There are other options with similar damage. Someone posted this earlier:
B33/f13 sand toss b32u1 f222 sand tackle for 29%. (Outlaw obviously) also you should be using tarkatan stab to end all of your midscreen combos. There is no reason you shouldn't.
If you're using the full string the spacing is really close to missing, but in the corner the 21122 string into sand tackle will work. Midscreen cancel either out of the 211 or the 2112. The string is odd, in that you have to input [21122] to get anything past 211 to come out, so it takes some getting used to.
The reason you wouldn't want to use Tarkatan Stab over another finisher is mainly if you were expecting to use njp pressure in the next few seconds after the knockdown. I imagine that'd mainly be in the corner, but if you're playing someone and you think they'll do something on wakeup that would lose to njp then I could see it.
Just tried the patch last night. For online or those who don't trust landing njP, here's hour 2 strategy:
-njP is still easy in corner. You can hit late and get the full bounce for F24.
-you want them in the corner more than anything, because EB wins. Always.
-B32U1 is full combo punishable, so you'll have to combo into it. There's B33, but there's also 11B3 which is confirmable into sand toss.
-midscreen you can follow juggle with F22 into tackle which is braindead easy and carries far.
-carry them farther with B32u1 to F242 then run and 50/50
-replace njP with jump in P to ender
-vortex cross up after sand toss and push them to your corner
i found doing 21122 then canceling into any special other than dbf2 will help you with the timing after you start landing the special you could start doing 21122xxdbf2 sorry if i was not clear
Personally, I find that to connect the sand tackle you have to perform the sand tackle just as the 21122 knocks your opponent into the air. The goal being to grab him/her out of the air, or else it won't connect.
I also can't get the sand tackle to connect to the 21122 only in the corner...
The problem I have with the sand grenade setups are that most characters have wakeup that blow through that no problem and I don't feel like it gives you any additional oki pressure than sand tackle. Realistically speaking, most people are going to see the long visual cue of the sand grenade and either armor through it or sit there and block if they don't have meter, so it's basically the same thing as a sand tackle ender, but less damage. I messed with this stuff a bit day 1, then tried it out in fights and realized I wasn't getting much out of it due to its reactability. People simply aren't going to get hit by this at any decent level of play. But maybe there are some matchups it's useful in. Thoughts?
Can someone enlighten me a bit here. I was wondering if someone could post an example of a 50/50 with Erron Black.
I know a fair amount of kombos with Erron, but I haven't played a fighting game since mk4 on the 64 all those years ago lol. Chances are I'm already doing them but not knowing the terminology lol.
Can someone enlighten me a bit here. I was wondering if someone could post an example of a 50/50 with Erron Black.
I know a fair amount of kombos with Erron, but I haven't played a fighting game since mk4 on the 64 all those years ago lol. Chances are I'm already doing them but not knowing the terminology lol.
A 50/50 is a combo string that has the chance to go either high or low depending on the next input, so an example of this with Erron would be F1, 2 or F1, 3. Both of them start with an overhead, but both hits of F1, 2 need to be blocked high, whereas F1, 3 needs to be blocked high on the first hit and low on the second. Since the opponent can't defend against both of these at the same time, you have a 50% chance of getting a successful hit, hence the term 50/50.
A 50/50 is a combo string that has the chance to go either high or low depending on the next input, so an example of this with Erron would be F1, 2 or F1, 3. Both of them start with an overhead, but both hits of F1, 2 need to be blocked high, whereas F1, 3 needs to be blocked high on the first hit and low on the second. Since the opponent can't defend against both of these at the same time, you have a 50% chance of getting a successful hit, hence the term 50/50.
Just picked up Erron black and decided to go woth marksman for the potential gun cancel shenanigans. You beat me to it. I'm so sad because This is incredibly hard to do consistently
Just picked up Erron black and decided to go woth marksman for the potential gun cancel shenanigans. You beat me to it. I'm so sad because This is incredibly hard to do consistently
Just picked up Erron black and decided to go woth marksman for the potential gun cancel shenanigans. You beat me to it. I'm so sad because This is incredibly hard to do consistently