What's new

Breakthrough MB STINGER SECOND HIT CONFIRMED FOR OVERHEAD!

jaym7018

Noob
I don't think NRS games work like that... at least not in previous games. Once a move makes contact, then the recovery frames start. Could be interesting if it works like SF though.
It does work like that this is how black adam players made dive kick safe. Corp charge cannot punish a normal slide if slide is done at the right distance.
 

Scoot Magee

But I didn't want to dash
F2d1 stinger can now safely nullify fuzzy guarding. Also people will respect the meter burn and at -13 it might be hard for people to react to follow up pressure after a blocked stinger.
 

Jimmypotato

Mid Tier
F2d1 stinger can now safely nullify fuzzy guarding. Also people will respect the meter burn and at -13 it might be hard for people to react to follow up pressure after a blocked stinger.


-15, and yes, they will respect it if they are scared to eat the 7% thats for sure. I think the MB will be good in the corner on block, and if the block the stinger and not the over head, cause then you still get a corner knockdown.
 

SimSim

Norwegian Lab-work Champion
Premium Supporter
In fact I can't MB stinger on block OR hit online.. Am I messing up or did NRS really mess up?:p
 

SimSim

Norwegian Lab-work Champion
Premium Supporter
I don't think NRS games work like that... at least not in previous games. Once a move makes contact, then the recovery frames start. Could be interesting if it works like SF though.
Well I kind of tested this in training mode, recorded it in 60 fps and analyzed the footage frame by frame. I am not just pulling this stuff out of my a**
 

Jimmypotato

Mid Tier
for example, do f2d13 xx ice load, wait 0.1 sec then stinger on their wake up. -5 I think

Yes this is actually safe, this is only if they don't wake or tech roll though, they have to be blocking low, I would guess it's at about -5 too. If they tech toll and you go for this you are eating a full punish though.

maybe there is a way to do it with a hard knockdown, still scary when wake ups blow it up,

I tested the normal slide hitting at max range and being blocked, and you don't seem to get any safer, I can punish it each time before Arrow can block.
 

SimSim

Norwegian Lab-work Champion
Premium Supporter
Yes this is actually safe, this is only if they don't wake or tech roll though, they have to be blocking low, I would guess it's at about -5 too. If they tech toll and you go for this you are eating a full punish though.

maybe there is a way to do it with a hard knockdown, still scary when wake ups blow it up,

I tested the normal slide hitting at max range and being blocked, and you don't seem to get any safer, I can punish it each time before Arrow can block.
Max range slide gave me the same result though. Test it like this: go to training mode with 2 GA's. Set the dummy to jump and always block. Slide from max range as he lands and hold up after he blocks it. Then you will "see the frame disadvantage".
 

jaym7018

Noob
Yes this is actually safe, this is only if they don't wake or tech roll though, they have to be blocking low, I would guess it's at about -5 too. If they tech toll and you go for this you are eating a full punish though.

maybe there is a way to do it with a hard knockdown, still scary when wake ups blow it up,

I tested the normal slide hitting at max range and being blocked, and you don't seem to get any safer, I can punish it each time before Arrow can block.
Dude you are wrong. Set the cpu to reversal corp charge do a max range slide you will block the corp charge.
 

Jimmypotato

Mid Tier
Max range slide gave me the same result though. Test it like this: go to training mode with 2 GA's. Set the dummy to jump and always block. Slide from max range as he lands and hold up after he blocks it. Then you will "see the frame disadvantage".

lol yah sorry, you are right, I was trying to see if I had advantage if sliding max range, so I was trying to see if I could D1 after my slide was blocked lol. Tryin to get greedy.

But yes, max range slide is safe, I can block a d1 after doing it. Seems to be safe at about 3/4 - full range, anything under 3/4 I can hit a d1.
 

Jimmypotato

Mid Tier
Dude you are wrong. Set the cpu to reversal corp charge do a max range slide you will block the corp charge.

Yes, as I said above I was trying something else and was wrong. Although you are safe from follow up attacks since you can block, you have to back dash to avoid being thrown.

Edit; and if you back dash that can be blown the fuck up,
 

shaowebb

Get your guns on. Sheriff is back.
Premium Supporter
I got it in the lab right now vs Zod and Im counting frames KOF 13 style with jump. If I have Zod set to block everything and set to jump afterwards my jump comes out what looks 1 maybe 2 frames sooner than his after MB Stinger is over with and we both recover. So it IS plus on block but not by a lot and it pushes back pretty hard. Suggestions on followups?

EDIT: UGH....curse these fucking t-rex arms. Cant D1, Cant D2, Cant J3, Cant throw. We'll get in but it doesn't have a followup that I can see unless you scout the opponent either jumping, poking or backdashing after it. It gets me in so far and can be tossed in after F2D13 but thats about it so far. Just gonna have to start using this with my local later today to see what sorts of followups he tends to use after I do this to get a feel for what I should input afterwards to try and catch him. Its good, but its got no flowchart followup for me yet. Its followup will be determined on my opponent's style for now.
 

Cossner

King of the Jobbers 2015
I got it in the lab right now vs Zod and Im counting frames KOF 13 style with jump. If I have Zod set to block everything and set to jump afterwards my jump comes out what looks 1 maybe 2 frames sooner than his after MB Stinger is over with and we both recover. So it IS plus on block but not by a lot and it pushes back pretty hard. Suggestions on followups?

EDIT: UGH....curse these fucking t-rex arms. Cant D1, Cant D2, Cant J3, Cant throw. We'll get in but it doesn't have a followup that I can see unless you scout the opponent either jumping, poking or backdashing after it. It gets me in so far and can be tossed in after F2D13 but thats about it so far. Just gonna have to start using this with my local later today to see what sorts of followups he tends to use after I do this to get a feel for what I should input afterwards to try and catch him. Its good, but its got no flowchart followup for me yet. Its followup will be determined on my opponent's style for now.
-_-
 

SimSim

Norwegian Lab-work Champion
Premium Supporter
I got it in the lab right now vs Zod and Im counting frames KOF 13 style with jump. If I have Zod set to block everything and set to jump afterwards my jump comes out what looks 1 maybe 2 frames sooner than his after MB Stinger is over with and we both recover. So it IS plus on block but not by a lot and it pushes back pretty hard. Suggestions on followups?

EDIT: UGH....curse these fucking t-rex arms. Cant D1, Cant D2, Cant J3, Cant throw. We'll get in but it doesn't have a followup that I can see unless you scout the opponent either jumping, poking or backdashing after it. It gets me in so far and can be tossed in after F2D13 but thats about it so far. Just gonna have to start using this with my local later today to see what sorts of followups he tends to use after I do this to get a feel for what I should input afterwards to try and catch him. Its good, but its got no flowchart followup for me yet. Its followup will be determined on my opponent's style for now.

From my testing it seems like +7 (Using GA vs GA in training mode and analyzing 60 fps footage)
 

shaowebb

Get your guns on. Sheriff is back.
Premium Supporter
From my testing it seems like +7 (Using GA vs GA in training mode and analyzing 60 fps footage)
Okay then. Ive just been having to guess based on how much of the animation comes out, but then again this is a game with slower moves than I'm use to and longer animations at 60fps are kind of new to me for frame guessing. Pretty easy when you got 3 frame moves in KoF XIII to guess stuff off jump. Any idea what might be a decent go to followup in that window though? He struggles to touch em.
 

Jimmypotato

Mid Tier
Okay then. Ive just been having to guess based on how much of the animation comes out, but then again this is a game with slower moves than I'm use to and longer animations at 60fps are kind of new to me for frame guessing. Pretty easy when you got 3 frame moves in KoF XIII to guess stuff off jump. Any idea what might be a decent go to followup in that window though? He struggles to touch em.

It actually seems different character to Character, and if you are in the Corner or not, I don't feel like going through everyone, but if they are good enough to block it then they are probably gonna know they can just back dash after as well. Jump 3 might be the best thing right now, I haven't tried it in match yet.

I think I'm going to be using my meter to try start combos with MB B3. And Super.
 

shaowebb

Get your guns on. Sheriff is back.
Premium Supporter
It actually seems different character to Character, and if you are in the Corner or not, I don't feel like going through everyone, but if they are good enough to block it then they are probably gonna know they can just back dash after as well. Jump 3 might be the best thing right now, I haven't tried it in match yet.

I think I'm going to be using my meter to try start combos with MB B3. And Super.
Wait...to clarify you dont mean MB into super do you because thats 5 bars of impossible. You mean MB b3 into something that will build a bar into super right?
 

Konqrr

MK11 Kabal = MK9 Kitana
Well I kind of tested this in training mode, recorded it in 60 fps and analyzed the footage frame by frame. I am not just pulling this stuff out of my a**
It does work like that this is how black adam players made dive kick safe. Corp charge cannot punish a normal slide if slide is done at the right distance.
Thanks guys, I honestly didn't know if it worked like that in this game. It's a NRS first!
 

Scoot Magee

But I didn't want to dash
D1 and F2 will reach big characters after a blocked MB stinger anywhere on the screen and against smaller characters in the corner.
 

SimSim

Norwegian Lab-work Champion
Premium Supporter
I remember that I got MB stinger online in the beginning, but the last 10 matches I played I didn't get MB stinger on block or hit. Has anyone tried GA online after the patch?