Tbh i don't see the point in ending a restand combo in a knockdown. If that makes sense. Njp 22 on restand seems way better imo. If you can get a jump in in the corner, 113 is basically guaranteed. No one choosing knockdown over a full combo. Good work you guys, glad to see that dedication.
Tbh i don't see the point in ending a restand combo in a knockdown. If that makes sense. Njp 22 on restand seems way better imo. If you can get a jump in in the corner, 113 is basically guaranteed. No one choosing knockdown over a full combo. Good work you guys, glad to see that dedication.
Well since sub has no good standing mixup, I don't really see why 22 is really that much better other than being just a restand. I guess you could get a batman style grapple jump in reset, but other than that, 22 is just basically being plus but having no true mixup
Well since sub has no good standing mixup, I don't really see why 22 is really that much better other than being just a restand. I guess you could get a batman style grapple jump in reset, but other than that, 22 is just basically being plus but having no true mixup
When i was watching honeybee's sets against a sub player who I've now completely forgotten, he would use this restand and b2 (pretty sure I'm in the injustice 2 forums) which looked like he was jailing it to be plus 3. I honestly don't know I just assumed it was a thing.
When i was watching honeybee's sets against a sub player who I've now completely forgotten, he would use this restand and b2 (pretty sure I'm in the injustice 2 forums) which looked like he was jailing it to be plus 3. I honestly don't know I just assumed it was a thing.
If anyone cares:
Freeze, b3, bj.3, 1, 112, slight step back nj.ia ice klone. Both options work. Opponent can tech roll but you're still safe at least.
Ending in b11d3 works but the opponent must be in the same stance as you; gotta love stance specific setups!