True Grave
Giving The Gift Of Graves
Alas my Fallen Elder Gods. Shinnok finally can put his bug smashing hand to good use. And it works...let us begin.
I have accompanied a video to show you the different types of setups midscreen and corner. All of these setups cost one bar for the initial setup and 2 bars for a guaranteed Hand Squash. There is a meterless version and 1 bar guaranteed Hand Squash in the corner with B3, but everything has to be to the frame. You'll see why the B3 corner combo is so strict in the video.
The only thing that stops this setup is by Tech Rolling first and then using a fast special, run, forward dash, or jump to make it whiff. Back dashes on wakeup will make a normal Hand Squash whiff, but you can delay it and still hit them. If they start doing any of the previously stated, you can control the positioning of the Hand Squash and still catch them. Each character is different and you MUST compensate for their frame data on wakeup. I used Reptile as a dummy because of his 5 frame slide. Now for how it's done.
You can use any strings you want to get this going, but I used F4 and B3 for the sole purpose of Shinnok punishing with F4. Now as you do your combos, you HAVE to end them with a Jumping Punch because this leaves you at +50. Judgement Fist/Smash both have a 58 frame startup, but because the opponent is falling, this allows for the Hand Squash to come out every time. I prefer using J1 because of how it hits the opponent. Now, as soon as you hit the J1 on your opponent, you can go right into a hand squash. If you time a normal one right and they don't use an ex wakeup, it'll hit if you position it right. If you EX the Hand Squash, it's guaranteed to hit before they even get a chance to armor and wakeup. The same applies for corner combos, but when you F4, go for ex shoulder because it does more damage than Hell Sparks.
Again, only tech roll into running, jump, fast specials, and forward dashes can avoid the guaranteed (EX) hand squash. Even if you back dash on wakeup after a tech roll, you'll still get hit. Normal back dashes can cause the Hand Squash to whiff, but you can delay it if you think they're going to do so.
@Youphemism @legion666 @xInfra Deadx @Doctor Stabs @cR WoundCowboy @Juggs @ArmedCalf @DownfouralitY @4x4lo8o @Doombawkz @SixPathsOfHate @Skylight1 @D. R. @Kidigital @usedcarsalesmang @Braindead
I have accompanied a video to show you the different types of setups midscreen and corner. All of these setups cost one bar for the initial setup and 2 bars for a guaranteed Hand Squash. There is a meterless version and 1 bar guaranteed Hand Squash in the corner with B3, but everything has to be to the frame. You'll see why the B3 corner combo is so strict in the video.
The only thing that stops this setup is by Tech Rolling first and then using a fast special, run, forward dash, or jump to make it whiff. Back dashes on wakeup will make a normal Hand Squash whiff, but you can delay it and still hit them. If they start doing any of the previously stated, you can control the positioning of the Hand Squash and still catch them. Each character is different and you MUST compensate for their frame data on wakeup. I used Reptile as a dummy because of his 5 frame slide. Now for how it's done.
You can use any strings you want to get this going, but I used F4 and B3 for the sole purpose of Shinnok punishing with F4. Now as you do your combos, you HAVE to end them with a Jumping Punch because this leaves you at +50. Judgement Fist/Smash both have a 58 frame startup, but because the opponent is falling, this allows for the Hand Squash to come out every time. I prefer using J1 because of how it hits the opponent. Now, as soon as you hit the J1 on your opponent, you can go right into a hand squash. If you time a normal one right and they don't use an ex wakeup, it'll hit if you position it right. If you EX the Hand Squash, it's guaranteed to hit before they even get a chance to armor and wakeup. The same applies for corner combos, but when you F4, go for ex shoulder because it does more damage than Hell Sparks.
Again, only tech roll into running, jump, fast specials, and forward dashes can avoid the guaranteed (EX) hand squash. Even if you back dash on wakeup after a tech roll, you'll still get hit. Normal back dashes can cause the Hand Squash to whiff, but you can delay it if you think they're going to do so.
@Youphemism @legion666 @xInfra Deadx @Doctor Stabs @cR WoundCowboy @Juggs @ArmedCalf @DownfouralitY @4x4lo8o @Doombawkz @SixPathsOfHate @Skylight1 @D. R. @Kidigital @usedcarsalesmang @Braindead
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