SCK ERR0R MACR0
Noob
Let me start by stating a few things:
First, this Vortex is indeed meterless, however, like MK9 Scorpion, it is technically unsafe meterless. You can spend meter to make subsequent cycles safe, but this will lead you out of the vortex. The only way to stay in is not use meter and keep gambling.
Second, this doesn't do a lot of damage. I do not envision this being used as a constant loop or anything, but technically you could.
Finally, I think the real use here is a random gimmick that can be used sparingly. This is very ala Quan reset in MK9, but a bit harder to read.
The Vortex:
It can be started by any combo that leads into a grounded Sand Toss (DB4). Once the Sand Toss Hits, do a jumping forward JIP (either will work, but I find timing the 2 JIP easier) and then a B1. At this point, all of that should be one continuous combo. The B1 leaves you grounded, directly next to your opponent at +24. Here you simply do F13xxSand Toss, or B33xxSand Toss. You're back at the start.
Thoughts:
15% damage isn't great, but what I've been doing is getting an opening into this reset and then using meter on the 2nd loop to make it safe, but when it hits, the combo does like 35%. Add that to the original loop and I just got 50% for one bar. This looks something like the following:
F13xxSand Toss, JIP, B1 (reset 15%) B33xxEX Sand Grenade, NJP, Run, F24, 211xxSand Tackle (36%) If they block the mixup, EX Sand Grenade leaves you at +7 on block.
I'm sure all of this can be optimized, but that's the general structure.
First, this Vortex is indeed meterless, however, like MK9 Scorpion, it is technically unsafe meterless. You can spend meter to make subsequent cycles safe, but this will lead you out of the vortex. The only way to stay in is not use meter and keep gambling.
Second, this doesn't do a lot of damage. I do not envision this being used as a constant loop or anything, but technically you could.
Finally, I think the real use here is a random gimmick that can be used sparingly. This is very ala Quan reset in MK9, but a bit harder to read.
The Vortex:
It can be started by any combo that leads into a grounded Sand Toss (DB4). Once the Sand Toss Hits, do a jumping forward JIP (either will work, but I find timing the 2 JIP easier) and then a B1. At this point, all of that should be one continuous combo. The B1 leaves you grounded, directly next to your opponent at +24. Here you simply do F13xxSand Toss, or B33xxSand Toss. You're back at the start.
Thoughts:
15% damage isn't great, but what I've been doing is getting an opening into this reset and then using meter on the 2nd loop to make it safe, but when it hits, the combo does like 35%. Add that to the original loop and I just got 50% for one bar. This looks something like the following:
F13xxSand Toss, JIP, B1 (reset 15%) B33xxEX Sand Grenade, NJP, Run, F24, 211xxSand Tackle (36%) If they block the mixup, EX Sand Grenade leaves you at +7 on block.
I'm sure all of this can be optimized, but that's the general structure.