Alright RyRy
Florida Kombat
Something I was trying to conjure up since I always have a problem with Goro when people delay wake-up. So I tried to end combos with LF in the corner since it has less hit advantage than the SG. You do lose 2% of damage doing this set up instead of doing the SG as the combo ender.
I will have to admit that this maybe a gimmick and nothing more, I haven't really tested the delayed wake up options other characters have against this and if it is punishable. All I was testing last night was can I get a B3 off in time to cancel it into Punchwalk. This does work against the fastest wake-ups in the game, as seen below I tested it against Sub Zeros Slide.
The timing on this is REALLY strict (against really fast wakeups ie. Sub / Reptile Slide), so I would really suggest practicing this set up before going into a real match. 2 examples below, more to follow.
Vs. Fast Wake-up w/ Tech-Roll (The Perfect Thumbnail)
Vs. Teleport Wakeups w/ Tech-Roll
In this set up, if you cancel the B3 into any special it goes in the wrong direction, that is why you see Telestomp.
I will have to admit that this maybe a gimmick and nothing more, I haven't really tested the delayed wake up options other characters have against this and if it is punishable. All I was testing last night was can I get a B3 off in time to cancel it into Punchwalk. This does work against the fastest wake-ups in the game, as seen below I tested it against Sub Zeros Slide.
The timing on this is REALLY strict (against really fast wakeups ie. Sub / Reptile Slide), so I would really suggest practicing this set up before going into a real match. 2 examples below, more to follow.
Vs. Fast Wake-up w/ Tech-Roll (The Perfect Thumbnail)
Vs. Teleport Wakeups w/ Tech-Roll
- Wake Up - Throw is not an option.
- Wake Up - Back-dash seems to work - needs more testing.
Last edited: