Blewdew
PSN: MaxKayX3
idk if this is known or not so I'll just post it.
this is a rather specific but very interesting tech which is good to be aware of if you play a character with air specials.
on SR fire garden there are jumping interactables in each corner which give you a few invincibility frames before you enter the jump animation. the jump itself can be canceled into your typical air attacks like j2,j3 etc. and into air specials as well.
now lets say you play as v2 sindel and play against liu kang. you're cornered and block his 12 which frame traps into his b1 so you know you usually have to respect the next option liu kang is choosing. now watch this:
you just full combo punished him for abusing his plus frames and flipped the corner position. if your opponent isn't close to you the corner flip will not happen but it's pretty obvious when it's gonna happen
the thing is, this also works on freaking hit.
here is an example what happens if kabal tries to do f4 after restand which typically frametraps:
Imagine getting 40% punished for using a 9f mid after being +3. as long as your opponent isn't plus enough to jail you can always do this.
this negates any kind of restand, plus frames pessure etc. against these characters.
edit:
you can also blow up gaps with this. it's way easier than flawless blocking because you can pre buffer the stage interaction input and therefore a lot safer because you're not risking blocking too late.
the characters that can get a full combo out of this are sindel v2 and v3, kabal v2 and scorpion.
but even characters that don't get a full combo from it can use it.
this also works midscreen on stages with jump interactables btw.
tldr: characters with air specials get a "out of plusframes" card on stages with jump interactables.
this is a rather specific but very interesting tech which is good to be aware of if you play a character with air specials.
on SR fire garden there are jumping interactables in each corner which give you a few invincibility frames before you enter the jump animation. the jump itself can be canceled into your typical air attacks like j2,j3 etc. and into air specials as well.
now lets say you play as v2 sindel and play against liu kang. you're cornered and block his 12 which frame traps into his b1 so you know you usually have to respect the next option liu kang is choosing. now watch this:
the thing is, this also works on freaking hit.
here is an example what happens if kabal tries to do f4 after restand which typically frametraps:
this negates any kind of restand, plus frames pessure etc. against these characters.
edit:
you can also blow up gaps with this. it's way easier than flawless blocking because you can pre buffer the stage interaction input and therefore a lot safer because you're not risking blocking too late.
the characters that can get a full combo out of this are sindel v2 and v3, kabal v2 and scorpion.
but even characters that don't get a full combo from it can use it.
this also works midscreen on stages with jump interactables btw.
tldr: characters with air specials get a "out of plusframes" card on stages with jump interactables.
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