Doombawkz
Trust me, I'm a doctor
yeah they have just enough time to back up (as KF)Can you record Bane, and see if you can dash away before the J3?
yeah they have just enough time to back up (as KF)Can you record Bane, and see if you can dash away before the J3?
Yeah, I mean it hits but if their hit box moves back at all then on wake ups they'll beat us. Character specific, I've actually got the data on this mid-screen set up. Beats only like 33% of wake-ups...Yea tried 22, doesn't seem to be forgiving enough on the timing. (edit) just read the b1, working for me now.
b2,1 is viable midscreen, pretty sure you've covered that though. and even though it's rather situational, if you connect on the j3, you can go into b23, db2 and have enough time for the trap as well.
MB b.3 stuffs all of superman's wake-ups.Fair enough, I've only had a chance to try on BA. Good on the superman news, now if only we could stuff that rising air grab..
If his trait is up, yes. Otherwise, no we click off an armor count and punt him with our size 14shm, assumed it went through all our armored moves, that's gonna change it for me. sadly haven't gotten as much superman experience as i've wanted to. usually it's just laser spam.
Cool, maybe we can get a list going of who is trapped and who can back-dash.Maxintensity25
Just to note, doing b.23 b.1 22 ji.3 command grab will still catch half the cast out of their backdashes, even if they try to. I just tested it on Lex (big bodies) and I couldn't manage to dash away in time. I'm sure it'll work on other characters with similar problems.
I know Superman, Lex, Doomsday, Nightwing, and Ares are stuck. Basically if they have a laggy backdash or an extremely short one, they won't be able to escape it on account of command grab overrides the start-up of backdashes. If they backdash as you start it, yeah you miss. If they backdash mid-animation, they appearently can't get away. For these characters, in specific...Cool, maybe we can get a list going of who is trapped and who can back-dash.
I'm not conservative with meter, in fact I'm so liberal with it that I don't want to waste it to only add another few % onto it. I'd rather save my meter for the MB f.3 traps on wake-up.That's true, but if they try to do something, their inputs get reversed easily. I can see how it can be a tough pill for players that are conservative with meter, but for me, I go ham with it while I'm on my first life bar so burning 2 isn't a big deal. And if you're not feeling the reset, you can still end that combo with ring toss for up to 60%+ (that's without the b23 reset as well) and massive corner carry depending on where you pump venom.
I also find it to especially worth it if you are A) in position where you can hit a backround bounce after the bounce cancel, bonus could also be thrown interactable mid or post combo on venom. B) Are able to pump venom before the cancel connects into a transition. Huge on the second life bar IMO as who else can reap into the 50% range unclasable? Too bad I'm seldomly in these postions and often forget when I am.113 is his fastest punish string though, so I can see 2 bars being worth it to maximize damage from it, you might even build half of it back with the combo.
lol. I straight up forget about cancels. Well prob because I want that YEEEEEEEAAAAHH animationI reset into interactables a lot, but I admit I straight up forget about the BG bounce most of the time.
It sounds like this set up isn't air tight. Because if they have enough time to start their dash, they certainly have even more time to out put a wake up and all that. No f3 splat gaurantees a safe jump right?I know Superman, Lex, Doomsday, Nightwing, and Ares are stuck. Basically if they have a laggy backdash or an extremely short one, they won't be able to escape it on account of command grab overrides the start-up of backdashes. If they backdash as you start it, yeah you miss. If they backdash mid-animation, they appearently can't get away. For these characters, in specific...
Superman, Doomsday, and Ares have too short of backdashes to escape the grab range.
Lex has too laggy of one to keep evading
Nightwing's backdash is both too short AND too laggy.
However, Batman, Bane, and Black Adam have no trouble evading it. Their backdashes seem to be the right distance.
113 launches too far, causing bounce to whiff. You're better off using 12 for damage or 11 for better gravity scaling, then you can land a B3 after the bounce.I reset into interactables a lot, but I admit I straight up forget about the BG bounce most of the time.
Hm...can somebody try 113, BG bounce, j.2, 123 charge? That may be a way to get that crossup charge setup w/o meter.
I think they need faster falling to get that cross over charge to hit.113 launches too far, causing bounce to whiff. You're better off using 12 for damage or 11 for better gravity scaling, then you can land a B3 after the bounce.