Vocket
Day 1 Phenomenal Teth-Adam Player
There is a new great mixup possible with Black Adam with no drawbacks, no bullshit, it is straight out 50/50 and in some retarded cases it can be a 33/33/33.
It all starts with 112~trait. This string ends in an overhead, and according to my calculations (you can't interrupt the b23 follow up), is at least +15 on block. The opponent is left standing for all those 15 frames, allowing a variety of abuse to happen.
The most obvious continuation is to do b23, sweep, or if you want to, 11, 22, b1, or f2 string.
The real mixup occurs when you do a neutral jump 1 into bootstomp. The neutral 1 cannot be ducked, unfortunately it is character specific so those pesky low hitboxes are not affected by this tech.
In most cases, doing nj1 into ex far bootstomp results in it magically crossing up the opponent. Of course, if they know it will cross up you just do the close bootstomp and there is absolutely no way to fuzzy guard it because the startup frames are the same and the bootstomp animation looks very much the same. It is an easy mixup of either doing far or close boot stomp. It's a guaranteed mixup requiring trait and 1 bar of meter that results in 34% damage or 9 frames of block advantage, worth it imo.
Of course, since he is BA, the tomfoolery does not end here. Not only can you do nj1 but also nj2, forward j2, and forward j1 into bootstomp. These are all very character specific and result in more shenanigans. I'll start with the least useful.
NJ2 is mostly the same as nj1, except for the fact that it reaches some characters that nj2, and that it doesn't cross up except in some rare and difficult to achieve situations. In my list below you will see some that characters that you need to do nj2 to mix them up. It mostly hits left and left again, sometimes left then right.
Fj2 results in the complete destruction of some characters. On Lex, BA, GL, and Sinestro it results in an instant crossup that you can finish with a bootstomp on the same side. Now it becomes a 33/33/33 mixup against those unlucky characters. However, it is harder to land than nj1 since you have to be almost frame perfect for it to be inescapable. It hits right and right again.
Fj1 is the odd one. It is very tricky to connect, and in my experience randomly decided to cross up, not crossup, or fly across the screen (you can decide if that is an advantage). You simply do fj1 as fast as possible and then do the input for close bootstomp for the OTHER side. It hits depending on the season.
On all characters after 112 trait you can just do instant boot stomp or a delayed boot stomp that crosses up but the delayed one can be avoided and punished.
Here is the incomplete list of which characters can be hit by which jumping attacks. I would appreciate any help, especially since this is a high execution tech that took me a whole day to do somewhat consistently.
Midscreen
112~trait nj1 bootstomp * characters require nj2 bootstomp
Lex
Superman
Black Adam *
Green Lantern *
Sinestro *
Doomsday
Harley Quinn
Green Arrow
Aquaman
112~trait fj2 bootstomp
Lex
Black Adam
Green Lantern
Sinestro
112~trait fj1 bootstomp
Lex
Black Adam
Green Lantern
Sinestro
Corner
112~trait nj1 fbs crosses up
Cyborg
Superman
Lex
Raven
Ares
Green Lantern
Sinestro
Black Adam ***
Bane
112 trait nj fbs crosses up
Flash (only standing)
Nightwing (only crouching)
Batman
Joker
Harley Quinn (only crouching)
Solomon Grundy (only standing)
Green Arrow (only crouching)
Catwoman (only crouching)
Aquaman
Wonder Woman (only standing and with bj fbs)
Killer Frost (only crouching)
Doomsday
Hawkgirl
Shazam
@Rico Suave
@smokey
@Nori Batousai
@AK Smarrgasm
@usedcarsalesmang
@Gruntypants
@Error
@Peckapowa
@FOREVER KING
@JaredL
@MITDJT
@Perfect Legend
@GGA HAN
@Killin Natzees
@FrothyOmen
@Joker8417
@Metzos
@SonicBoomBrad
@RDK|GodSpeed
@Joker8417
It all starts with 112~trait. This string ends in an overhead, and according to my calculations (you can't interrupt the b23 follow up), is at least +15 on block. The opponent is left standing for all those 15 frames, allowing a variety of abuse to happen.
The most obvious continuation is to do b23, sweep, or if you want to, 11, 22, b1, or f2 string.
The real mixup occurs when you do a neutral jump 1 into bootstomp. The neutral 1 cannot be ducked, unfortunately it is character specific so those pesky low hitboxes are not affected by this tech.
In most cases, doing nj1 into ex far bootstomp results in it magically crossing up the opponent. Of course, if they know it will cross up you just do the close bootstomp and there is absolutely no way to fuzzy guard it because the startup frames are the same and the bootstomp animation looks very much the same. It is an easy mixup of either doing far or close boot stomp. It's a guaranteed mixup requiring trait and 1 bar of meter that results in 34% damage or 9 frames of block advantage, worth it imo.
Of course, since he is BA, the tomfoolery does not end here. Not only can you do nj1 but also nj2, forward j2, and forward j1 into bootstomp. These are all very character specific and result in more shenanigans. I'll start with the least useful.
NJ2 is mostly the same as nj1, except for the fact that it reaches some characters that nj2, and that it doesn't cross up except in some rare and difficult to achieve situations. In my list below you will see some that characters that you need to do nj2 to mix them up. It mostly hits left and left again, sometimes left then right.
Fj2 results in the complete destruction of some characters. On Lex, BA, GL, and Sinestro it results in an instant crossup that you can finish with a bootstomp on the same side. Now it becomes a 33/33/33 mixup against those unlucky characters. However, it is harder to land than nj1 since you have to be almost frame perfect for it to be inescapable. It hits right and right again.
Fj1 is the odd one. It is very tricky to connect, and in my experience randomly decided to cross up, not crossup, or fly across the screen (you can decide if that is an advantage). You simply do fj1 as fast as possible and then do the input for close bootstomp for the OTHER side. It hits depending on the season.
On all characters after 112 trait you can just do instant boot stomp or a delayed boot stomp that crosses up but the delayed one can be avoided and punished.
Here is the incomplete list of which characters can be hit by which jumping attacks. I would appreciate any help, especially since this is a high execution tech that took me a whole day to do somewhat consistently.
Midscreen
112~trait nj1 bootstomp * characters require nj2 bootstomp
Lex
Superman
Black Adam *
Green Lantern *
Sinestro *
Doomsday
Harley Quinn
Green Arrow
Aquaman
112~trait fj2 bootstomp
Lex
Black Adam
Green Lantern
Sinestro
112~trait fj1 bootstomp
Lex
Black Adam
Green Lantern
Sinestro
Corner
112~trait nj1 fbs crosses up
Cyborg
Superman
Lex
Raven
Ares
Green Lantern
Sinestro
Black Adam ***
Bane
112 trait nj fbs crosses up
Flash (only standing)
Nightwing (only crouching)
Batman
Joker
Harley Quinn (only crouching)
Solomon Grundy (only standing)
Green Arrow (only crouching)
Catwoman (only crouching)
Aquaman
Wonder Woman (only standing and with bj fbs)
Killer Frost (only crouching)
Doomsday
Hawkgirl
Shazam
@Rico Suave
@smokey
@Nori Batousai
@AK Smarrgasm
@usedcarsalesmang
@Gruntypants
@Error
@Peckapowa
@FOREVER KING
@JaredL
@MITDJT
@Perfect Legend
@GGA HAN
@Killin Natzees
@FrothyOmen
@Joker8417
@Metzos
@SonicBoomBrad
@RDK|GodSpeed
@Joker8417