ryublaze
Noob
SWORD SPIN VORTEX
Pretty sure this is known already, but after watching TONY-T 's DS combo video, I went back to the lab and looked into his sword spin hit advantage. Basically if you end your combo short with 32 Sword Spin you get more advantage. The combo I do is:
UPDATE: The above combo is too inconsistent.
The better combo is b1u2, f3, sword spin (22%)
Other starters:
132, 32 sword spin (23%)
f3, 32 sword spin (23%)
This can be done off of the low and overhead starters too, making this a vortex:
d1 MB sword spin, 32 sword spin (26%)
b2 MB sword spin, 32 sword spin (27%)
Then you go into the low/overhead mix-up (d1 sword spin / b2 sword spin). I use b2 and not b22 because if the opponent jumps then the 2nd hit of b22 whiffs and u drop the combo. Both options lead into a hit confirmable reset with MB sword spin, and if your opponent guesses right you don't have to MB and you're still safe. I'm pretty sure the opponent can't MB B3 before the d1 spin but he possibly do it before the b2 spin.
So essentially you drop 7% from the 32% BNB (22% + 3% chip from d1/b2 sword spin) for a potential 55% from the low (22% + 33%) or 57% from the overhead (22% + 35%).
UPDATE 2 (bad news): So after further testing, I found that if you do the combo perfectly and spin them at the max height, you'll be at about +6 (I may be wrong). What this means is that characters with 6 frame d1s can interrupt DS's b2 and characters with 7 frame d1s can trade with it, but they have to just frame their d1 which is really hard to do and might not be worth the risk.
With that in mind, I also found that the opponent can OPTION SELECT the mix-up. All they have to do is hold down and press d1. This will block DS's low and at the same time will also give them a chance to interrupt/trade with DS's overhead. Again, unless the opponent can just frame their d1 every time, then it might be too risky for them.
Either DS's b2 would have to be 2 frames faster or his sword spin will have to give 2 more frames of advantage in order to make this mix-up 100% fullproof. Maybe even more frames because I'm pretty sure you're at less than +6 with DS's low/overhead starters into this standing reset.
GGA Slips
Vagrant
Mikman360
karaokelove
Rampage254
STORMS
GamerBlake90
MITDJT
Pretty sure this is known already, but after watching TONY-T 's DS combo video, I went back to the lab and looked into his sword spin hit advantage. Basically if you end your combo short with 32 Sword Spin you get more advantage. The combo I do is:
b1u2, f3, walk back for a split second, 32 sword spin (26%)
The better combo is b1u2, f3, sword spin (22%)
Other starters:
132, 32 sword spin (23%)
f3, 32 sword spin (23%)
This can be done off of the low and overhead starters too, making this a vortex:
d1 MB sword spin, 32 sword spin (26%)
b2 MB sword spin, 32 sword spin (27%)
Then you go into the low/overhead mix-up (d1 sword spin / b2 sword spin). I use b2 and not b22 because if the opponent jumps then the 2nd hit of b22 whiffs and u drop the combo. Both options lead into a hit confirmable reset with MB sword spin, and if your opponent guesses right you don't have to MB and you're still safe. I'm pretty sure the opponent can't MB B3 before the d1 spin but he possibly do it before the b2 spin.
So essentially you drop 7% from the 32% BNB (22% + 3% chip from d1/b2 sword spin) for a potential 55% from the low (22% + 33%) or 57% from the overhead (22% + 35%).
UPDATE 2 (bad news): So after further testing, I found that if you do the combo perfectly and spin them at the max height, you'll be at about +6 (I may be wrong). What this means is that characters with 6 frame d1s can interrupt DS's b2 and characters with 7 frame d1s can trade with it, but they have to just frame their d1 which is really hard to do and might not be worth the risk.
With that in mind, I also found that the opponent can OPTION SELECT the mix-up. All they have to do is hold down and press d1. This will block DS's low and at the same time will also give them a chance to interrupt/trade with DS's overhead. Again, unless the opponent can just frame their d1 every time, then it might be too risky for them.
Either DS's b2 would have to be 2 frames faster or his sword spin will have to give 2 more frames of advantage in order to make this mix-up 100% fullproof. Maybe even more frames because I'm pretty sure you're at less than +6 with DS's low/overhead starters into this standing reset.
GGA Slips
Vagrant
Mikman360
karaokelove
Rampage254
STORMS
GamerBlake90
MITDJT