ryublaze
Noob
Safe Jump vs. Wonder Woman
This is Crathen's tech where you can get a safe jump and go for a 50/50 without having to worry about wake-ups. Just showing that you can do it midscreen too and off of your regular BnB by ending with 1,2 sword flip. So 1,2 sword flip ender, dash, jump forward 3 then wait a split second and input b2,2 or d1 while holding back or down.
Anti Wake-up vs. Martian Manhunter
F3 stuffs his teleport and avoids low scoop. D1 xx MB Sword Spin and B2,2 xx MB Sword Spin both blow up teleport wake-up whether he delays it or not. Only problem is Force Push but you can punish that by jumping over him or MB F3.
Anti Wake-up vs. Batgirl
1,2 sword flip ender, dash, dash, jump back. If she does cartwheel, react and punish with jump 3. Punish Smoke Bomb with B1,U2 and Flying Uppercut with 1,3,2. Notice that I walk back a little in my combo to create enough space to avoid the Flying Uppercut. F3 (walk back) standing 1 or B1,U2 (walk back) standing 1. etc.
Super Option Select
This is old tech posted by Aris a long time ago, but just showing how to set it up with DS. 1,2 sword flip ender, dash, dash, 1 xx Super. Could be useful for unclashable damage.
Sword Flip Cross-up
Hard knockdown, dash forward, Sword Flip crosses up in the corner. It will reverse your inputs and stuff certain wake-ups. DS can dash forward then walk back a little to make the Sword Flip hit from the front. To avoid this just hold down to block from both ways (because Sword Flip isn't an overhead). But DS can mix this up with his B2 overhead. If you block Sword Flip it's full combo punishable, but some characters like Killer Frost and Superman can't punish it at all. It's kind of gimmicky so I'll mainly do this to chip you out at the end of the match.
Early F3 Cross-up
This is known by DS players but others might be confused. This is actually a cross-up even though it doesn't look like it. You should be able to block it most of the time since he has to do the F3 early and you should have enough time to block the non cross-up version.
1,2 Sword Flip and Getting out of F3 in the corner
First I show you the cross-up and non-cross-up F3 in the corner. Then you'll see me get out of both to avoid the mix-up. If DS ends a combo with F2,3 xx Sword Flip in the corner, unless the F3 is timed perfectly, the opponent can dash out of the non-cross-up F3 and block the cross-up F3 at the same time. What you do is input forward, forward then hold down the 2nd forward. But if DS ends the combo with 1,2 xx Sword Flip and walks back before doing F3 the opponent can't dash out.
Deathstroke's 33/33/33
Most likely known already, but I love doing this and feel like explaining. Off of 1,2 xx Sword Flip DS can dash up twice then either do B1,U2 or B2,2 xx MB Sword Spin for a 50/50 mix-up. The opponent can't backdash or jump out at all, whereas if DS ends the combo with F2,3 xx Sword Flip they can get out by backdashing or jumping back. The only problem is wake-up attacks which can be baited and punished or MB B3'ed. Off of D1/B22 xx MB Sword Spin, you do D1 or B2,3,F2 instead for the mix-up. B2,3,F2 catches certain characters' backdashes.
@MITDJT @Rampage254 @InFlames @Vagrant @karaokelove @Mikman360 @Rampage254 @Crathen
Anti Wake-up vs. Martian Manhunter
Anti Wake-up vs. Batgirl
Super Option Select
Sword Flip Cross-up
Early F3 Cross-up
1,2 Sword Flip and Getting out of F3 in the corner
Deathstroke's 33/33/33
@MITDJT @Rampage254 @InFlames @Vagrant @karaokelove @Mikman360 @Rampage254 @Crathen
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