Dirtbag is scary boys. I advise everyone to check out MonstahPanda's YT channel. His videos inspired to reconsider my dismissal of dirtbag and to start grinding him out about a month ago. While dirtbag was mad fun, if your opponent was keen on the matchup you had no non-gimmick options. However, catch someone sleeping and let you get out a molotov in the corner your doing 400 dmg meterless. Paulo was very conservative on speeding up molotov with very good reason. People don't quite understand the devestation that you can string together with chem burn and a correctly placed molly in the corner. Dirtbag would be completely busted if they sped molly up much more.
Lab notes so far (still adding):
- Hit advantage buff for chemical buff is fantastic. Depending on string/poke canceled off of, advantage ranges from +9 to +13. 11xxchem burn, 24xxchemburn, D1xxchem burn leave the opponent close enough to frame trap a dash cancel B3. Conditioning opponent to respect this will help with chem burn->backdash->molotov setups.
- The new chemical burn (back) amp move has different properties than a normal molotov (still trying to figure this out).
In the corner, the explosion caused by the B-amp is NOT comboable like a normal molotov buy gives you a fuck ton of plus frames. Also, it's jank as fuck when the amped portion is blocked in the corner. Set dummy to auto block and test canceled strings (11,22 and 24) into it and you'll immediately see what I mean. The back amp lighter is blockable and the pushback teleports Kano a third screen away, but at least leaves him like +10 (tf?).
Where it gets interesting is canceling F12, B1 and F2 into chem burn B-amp.
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B1 and F2xxchemical burn now connect in the corner. F2xxchem burn (back) amp is a nasty guaranteed DOT setup in the corner now.
LAB THIS SHIT GUYS. It is character dependant and I'm still testing, but so far it beats out forward roll, U2, some U3s, neutral jump (unless opponent has dive kick) and forward jump. It MUST be blocked or U3'd. Depending on hit box, some characters must crouch block--stand block still causes explosion on wakeup. If the opponent eats the explosion standing, you are like +30 and can jail anything your heart desires.
-F12xxchem burn B-amp in the corner jails into the explosion (but no DOT setup) leaving you
+28 on hit.
@Circus