NKZero
Warrior
After Wonder_Chef told me about ending corner combos in 221+2 for the sweet dreams set-up, I started looking at the string and this is what I've gathered (I apologise if a) this is known already and b) this is posted somewhere in these forums).
Anyways, with the 22 string, you can get a 50/50 mix-up. Here are the options:
1) 221+2 (overhead)
2) 22-freddy fingers (low)
Now of course you can mix it up after that and do 22-teleport away (though I wouldn't recommend that), or 22-NMS and get the mix-ups from that etc. Never do 22 by itself because it is -13 on block.
If 221+2 hits, you get a hard knockdown and a free sweet dreams set-up. The set-up is safe so you can block a wake-up attack if that is what the opponent decides to do. I am not sure if 221+2 gives an untechable knockdown so if someone could confirm that I would be most grateful. Anyways if it does, this set-up would be more powerful in the corner since you cannot tech roll anyways. 221+2 is safe on block.
If 22-freddy fingers hits, you are only at +1, but it does give you nice pushback to retreat and zone again. It doesn't really provide a strong follow-up but it is good to use on the odd occasion. 22-freddy fingers is safe on block.
Now as I stated earlier these set-ups are undeniably more powerful in the corner. If 22-freddy fingers hit you are +1 and with no pushback but you now have a 6 frame D3 at your disposal to check the opponent (just for reference, D3 is +3 on hit vs standing opponents, +10 on hit vs crouching opponents and -7 on block). 221+2 on hit will give you a sweet dreams set-up and if they block the sweet dreams you have enough frame advantage to either repeat the 22 mix-ups, throw, use another string, or enter the true 50/50 between B2 and B3.
The reason these 22 set-ups are effective (especially in the corner) is because you can keep the opponent locked down and second guessing without burning meter. With the other 50/50, because you cannot hit-confirm neither B2 nor B3, you have to follow-up with EX ground spike just to make the string safe.
Once the opponent respects the 22 strings, you could make it look like you will do another 22 mix-ups by just pressing 2 (neutral on block), and then surprising them with a B3/B2 mix-up.
If you make the right moves, then you could potentially kill the opponent with 3 or 4 right guesses. The best part is, they are all safe!
Hope this helps!
m2dave DarKNaTaS Vip3r what do you guys think? As I said, sorry if this has been mentioned already...
Anyways, with the 22 string, you can get a 50/50 mix-up. Here are the options:
1) 221+2 (overhead)
2) 22-freddy fingers (low)
Now of course you can mix it up after that and do 22-teleport away (though I wouldn't recommend that), or 22-NMS and get the mix-ups from that etc. Never do 22 by itself because it is -13 on block.
If 221+2 hits, you get a hard knockdown and a free sweet dreams set-up. The set-up is safe so you can block a wake-up attack if that is what the opponent decides to do. I am not sure if 221+2 gives an untechable knockdown so if someone could confirm that I would be most grateful. Anyways if it does, this set-up would be more powerful in the corner since you cannot tech roll anyways. 221+2 is safe on block.
If 22-freddy fingers hits, you are only at +1, but it does give you nice pushback to retreat and zone again. It doesn't really provide a strong follow-up but it is good to use on the odd occasion. 22-freddy fingers is safe on block.
Now as I stated earlier these set-ups are undeniably more powerful in the corner. If 22-freddy fingers hit you are +1 and with no pushback but you now have a 6 frame D3 at your disposal to check the opponent (just for reference, D3 is +3 on hit vs standing opponents, +10 on hit vs crouching opponents and -7 on block). 221+2 on hit will give you a sweet dreams set-up and if they block the sweet dreams you have enough frame advantage to either repeat the 22 mix-ups, throw, use another string, or enter the true 50/50 between B2 and B3.
The reason these 22 set-ups are effective (especially in the corner) is because you can keep the opponent locked down and second guessing without burning meter. With the other 50/50, because you cannot hit-confirm neither B2 nor B3, you have to follow-up with EX ground spike just to make the string safe.
Once the opponent respects the 22 strings, you could make it look like you will do another 22 mix-ups by just pressing 2 (neutral on block), and then surprising them with a B3/B2 mix-up.
If you make the right moves, then you could potentially kill the opponent with 3 or 4 right guesses. The best part is, they are all safe!
Hope this helps!
m2dave DarKNaTaS Vip3r what do you guys think? As I said, sorry if this has been mentioned already...