Its not really a mixup because no matter which side you're on, holding down will block the mine. However if you can get a J2 to crossup and not whiff it would be sweet because A) the blockstun from the mine should keep them from anti-airing you B ) they have to block the J2 on the crossup side, and J2 puts you at frame advantage C) their wakeup inputs are reversed.Ok found some Incredibly ambiguous shit wiht Lex's Landmines. Dunno if this is already out there, but I seriously doubt it. If it is I will be sad :'( All is explained in the video, check it out.
Correction: Wake ups WILL get you out of this, if they guess the correct way to wake up. Enjoy!
Its not really a mixup because no matter which side you're on, holding down will block the mine. However if you can get a J2 to crossup and not whiff it would be sweet because A) the blockstun from the mine should keep them from anti-airing you B ) they have to block the J2 on the crossup side, and J2 puts you at frame advantage C) their wakeup inputs are reversed.
It doesn't look like the J2 will connect looking at the spacing but it's worth testing. I wonder if a jump BACK 2 could work. You can do the same combo but instead do a trait dash cancel after the D2. The neutral jump will reverse wakeup inputs and the J2 won't crossup but it won't whiff, giving you frame advantage and trait up close.
My system won't be back in action for awhile so I can't play or help test anything. I'm just gonna play theory fighter for the time being and lurk the shit out of these forums.
Yeah, techs get you out free. If they constantly do this, far landmine will get more pressure. There's always more ways you can apply pressure.I have had 0 luck easily reproducing the video and I'm even using a small character to use it on (shazam) but I was still very interested in the concept, so I'm posting my early work/findings with the dash jump cross up
*launcher*(b13/f2/112) into MB vacuum b3 ji2 2 trait dash in nj delayed 3, will cross up, d1 MB vacuum whatever
Also if the opponent has a forward moving WU such as Shazams torpedo, Batmans slide etc. they will go under you and be smacked with your j3, brilliant
Edit, tested against Corp charge, Lex goes right under, and he has a pretty big hitbox, so although I haven't tested most characters I'm gunna say unless you have and angled WU (rising grab SM) you are safe with this tech
Sad Edit: tried it online, it gets away scot free with tech roll WU although you are in good spacing with shield up though!
For the follow up " u3xxMBlex probe~dash j3xxcharge"More practical variation of the lex "hard to blockable" ofF of his mine trap reset
b12(or f2 for the overhead)xxMBgrav pull, b3, j2, 22xxland mine~j3(and if they dont dash to escape the set up or if they cant block overhead then low fast enough and it hits), opponent is caught on mine trap, u3xxMBlex probe~dash j3xxcharge
With this set up, and the 112xxmine set up(I said 113 in my earlier post on accident), you can just dash then jump forward without using an air normal and the opponent will still have to change the way they are blocking. Its just more obvious that thats what they have to do if you chose to do that. If you just do the empty jump over however your attacks can come out the frame you hit the ground so the opponent must tech a throw if you put it out or block another low starter/overhead starter.
With this variant you do have time to trait up and dash cancel while still getting the cross up, but the cross up will not happen in the same block string. The opponent still has to respect it and you also have trait up so if you are found out and they do block perfectly you can still cancel into charge and be safe from a punish.
I wasnt even thinking of the implications the buffs had on lex's pressure game, I just found a set up that crossed up mid block like advanced batman trait set ups. I really like the thought you have put into the set up and have safe 50/50 here. I was wondering how close the opponent would stay if we used a move with more hit advantage out of a hit landmine set up that would give us time to put trait on before we went in for the 50/50 so we can apply even more pressure safely. The only thing that comes to mind is f2xxMBlexprobes~trait dash cancel~50/50, but im not near my console so I cant test this outFor the follow up " u3xxMBlex probe~dash j3xxcharge"
Doing u3xxMB probe means by the time you get to the enemy, jump and attack, the probes are firing. This is giving you the desired effect you wanted- the probe shots are coming out at the same time as your attack, so it can be very difficult to block, especially if Lex is also doing an ambiguous crossup.
But I think we need to take into account the buff that probes got. The guaranteed blockstun they do even if they hit mid-combo basically gives you TWO completely safe 50/50's. Meaning the opponent really has more of a 77% chance they'll get hit instead of just a 50%, because it's basically a mini-reset.
Let's say instead of an u3, you keep the enemy closer, maybe with a 22xxMB probe, or even a B2xxMB probe if you want to be right on top of them after (also, you should be able to add to damage by jumping in on them with a j2 while they're trapped on the mine).
When the probe is out, if they are close to you so that you don't need to dash AND jump, instead of the probe hitting at the same time as your first attack opportunity, it's hitting right after. That gives you TWO 50/50's because if the first is blocked, for example, a b13 or f2, the probe will then fire and the stun of it will give you advantage for a second f2 or b13.
Here's the kicker though, if you successfully connect the FIRST 50/50 with an f2 (overhead) or a b1 (low)*, the probe shots will hit the enemy and launch them long enough to put a mine under them after they land. You can actually do MB lex probes, F2 x(MB probes hit)x mine, and the enemy will be combo'd into the mine (the MB Lex probes now give Lex a HUGE ammount of time to get the mine under the airborne enemy now)
*if in the first 50/50 you do a b13 instead of a b1, the second hit of b13 will connect after the first probe hit and reduces the pop-up, meaning you can't throw a mine under the airborne enemy to combo them into a mine before they land. So I suggest just doing a b1 instead of b13 for the first 50/50 afforded by MB probes.
Oops, I actually messed up the setup I gave you. That one won't work- the probes won't combo into the mine like that, was mixing it up with another setup.I wasnt even thinking of the implications the buffs had on lex's pressure game, I just found a set up that crossed up mid block like advanced batman trait set ups. I really like the thought you have put into the set up and have safe 50/50 here. I was wondering how close the opponent would stay if we used a move with more hit advantage out of a hit landmine set up that would give us time to put trait on before we went in for the 50/50 so we can apply even more pressure safely. The only thing that comes to mind is f2xxMBlexprobes~trait dash cancel~50/50, but im not near my console so I cant test this out
Yep it reverses wakeups but I was never able to get the J2 to crossup consistently. Regardless of what side it hits though their inputs are reversed the moment they get up when you're right over them, and with trait they can't antiair you so it's a free J2 that leads to a 50/50 on the ground. If you scout a tech roll you can jump forward to stay on top of themIdk if this has been talked about but en ding a combo in d2 then trait dashing and neutral 2 jumping makes fur a very ambiguous cross up also since you're in trait it helps stuff wake ups and if they tech roll the jump 2 will miss but standing 2 2 will hit them
Cool just making sure it was tallied about looYep it reverses wakeups but I was never able to get the J2 to crossup consistently. Regardless of what side it hits though their inputs are reversed the moment they get up when you're right over them, and with trait they can't antiair you so it's a free J2 that leads to a 50/50 on the ground. If you scout a tech roll you can jump forward to stay on top of them
greatSome of the corner setups Lex has from U3~Corp Charge hard knockdowns in the corner.
bout time this combo re-surfaced, I don't know who first posted it with the crazy +frames, but thats the only combo I do in the corner now is a variation into u3 CC, thanks for sharing more enders with itSome of the corner setups Lex has from U3~Corp Charge hard knockdowns in the corner.
This is already known but it's cool. The problem with it is just that you need to hit them immediately after the mine hit which you don't usually get much. Most mine hits come from j3 setups or combos into mines which have too much recovery to get the mb hits in time. There's a sort of legit reset on Fortress with it though. I'm looking to see how it works in Batcave too.hi every body, i just want to know, what do you think of my little brother tech :
That's what I thought, it is difficult to place but if someone find setup, it will vary a little the game character.This is already known but it's cool. The problem with it is just that you need to hit them immediately after the mine hit which you don't usually get much. Most mine hits come from j3 setups or combos into mines which have too much recovery to get the mb hits in time. There's a sort of legit reset on Fortress with it though. I'm looking to see how it works in Batcave too.