the second and then punish with F121 DB2D. D’Vorah can’t recover to block in time after WGC.

F112: You can punish this string by blocking both hits, then take the second hit and finally run in to punish with F12 DB2D

F11: To punish this string you have to take the first of the string and then punish the second hit with EX DB1.

212: Against this string you block the first hit, then get hit by the second hit and finally punish the string with F12 DB2D.

21U3: In this string you block the first and second hit, then get hit by the final hit and then run into punish with F12.

F2: If a D’Vorah just does F2 you can punish it meterless with F12 DB2D by taking the first hit.

F22: In this string you take the first hit of it and then punish the second hit with EX DB1.

F224: In this string you block all three hits of the string, then get by the final hit and finally punish with F121 DB2D.

F34: You have to get hit by the first hit of the string and then punish the second hit with EX DB1D. If D’Vorah decides not to finish the string and she just does F3 she is negative 2 which is safe.

112: With this string you have to block the first hit, then get hit by the second and finally punish the third hit with EX DB1D

11B2: What you do vs this string is you have to block the first hit, then get hit by the second and finally punish the third hit with EX DB1D

113: In this string you have to block the first hit, then get hit by the second and finally punish the third hit with EX DB1D

B1: With D’Vorah’s low option you can punish it meterless taking the first hit and then punishing it with F12 DB2D. (Even if D’Vorah cancels it into Acid Puddle you can punish that on reaction, if she does Wasp Grenade Cancel you can punish that too and if she cancels the low option into DB4 you can just block that and punish it because it’s negative 15.)

B12: With this string you can punish it meterless by taking the first hit and then as soon as you see her return to neutral on the ground punish with F12 DB2D.

B14: You can punish this string by taking the first hit and then armouring with EX DB1D on the second hit.

B21: With this string you can punish it by blocking the first hit, taking the second hit and then punish it with F12 DB2D

F42: With this string you have to take the first hit and then punish the second hit with EX DB1D.

F44: With this string you have to take the first hit and then punish the second hit with EX DB1D.


Canceling into Acid Puddle in Swarm Queen is always punishable with F1 without having to create a gap.

The rest of D’Vorah’s strings are not punishable.

B124: What you do vs this string is you block the first and second hits, then get hit by the last hit of the string and finally punish it with F12 DB2D.

F212: With this string you block both the first and second hits, then get hit by the final and then finally punish it with F12 DB2D

F21D2: Against this string you block the first hit then eat the second hit and finally armor with EX DB1D against the last hit.

112: Against this string you block both the first and second hits, then get hit by the opponent on the final hit of the string and then punish with F12 DB2D.

B1D2: In this string you block the first hit, then get hit by the opponent on the final hit and then punish with F12 DB2D.

222: In this string you block both the first and second hits, then get hit by the last hit and then punish with F12 DB2D.

34: You take the block the first hit of the string, take the second hit and then punish it with F12 DB2D.

B32: If you are caught blocking high while your armor is out you can punish the second hit with EX DB1D

B321: To punish this string you have to block the first hit, then get hit by the second hit and then finally punish with 21D4 DB2D.

B34: There are two options in punishing this string if you get caught blocking low and if your opponent decides to cancel into anything that’s a guarantee punish. If you block the low, then get hit by the second hit of the string you can punish it with F12 DB2D.

F4: Against this string you can take the first hit of it and then armor out on the second hit of the string.

F43: With this string if you are blocking high you can punish it by taking the second hit of the string and then punishing it with F12 DB2D.

F13 EX BF3B Sand Grenade: Against this string you have to block the first hit which is overhead, then get hit by the second and then jump forward 2 and punish it with 21D4 or B32.

B33 EX BF3B Sand Grenade: Against this string you have to block the first hit, then get hit by the second and then jump forward 2 and punish it with 21D4 or B32. (Only B32 EX SG jails and tremor can’t armor out even when he has the armor on.

11B3 EX BF3B Sand Grenade: To punish this string you have to block both first and second hits of the string then get hit the last hit of the string which is a low and finally jump out 2 and punish F12 or any other string.

21122 EX BF3B Sand Grenade: To punish this string you have to block all four hits, then get hit by the last hit of the string and then jump out and punish with any string.

F12 EX Sand Grenade: Against this string you have to block the first hit then get hit by the second and then jump forward 2 and punish it with 21D4 or B32.

121: Block the first two hits of the string, then get by the last hit and then follow up with a F12 DB2D punish.

B12D1: You block the first hit of the string, get hit by the second and quickly punish with F12 before the final hit of the string comes out.

112: You can punish this string by doing blocking the first, then get hit by the second and then armor out on the third with EX DB1D.

F22: You block the first hit, get hit the final hit and then punish with F12 DB2D.

B32D1: You block the first hit get hit by the second and before the last hit comes out you jump forward 2 and punish with any string.

B32U1: Block the first two hits, get hit by the final hit of the string and then punish with F12 DB2D.

The rest of Erron Black’s strings are safe.

Armor will eat any tick grab set ups, and allow you to punish with F1.

Erron Black can make his gaps safe by using Marksman's run cancel’s into block

B121: To punish this string you have to block the first hit, get hit by the second and then quickly punish with F12 DB2D before the third hit hits you

B1212: You block the 3rd hit in this string, then get hit by the final hit and then punish with F12 DB2D

F2: If you are blocking high vs this string you can punish it before Torr turns his back because the second hit is a mid, so just run in F12 after the F2 hits your armor.

111: Block the first get hit by the second and punish last hit with EX DB1D.

11 2+4: Block the first two hits get hit buy the last one and then run into punish with F12.

2F4: Block the first hit get hit by the second and then punish with F12.

2B4: Block the first hit get hit by the second and then punish with F12.

B21: You have to block the first hit, then get hit by the final hit and then punish with F12.

F32: Against this string block the first hit, then get hit by the final hit and then punish with F12.

B3 2+4: You block the first hit, then get hit by the final hit and then punish with F12.

4 2+4: You block the first hit, then get hit by the final hit and then punish with F12.


Lackey's EX DB2: Take the first hit, block and punish with EX DB1D.

Vicious/Ruthless' B23 2+4: Against this string you block the first hit, then get hit by the second and then punish with F12 before Ferra gets you.

Vicious/Ruthless' BF3: You block the first hit, eat the second and then punish with F12.


The rest of Ferra/Torr’s string are not punishable.

F214: Block the first hit of the string, then get hit second hit and then immediately punish the final hit before it comes out with F12.

F21B2: Block the first hit of the string, then get hit second hit and then immediately punish the final hit before it comes out with F12.

B121: You can punish this string blocking the first hit and second hit, then get hit by the final hit and then punish the last hit with F12.

B12U2: Block the first hit, get hit by the second and then immediately punish with F12.

214: Block the first hit, get hit by the overhead and then immediately punish the last hit with F12.

3D3: Block the first hit, get hit by the final hit of the string and then punish with F12.

You can make Regular Punch Walk and EX Punchwalk punishable by getting with the 3rd then blocking again after getting your armor taking off. This works because it goes into hit animation which will make it punishable on block.

Tigrar Fury:

This goes for any string canceled into BF1 and BF2, below I’m just giving examples.

121 EX BF1 Flame Chain: You can punish this by block all the strings, then block the first hit of the fireball, get hit by the second and then armor out of the final fireball with EX DB1D. Tremor has no meterless punish against this

121 EX BF2 Fire Breath: With this specific string you don’t need have the armor (DD1) out to punish you can just block all the hits until the second of the fire breath gives you a pushback, run in and punish with F12.

Armor will eat any tick grab set ups and allow you to punish with F1.
This info has been taking out from a previous thread and as I have tested a lot of stuff vs Jacqui her frame data makes creating gaps too risky since she can almost always stop short at a lot of possible gaps and still be safe. You can blow up cancels into machine gun on block, on read take the last hit before the machine gun cancel so that it doesn't jail, low profile the shots, then be ready to whiff punish or armor through if Jacqui tries to use meter for the rockets.

With armor up, blocking low by guarantees that you won't be opened up by her 50/50 as your armor will eat the overhead and blocking low will cover her double hitting low string B33.

B12: Block the first hit, get hit by the second hit and then punish with F12.

B122: You block the first hit, get hit by the second and then punish the last hit with EX DB1D.

F44: You block the first hit of the string, then get hit by the second hit and then finally punish with F12.

32U1/32D1: Against this string you block the first hit, get hit the second hit and then armor out on the final hit with EX DB1D the same thing goes for 32D1.

Slasher's F42: You can punish this string by taking the first, then blocking the final hit and finally punish it with F12.

BF3: Eat the hit, punish with F1.

Armor will eat any tick grab set up, allowing you to punish with F1.

123: You block the first hit, get hit by the second and then armor though during the last hit of the string EX DB1D.

12 DF2D: You block the first hit, get hit by the second and then armor though during the last hit of the string with EX DB1D.

123 DF2D: You block the first hit, get hit by the second and then armor though during the last hit of the string with EX DB1D.

23 DB2: You block the first hit, get hit by the second and then armor though during the last hit of the string with EX DB1D.

23 DF2D: You block the first hit, get hit by the second and then armor though during the last hit of the string with EX DB1D.

2 DF2D: You block the first hit, get hit by the second and then punish with F12.

B121: You block both the first and second hits of the string, then get hit by the final hit and then finally punish with F12.

F212: Block all the hits and then punish it meterless with F12. (If Jax cancels into DF2D or DB1 mid string you take the second hit and then punish with EX DB1D.)

B2 into DF2D will be punished with F12. The only way jax can make himself safe is if he does B2 gotcha grab that beats out the F1 attempt to punish and EX DB1D.

B3D2: Block the first hit of the string then git hit by the final hit and finally run in punish with F12.

B3 DF2D: You block the first hit, get hit by the second and then punish with F12

Jax can make himself safe in these string cancelling into dash punch F12

Dash Punch: You can get hit by any raw Dash Punch, mid or overhead and punish with F1.


Any Law Rocket run cancel can be punished by eating the last string hit before the cancel, then punishing before he can recover to block with F1.

Armor will eat any tick grab set ups from Wrestler, allowing you to punish with F1.

With armor up you can block low to guarantee that you can't be opened up by his 50/50 or mix up from 12. If Jax breaks your armor with the overhead B2, block overhead immediately after to be sure you won't be launched by the overhead Dash Punch.

A-List

F24 SKRC: Block the first hit, get hit by the second hit and then punish with F12

F2 SKRC: Get hit by this string and then punish with F12,

333 SKRC: Block both first and second hits, then hit with the last hit and finally punish with F12.

B34 SKRC: Block the first hit, get hit by the final hit and finally punish with F12

113: Block the first two hits, then get hit by the final hit and finally punish with F12. (Johnny Cage Cancel into nut punch from preventing you from punish with F12 but if you spend a bar and do EX DB1D you can punish the raw nut punch attempt, If Johnny does 113 EX Nut Punch it will hit you every time, so against that you take the hit on the third hit of the string and If he attempt to do a nut punch it’s negative 12.

214: In this string you block the first hit of the string, get hit by the second and then armor the third hit with EX DB1D.

F244: This string can be punished meterless by blocking the two hits of the strings, then get hit by the final and finally punish with F12. (Only F24 is safe)

B34: Block the first hit of the string, get hit by the final hit of the string and then punish with F12.

B343: Block the first hit of the string, get hit by the second hit of the string and then punish with F12 before Johnny hit with the third. This shuts down johnny options to use this string when the armor is out.

33: Block the first hit, then get hit by the final hit and finally punish with F12.

333 Block the first hit and second hit, then get hit by the final hit and then punish with F12.

(4SKRC, F3 SKRC and 114 SKRC are safe when Tremor has armor out)


Stunt Double: Johnny cannot use Mimic cancels to sustain pressure safely. On read you can get hit the last hit of the string before the cancel, then armor through the Mimic with Ex DB2U. (It’s a really difficult link to Punish it with EX DB2U)

Fitsicuffs Johnny’s beats tremor’s option when he has armor out with B1212212

Blocking overhead against Cage's 11 mix up guarantees you won't be opened up and guarantees a punish if Cage goes for the low string either by make the string punishable

B13: Against this string you block the first hit, get hit by the final hit and then punish with F12.

B312: Block the first hit, then get hit by the second hit and then quickly punish with F12.

112: Block the first two hits of the string, then get hit on the final hit and finally punish with F12.

2F4: Block the first hit, then get hit by the final hit and finally run in and punish with F12.

Cutthroat's B12: You can punish this string by blocking the first hit, then get hit by the final and finally run in to punish with F12

Cutthroat’s B121: You can punish this string by blocking the first two hits, then get hit by the final hit and finally punish with F12.

Cutthroat's F21: Block the first hit, then get hit by the second hit and finally punish with F12.

Cuthroat’s F212: Block the first hit, get hit by the second hit and then quickly punish the string before the third hits comes. (The timing is a bit weird)

Commando/Cutthroat: You can punish Ex Knives on read by getting hit by the last hit of any string before the cancel and then punishing with EX DB2U, or if you don't have meter you can duck the first knife and low poke Kano before he throws the second knife which is a mid.

Armor will eat any tick grab set ups from Commando, allowing you to punish with F1.

B1: Block the first hit, get hit by the second and then punish with F12. A way round this if the Kenshi player does DB1 Rising Karma and the Tremor player make a read if he will commit to it, the tremor player block both hits of the strings, gets hit by Rising Karma and then when Tremor goes into punish with F12 Kenshi recovers in time to block.

211: Block the first hit, get hit second hit and then immediately punish with F12 before Kenshi hit’s you with the third hit. The only way Kenshi can make himself safe here is to not commit to the 211 string which is negative 5, the Kenshi player can just do standing 2 into Rising Karma, not only Kenshi won’t be punished but his armor will be removed.

F32: Block the first hit, get hit by the second and then punish with F12. Kenshi can make himself safe by not committing to the second hit of the string and just doing F3 Rising Karma

B32: Block the first hit, get hit by the second and then punish with F12. Kenshi can make himself safe by not committing to the second hit of the string and just doing F3 Rising Karma.

4D4: Block the first hit, then get hit by the last and finally punish with the F12.

441: Block the first hit get hit by the second hit and finally armor through the third hit.

Balance: Kenshi can only cancel into EX DB1 Karma Eruption or EX BF3 Tele Slice to be safe on block with Tremor’s armor up, after a blocking a string you can attempt to eat any other special and punish with F1. If Kenshi does cancel into either of his safe specials, then eat the first hit then immediately block for the following hits and then punish with F12.

Kenjustu: All Tele special cancels are punishable by F1 when eaten by armor, which means that all of Kenjutsu’s special cancels can be punishable if you attempt to eat them, and are confident to block for the follow up hits from Ex Rising Blade and Spinning Blade.

Any string canceled into a fan can be punished on read by eating the last hit of the string, ducking the fan, then whiff punishing with F1 before she recovers. If she uses EX Fans then you can low profile the first fan then armor through the second with EX DB1D.

F112: You can punish this string by blocking the first hit, then getting hit by the second hit and then immediately punishing the string with F12.

B122: You can punish this string by blocking the first hit, then getting hit by the second hit and then immediately punishing the string with F12.

B14: You block the first hit, then get hit by the final hit and finally punish with F12.

B143: You block the first and second hit then you get hit by the third hit and finally you punish with F12.

212: You block the first and second hit then you get hit by the third hit and finally you punish with F12.

B2 Overhead (You can’t cancel into anything with this string): Block low while having armor up and punish with F12.

Kitana’s airfloat DB2D overhead is punishable on block If the kitana player does it medium range, but if she does instant air DB2D it’s safe.

Mournful's regular and meter burn glaive is safe when you take hit.

A tip for all you Tremor player’s is always block low against Kitana her only overhead is punishable when eaten by the armor, and you have multiple options to blow up any Fan cancels from her low B3.

114: Block all the hits except the last hit of the string and then punish it with F12.

114 Air grab: Block all the hits except the last of the string and then punish it with F12.

F12: Block the first hit, then get hit by the last hit and finally punish with F12.

F1B2 into any string and that includes anything special meter burned besides EX DF3: Block the first and second hit, then get hit by what’s followed up by the string and immediately run in punish with F12. Kotal’s overhead launcher is two hits what you do is Block the all the hits of F1B2, then get hit by the first hit of the EX overhead sword, then immediately block and follow up with a punish.

B14 into any special cancel besides EX DF3: Block the first two hits, then get hit the last hit of the string where the opponent will use a special and finally follow up with a F12 Punish.

B122 into any special cancel besides EX DF3: Block the first 3 hits of the string, then get hit by a special and finally punish with F12.

D4 into any special string besides EX DF3: Block the first hit, then get hit by the special and then run in to punish with F12.

Against Kotal you have to run and punish most of these strings into special because they have a lot of pushback.


If Kotal uses the EX DF3 you can block after the first hit to be safe.

Blood/Sun God: Kotal can make B122 safe cancelling into EX Sun Disc, the F1 strings and B14 are still always unsafe.

Armor will eat all tick grab set ups from Sun God.


With armor up, block low to preserve armor for either the B14 tick grab set up or to be able to punish any special cancels the armor will either eat the low or the overhead as the second hit is mid and it will allow you to punish with F1.

Bojutsu and Ancestral

B14: Block the first hit, then get hit by the second and then finally punish with F12. (If Kung Jin cancels into any mixup string it will be unsafe besides DB3, BD3 and EX DF4 that has two hits.

221: Block the first, get hit by the second and then punish with F12 before the last hit comes out.

F24: Block the first, get hit by the second and then punish with F12.

B214: Block the first hit, get hit by the second and then punish with F12.

B21 2+4: Block the first hit and second hit and then punish with F12.


Shaolin: DB3 D4: Block the first hit, get hit by the second and then punish with F12.


It's risky to try and create gaps in Shaolin's strings because of the Chakram's speed, you can make Kung Jin negative when using Ex Chakram by blocking the first hit and then getting hit by the second.


With armor up, block low by then punish the gap created by F24 if he goes overhead, or get hit by the second hit of the low to punish the gap created by B14.

Tempest

112124 EX DB1 Orbiting Hat: Block all the hits in the string besides last hit which is the 4 and then punish with F12. (The only way Lao can make himself safe is if he just does 11212 EX orbiting hat)

B32 EX Orbiting Hat: Block the first, get hit by the second and punish with F12 before the orbiting hat comes out.

B321 EX Orbiting Hat: Block the first and second hit, then get by the third and finally punish with F12.

B22 EX Orbiting Hat: Block the first hit, get hit by the second and then punish with F12.

The rest of his string are unsafe with orbiting hat. While Kung Lao has the orbiting hat around him after HKD or in neutral, if Tremor player is hit while he has his armor up, he gets stunned even when using an armored special, so if you try to armor through a hat with armor up the hat will shred your armor.


Buzzsaw:

112124 DB2 and EX DB2: Block all the hits in his string except the 4, after you get hit by the 4 armor through with EX DB1D. Tremor gets no meterless punish.

B32 DB2 and EX DB2: Block the first hit, get hit by the second and then armor through with EX DB1D

B321 DB2 and EX DB2. Block the first hit, get hit by the second and then armor through with EX DB1D

B22 DB2 and EX DB2. Block the first hit, get hit by the second and then armor through with EX DB1D

Only B2 DB2 and EXDB2 are safe from Lao.

Hatrick:

112124 DF2 DF2F: Block all the hits except the 4 and then punish with F12.

11212 DF2, DF2D: Block all the hits except the 2 and then punish before the hat comes out with F12.

112124 EX DF2: The only thing you can do vs this situation is block all the hits and except when the hat goes forward immediately punish with F1. Tremor only gets 3% damage but at least he takes Kung Lao off a bar and a combo

B32 EX DF2: The only thing you can do vs this situation is block all the hits and except when the hat goes forward immediately punish with F1. Tremor only gets 3% damage but at least he takes Kung Lao off a bar and a combo

With armor up block low and be ready punish the gaps created by B22 or B2OH.

Dragon’s Fire:

F213 FBRC F213 FBRC: You can punish by taking the last hit of the string (3) and then punishing with F12. However there is a way Liu Kang can make that string into FBRC safe by doing the string into FBRC and then blocking immediately. Any other string into block or another FBRC will be punished. Only F213 into block is safe for Liu.

If Liu Kang does F213 BF2 into meter burn bicycle kicks Tremor can’t take the last hit of the kicks and get a punish with F12.


Flame Fist:

With armor up, you can block the Windmill Punch, get hit by any special Liu cancels into, and then punish with B3. You should always go for the B3 during the gap just in case he doesn't cancel it into anything. The armor will still protect you if he does and you can still punish regardless.

Liu can do his Windmill punches into DB2 and EX DB2.
F344 or F342: Block the first hit, get hit by the second and then armor out with EX DB1D before the third hit comes out. If Mileena cancels into overhead roll that will break Tremor’s low launcher.

F44: If you are blocking overhead at neutral and you get hit by the low armor out on the second hit with EX DB1D.

F234: Block the first hit, get hit by the second and then punish with EX DB1D.

The rest of her strings are safe.


Mileena cannot use her teleport into Air Sai when Tremor has armor up block the teleport then go for a F1 punish, if she throws a sai, your armor will eat it and you'll still get a punish.
Predator is safe in HQT by cancelling into low laser or in Hunter by using EX Trap.
Hish-Qu-Ten gives no hopes of creating gaps safely due to how safe low ground laser is and it is still risky against Hunter due to how often EX Trap is be used
Gaps cannot be made in his strings safely: it's too common for Quan to cancel into EX Runes and that shuts down any F1 or armored special punishes.


If you block a 50/50 correctly with armor up, you can eat the hit from the bat and then back dash or punish a follow up 50/50 with EX DB1D.

If you block a 50/50 correctly with armor up, you can eat the 2nd hit of Ex Pillar to make it barely plus for Quan, so that he has no guaranteed options though Quan is still slightly plus.
Any lightning string into Shocker can be punished by eating the Shocker then punishing with F1.

All LBRC pressure is unsafe. Eat the last hit of a string before the LBRC and punish: LBRC's usually follow B11, B14 or F24; Raiden cannot recover in time to block.

With armor up, block overhead by default against a 50/50: armor will cover the low option that is always safe but the overhead becomes punishable when using the option select into shocker.

141: Block the first hit, get hit by the second and then armor with EX DB1D

F21: Block the first hit, get hit by the second and then punish with F12.

B34: Block the first two hits, get hit by the third and then punish with F12.

F412: Block the first hit, get hit by the second and then punish with EX DB1D.


Any string canceled into a Forceball or Ex Forceball is punishable by eating the Forceball then punishing with F1; Reptile can't recover in time to block.

With armor up block low your armor will eat the overhead that is safe regardless and you can create a gap in B34.

Any string into EX DD3 in Deceptive is safe for Reptile.
B121: Block the first hit and second hits, get hit by the third and then punish with F12.

214: Block the first hit, get hit by the second and then armor with EXDB1 D.

B3 2 F2: Block the first and second hits, get hit by the third and then punish with F12.

F4: If you get hit by the overhead you can punish F12 even if Scorpion cancel in an special including EX Spear.

B3 and B32 are punishable on block by F1, so if Tremor has his armor up, Scorpion cannot safely use B3 at all.

Be cautious of using the gap in 214, as 21 FBRC into block is completely safe and you could possibly waste a bar going for the punish.

1123: Block the first hit and second hit, get hit by the second and then punish with F12.

342: Block the first hit, get hit by the second and then punish with F12.

F41D2: Block the first hit, get hit by the second and then armor out on the third hit

F31D2: Block the first hit, get hit by the second and then armor out on the third.

Shinnok's overhead string, B3, becomes safe when eaten by armor. Against I think you should block high because if the Shinnok player does do F4 (Low) after the armor shreds off you can armor it immediately

Necromancer: A cancel into Devil Flick (BF2) on block can be punished on reaction by eating the hit, then punishing with F1.

When playing against Imposter/Necromancer there is no way to make the low punishable with gaps so you have to continue to block the unavoidable cancel into Hellsparks after the low with a chance to punish it if Shinnok doesn't have meter. Shinnok can still cancel F4 into Hellsparks to be safe if he has meter.
You can’t armor out of B14 even if you make a gap.

F2B1: Block the first hit, get hit by the second and then punish with F12.

B33: Back dashing is a safe option so you can avoid her 50/50s

Covert Ops:

If armor is up when going into Military Stance, blocking overhead covers all options the armor will eat the command grab and the first hit of the low(it's second hit is mid), then you can either whiff punish the throw or punish the low or overhead on block.


With armor up you can get hit by any dive kick, then back dash to safely avoid her 50/50.

Energy Blast Ex BF2: Get hit and punish if canceled into from a block string.


Demolition: Must use armor at all gaps to guarantee a safe punish against grenade cancels.

Frag Grenade: Eat the hit and punish if canceled into from a block string.

Stun Grenade is always safe.

123: Block the first hit, get hit by the second and then armor with EX DB1 D before the third hit hits you.

12 Ice clone: Block the first hit, get hit by the second and then armor with EX DB1D. (Sub Zero cannot get launched and make himself safe by finishing the string into ice clone.)

B12 Ice clone: block the first hit, get hit by the second and then punish with EX DB1 D.

B33 D3: Block the first hit, get hit by the second and then armor out on the third it with EX DB1D.

B33 Ice Blast and EX Ice Blast: Block the first hit, get hit by the second and then quickly punish with F12.

Sub-Zero can make each of the gaps completely safe from F1 meterless punishes by cancelling into Ice Clone, other than that Tremor requires meter to punish sub’s strings into ice clone.

Strings sub can’t get launched with armor, F42 Clone, 123 Clone, F4 Clone and F33 Clone. Any string into EX Clone is completely safe for Sub. Sub-Zero's overhead string B2 becomes safe when he Tremor gets hit by armor.

EX Ice Blast: You can get hit and punish with any offensive special cancel from Sub-Zero which is really good when playing against Cyromancer.


When you have armor up block overhead this will allow you to punish the overhead on block, and give you time to block the second low of B33 with the chance of punishing a cancel into an ice ball with F1.
https://www.youtube.com/watch?v=mYbgXFGP0Oo

F1 2+4 Teleport cancel: Block the all hits except for the last hit of the whip and run in to punish with F12.

F12 2+4: Block the first hit, get hit by the second and then armor out on the third.

F21: Block the first hit, get hit by the second and punish with F12.

B2 Kunai: If you are blocking overhead against this, you can run in and punish after the B2 hits you.

B2 Teleport Cancel: If you are blocking overhead against this, you can run in and punish after the B2 hits you.

B21 Kunai: Block the first hit, get hit by the second and then armor with EX DB1D.

F3: Block the first hit, get hit by the second and then punish with F12.

B3: Teleport cancel: If you are caught blocking high armor out quickly with EX DB1D


B3 Kunai: If you are caught blocking high armor out quickly with EX DB1D


Any F1 punish leading into a TPC or Kunai can be blown up if Takeda uses an armored special, but to do so is a risk for Takeda since all his armored options are punishable.

Ronin:

B214 DB1B Blade Drop: Block all the hits except the 4 in the string, get hit and then punish with F12.

B214 DB1B Blade Drop EX DB1 Blade Summon: Block all the hits except the 4, then jump forward 2 and punish with F12 etc.

B21 Blade Drop: Block the first, get hit by the second and then punish with F12.

B21 Blade Drop EX DB1 Blade Summon: Block the first hit, get hit by the second and then punish with F12.

F12 Blade Drop and Blade Summon: Block all the first, get hit by the second and then punish with F12.

The only string that Takeda is safe at if he does F12 2+4 Blade Drop
https://www.youtube.com/watch?v=4cO0kC9HeYc

Tanya can make herself safe after DF2 DF2 EX DF2, the tremor player will waste his bar if he gets hit by the EX DF2 and launched for a full combo for Tanya. If she has a bar so be aware.

B1 2+4: Block the first hit, get hit by the second and then armor with EX DB1D.

B1 2+4 Teleport cancel: Block the first and second hits, get hit by the final hit and then punish with F12.

B1 2+4 EX DF1 Tonfa Toss: Block the first hit get hit by the second and immediately input EX DB2U for a launching punish.

B1 2+4 DF2 DF1 DF2( Even when delayed you still get launched): Block all hit except for the DF1 rekka and then punish with EX DB1D.

B1 Teleport cancel: Block the first hit get hit by the second and then punish with F12.

B1 EX DF1 Tonfa Toss: Block the first hit and second hit, get hit by the first hit of the tonfa toss and then input D2, Tremor will be wasting a bar if he inputs any armor.

112: Block the first and second hits, get hit by the final string and then punish with F12.

F2 Teleport cancel: Block the first hit, get hit by the second and then punish with F12.

B312: Block the first hit, get hit by the second and then quickly punish with F12.

B31 Teleport cancel: Block the first hit, get hit by the second and then punish with F12.


Tanya cannot safely use any teleport cancels if Tremor has his armor up; Tanya must either complete the back teleport or take a risk and go directly into a special attack.
F121: Block the first hit, get hit by the second and then punish with F12.

B1D4U4: Block the first hit, get hit by the second and then punish with F12

21D4U4: Block the first hit, get hit by the second and then punish with F12.

B32: Block the first hit, get hit by the second and then punish with F12.

B322: Block the first and second hit and then armor with EX DB1D on the last hit.

Any string into DB1 cancel is punishable.

When creating a gap in the B322 sting, you need to be prepared to either block low or armor through the second hit.


Kombat Pack 2 DLC
112 – Block the first hit and second hit, get hit by third and then punish with F12.

123 – Block the first hit, get hit by the second and then armor punish with EX DB1D.

B11 – Block the first hit, get hit by the second and then punish with F12.

B113 – Block al thrre hits, then get hit by the fourth and then punish with F12.

B13 – Block the first hit, get hit by the second and then punish with F12.

B134 – Block the first hit, get hit by the second and then punish with F12 before the last hit of the string hits you.

214 – Block the three hits, get hit by the fourth and then punish with F12

F23 – Block the first hit, get hit by the second and then punish with F12.

333 – Block the first and second hit, get hit by the third and then punish with F12.

B34 – Block the first hit, get hit by the second and then punish with F12.

F34 - Block the first hit, get hit by the second and then punish with F12.

Tarkatan

BF2 1 2 (Overhead) – Block the first hit, get hit by the second and then punish with F12 before the third hit of the special move hits you.

BF2 1 4 (Low) - Block the first hit, get hit by the second and then punish with F12 before the third hit of the special move hits you.

BF2 1 1+3 (High) - Block the first hit, get hit by the second, then duck the last hit which is a high and then punish with F12.
111 – Block the first hit, get hit by the second and then punish with F12 before the third hit of the string hits you. You can punish it with Armor by eating the second and then punishing with EX DB1D.

121 – Block the first hit and the second, get hit by the third and then punish with F12.

1212 – Block all the four hits except for the last hit and then punish with F12.

B12 – Block the first hit, get hit by the second and then punish with F12.

B123 – Block the first and second hit, get hit by the third and then punish with F12.

244 – Block the first hit and second hit, get hit by the third and then punish with F12.

B234 – Block the first and second hit, get hit by the third and then punish with F12.

B233 - Block the first and second hit, get hit by the third and then punish with F12.

F23 – Block the first hit, get hit by the second and then punish with F12.

341 – Block the first and second hit, then get hit by the third and then punish with F12.


F3 1+3 – Block the first hit then get by the command grab and then punish with F12

B3 1+3 – Block the first hit then get hit by the command grab and then punish with F12.

413 U4 – Block all three hits, then get hit by the fourth and then punish with F12.


Bartitsu

B14 – Block the first hit and second hit, get hit by the third and then punish with F12.

F112 – Block the first hit, get hit by the second then punish with F12 before you get hit by the third of the string.

F212 – Block the first and second hit, get hit by the third and then punish with F12.
122 – Block the first hit, get hit by the second and then armor out with F12 before the third hit hits you. You can punish it meterless by block the full string.

F12 B2 – Block the first hit, get hit by the second and then punish with EX DB1D.

B12 – Block the first hit, get hit by the second and then punish with F12. If you are caught block low against the move you can interrupt it by punish with F12 before the second hit comes out.

22 U2 – Block the first hit, get hit by the second and then punish with F12 before the third hit comes out.

22 D2 - Block the first hit, get hit by the second and then punish with F12 before the third hit comes out

F21D2 – Block the first hit, get hit by the second and armor punish with EX DB1D.

Every string into Berserker stance is unsafe against Tremor when he has armor up.


Butcher

B12 – Block the first hit, get hit by the second and then punish with F12.

22 U2 – Block the first hit, get hit by the second and then armor out with EX DB1D.

22 D2 - Block the first hit, get hit by the second and then armor out with EX DB1D.

F21 D2 – Block the first hit, get hit by the second and then punish with F12 before the third hit.

Butcher’s command grab is punishable while Tremor’s armor is active.

All of Pretty Lady’s Saw Toss are punishable while Tremor’s armor is active except for Up Saw Toss but even then if Tremor eats the saw toss Leatherface doesn’t get hit plus frames to follow up with.
Universal Strings for Triborg

1112 – Block the first and second hit, get hit by the third hit then armor with EX DB1D. You can also block all three hits and then get hit by the fourth hit of the string and then punish meterless with F12.

114 – Block the first hit get hit by the second then armor out on third with EX DB1D.

F131 – Block the first hit, get hit by the second and then armor out before the third hit with EX DB1D.

213 – Block the first hit, get hit by the second and then armor out with EX DB1D.


B3 D4 – Block the first two hits, get hit by the final hit and then punish with F12


B3 D4 U3 – If the opponent decides to finish the string he is -6 which is safe against Tremor but if he decides not to finish the string he’s left at -11 which is punishable. Block all three hits get hit by the final hit and then punish meterless with F12.

B3 U4 – Block the first two hits, get hit by the second and then punish with F12.

F34 – Block the first hit get hit by the second and then block the last hit then punish with F12.

F43 – Block the first hit, get hit by the second and then punish with F12.


Triborg - Cyber Sub-Zero

B1 2+4 – Block the first hit get hit by the second and then punish meterless with F12. If you are blocking low and he does the overhead string, you can immediately block the end of the string and punish with F12 meterless or you can armor before the end of the string with EX DB1D.

212 – Block the first hit, get hit by the second and then armor out before the third hit with EX DB1D. You can also punish it meterless if the opponent finishes the string, block both hits of the string then get hit by the final hit of the string and then punish with F12.


Triborg - Cyrax

B1 2+4 – Block the first hit get hit by the second and then punish with F12.

212 – Block the first hit get hit by the second and then duck the third hit and then punish with F12.

F211 – Block the first and second hit get hit by the third hit and then punish with F12.


Triborg - Sektor

B1 2+4 - Block the first hit get hit by the second and then punish meterless with F12

212 – Block the first hit, get hit by the second and then armor out with EX DB2U. You can also punish it meterless by getting hit of the last hit of the string and then punishing it meterless.

F212 – Block the first hit, get hit by the second and then armor with EX DB1D before the third hit. You can punish it meterless by block the first two hit, then getting hit by the final hit and finally punishing it with F12.


Triborg - Smoke

B1 2+4 - Block the first hit get hit by the second and then punish meterless with F12

B213 – Block the first hit, get hit by the second then block again and finally punish with F12.

B214 – Block the first hit, get hit by the second and then armor with EX DB1D. You can punish it meterless by block the first and second hits then get hit by the final hit and finally punish with F12.

F21 – Block the first hit, get hit by the second and then punish with F12.

F213 – Block the first hit, get hit by the second and then armor with EX DB1D.

F214 – Block the first hit, get hit by the second and then armor with EX DB1D.

F4 D12 – Block the first hit, get hit by the second and then armor with EX DB1D.
 
Last edited:

SEV

Noob
Nice, not sure if I had this one included, but when Tremor dropped I made a pretty comprehensive list of punishment opportunities, like this one, where you can eat a hit to create gaps punishable by either F1 or by armor:

http://testyourmight.com/threads/creating-punishable-gaps-with-crystalline.54642/#post-1832813

I haven't updated it for a long time, and more gaps do exist but are very risky due to the possibility of stagger pressure or special cancels that will either cause you to waste meter or even punish your attempt at creating a gap. The ones that I had listed were solid at the time, but I haven't been playing the game to know whether or not they still are based on where the meta is for stagger pressure by character.
 

Nabeel Robinson

My time will come!
Nice, not sure if I had this one included, but when Tremor dropped I made a pretty comprehensive list of punishment opportunities, like this one, where you can eat a hit to create gaps punishable by either F1 or by armor:

http://testyourmight.com/threads/creating-punishable-gaps-with-crystalline.54642/#post-1832813

I haven't updated it for a long time, and more gaps do exist that are very risky due to the possibility of stagger pressure or special cancels that will either cause you to waste meter or even punish your attempt at creating a gap. The ones that I had listed were solid at the time, but I haven't been playing the game to know whether or not they still are based on where the meta is for stagger pressure by character.
That's why I took the time to update almost every string, run cancel and a lot of gaps. The new stuff I posted on how to punish gaps is really new. Things like Liu's and Johnny's jailable cancels etc. I also made a video to help players know how to punish the gaps .
 

SEV

Noob
That's why I took the time to update almost every string, run cancel and a lot of gaps. The new stuff I posted on how to punish gaps is really new. Things like Liu's and Johnny's jailable cancels etc. I also made a video to help players know how to punish the gaps .
Might want to edit your format. You only have Cassie and D'vorah, then 1 more under D'vorah, then the rest under the last. Unless that's how you want it.
 

SEV

Noob
I'm not sure how to do it, could you help me out?
You're going to have to cut the last bit of the Ermac spoiler and paste it right before where the Erron Black spoiler starts, then cut the last bit of the D'vorah spoiler and paste that right before where the Ermac spoiler starts.
 

Nabeel Robinson

My time will come!
You're going to have to cut the last bit of the Ermac spoiler and paste it right before where the Erron Black spoiler starts, then cut the last bit of the D'vorah spoiler and paste that right before where the Ermac spoiler starts.
Thanks for the help!
 

stamatis

Όσα δε φτάνει η αλεπού. ........
I don't play tremor,to be honest I don't like him at all,I was just curious and I clicked to see what was that tech.man,your patience to do all that stuff and the hours you had in practice mode to create a full cast list is admirable,well done.