Ive seen the leprechaun
anyone have any lvl 3 lance set ups? the only one i use is w/ armor, 112 probe b1 charge lance to lvl 3
I don't do 112~mine a lot because I usually like them further away (like f2~mine instead) but I definitely like using this if I don't have meter for a full combo.Instead of throwing the mine you have tons of options. If you immediately trait up you have time to get to level 2 while forward dashing and still be able to armor a f/b 3 this catches even lexs corps charge and gives you 2, hits,of armor for wake ups or,itll just hit the non trait armor and you'll still have trait up.
Yea its not something to do all the time its just another option that lex has in his arsenal. I also tested 112 on an opponent with the most gravity i could get and i still had time to block a, wake up after (using lexs corps charge as a wake up)I don't do 112~mine a lot because I usually like them further away (like f2~mine instead) but I definitely like using this if I don't have meter for a full combo.
This was found a long time ago BUUUUUT at the time probes hadn't had a buff yet to allow them to juggle so it wasn't actually useful and I don't know if anyone ever mentioned it again.NEW TECH TIME. SOMEONE START A DONATION DRIVE SO I CAN GET A CAPTURE CARD SO I CAN MAKE VIDEOS PLS
I've pretty much spent the past 24 hours in the lab since I never practice and found some stuff.
1. The ambiguous blocking why-didn't-i/we-think-of-this-before tech (or you did and I'm an idiot for not paying attention)
MB probes, air corp charge over the opponent to reverse their blocking. It basically works like Zod's trait slap air charge, except we can full combo it. I can see it being really useful in a lot of situations with trait up. The only problem is that Lex is so big that it can be hard to charge over some chars. HOWEVER, with jump attacks, it can be REALLY stupid. You're basically mixing up whether you're going to j2/j3 or air corp charge, all of which lead to a full combo.
Yeah I figured it had to have been found before. Like I don't think they realized how big the probe buff would be haha.This was found a long time ago BUUUUUT at the time probes hadn't had a buff yet to allow them to juggle so it wasn't actually useful and I don't know if anyone ever mentioned it again.
I know it works off of B3>dash forward>U3>MB probes>jump CC
I know I've sometimes used it but does it work differently than when you're actually in the corner? In the corner almost all u3 missile setups can be tech rolled and jumped out ofSo i realized that against stationary wake up characters (and most others) a good bnb when near the corner (lanterns might kind of distance) is ending the bnb with an u3xxmb missles, when they land all 3 hits of the missles are timed perfectly to hit a tech roll or wake up attack past invincibility frames. You get a jump in and its pretty much a legit reset. If you ever need extra damage it works mid screen as well, it cannot be tech rolled and wakeups don't have enough invincibility to escape it. On hit you can Activate trait, throw out orbs/mines etc. I enjoy using it.
Yes they work differently, it may have to do with the travel time in the air out of the corner, test it out, it can't be tech rolled or jumped.I know I've sometimes used it but does it work differently than when you're actually in the corner? In the corner almost all u3 missile setups can be tech rolled and jumped out of
Yeah, this is known, it happens any time you hit them low enough to the ground with enough gravity.Hey guys I'm not actually a Lex player so this may be known but I was messing around with a cool combo with lex, and in the combo I do back 3, jump 3, into super. I saw it did MASSIVE damage and I found out why. The combo reset between the first and second hit of his super. But here is the insane part, I put the AI on always block and it couldn't block even though the combo reset for huge damage.
You should be able to get it off of almost anything. The problem is just that you're not getting many launching situations midscreen without meter when there's no bg bounce. Something like a mine hit, b3, j2, b2 super should work (i think i tested this not 100%, don't cancel b2 into super but try it as soon as you can after the b2 hits).That's handy. How would you get max damage w/o a bgb?
InterestingI found something i think is new:
Midscreen Corps Charge Cross-up:
22, MB vacuum - B3 - j2 - u3, corps chrage
Depending on the height on wich the j2 hits, you'll end up either in front of them or behind them, but it can be very ambiguous as you can hit the j2 high but delay the up 3 to prevent the cross up. If you have trait up it could be huge as you can safely go into your 50/50 with B1/F2.
Yeah I use this a lot. It's fun. It works the same way in the corner too just without the dashup. Also depending on how you knock them down you can do instant air reverse corp charge since in some situations you're already on the other side when you leave the ground. But you can mostly see this to know how to do it. The good thing about it is that when you make them aware of it they'll start just holding down which opens them up to overheads2) that being said after a 0 gravity corps charge if you dash in and then do an iacc it will cross up....and itll reverse most wake ups and miss you (unless the wake up hits behind them)
the cross up is harder to do on large opponents but 100% do-able
If your on Xbox I can record for youI can't record anything so you can go ahead if you wish to make a video or something.
Hopefully you've understood what I've posted lol and I don't care about credit so long as the info is out there. I was also working on j+1/j+2 off ending with 2, 2, d+1 (where d+1) whiffs but realised the opponent can tech roll .
This sounds really good actually. I'll definitely try this out.Hey guys I'm a CW techie but have recently been falling in love with Lex. I just wanted to share a corner ambiguous j2 setup I found about a month ago in the lab; I don't know if it's known or viable. It is an ender you can apply to any corner combo using MB vacuum.
Example: 112 b2 11 11 u3vacuumMB
After the vacuum, you nj2 air CC
If you hit them at the neck with nj2, the air CC will splat them and leave you standing directly over them for an ambiguous nj2 50/50 situation nearly identical to Grundy's MB WC setups.
An early nj2 will cross them up whereas a late one will not.
This setup reverses wake ups as well.