It definitely doesn‘t make ds better than sd. It feels like one of the better armor breaker in the game for sure especially since in dark sabbath it connects after amp tele wether they breakaway fast or slow and he gets crazy damage from it and also from his autoshimmy into 40-50%. But as long as b1 2+4 isn‘t a bit safer at least I don‘t think it will be the superior variation
THAT'S where I'm hoping this move shines: making it so that people can't have a Get Out Of Jail Free card against Amp Teleslam will make then rethink the matchup completely. Still not as scary as Shadow Slide, but a definite quality of life improvement.
49% from his 212 Auto shimmy wow
And this is where I wonder...
Noob has someone cornered, and they have full bar, which is the only situation where this could happen, what's to stop someone from delaying the Breakaway until it's too late to hit the B2?
If I'm fighting Noob, and I get hit with 212 in the corner, that's the ONLY point the gravity is going to allow the B2 to connect, and if I know that, I'm either just eating the damage and gambling that I'll win the wakeup trade, or I'm breaking away late enough to avoid it entirely.
If I'm the Noob doing the fighting, the LAST thing I'm going to want to do is waste my opportunity for big damage. If I B2 and you don't Breakaway, that's the end of my turn to combo or hit a B1 1+3 restand, and you have full defensive meter that I now have to contend with, which is more trouble than it's worth against a Spawn or someone with solid wakeup options.
You never want to be in the corner against Noob, but this does not seem like a practical use of corner positioning. At least not in Sabbath; in Seeing Double where breathing the wrong way will cause you to fall on a Shadow Slide, that's a totally different story.
Time and labbing will tell.
But while we're here, I'd like to make a toast to the V1 Frost players who got ripped all the way off, from those of us who wish Pitch Black was good for ANYTHING other than being a total waste of Sickle Snag.