Parnak
Fight me as you will yet you can never hope to win
Hi everyone! This tech is actually a subcategory of the "torrvex" vortex setup I've shown in the thread. It's purpose is to defend and counter against some armored wake-ups.
But first, I 'd like to clarify that I consider these setups to be vortex because they begin from B, F3 and they end back to B, F3 thus the tech loops into itself and resets the tough situation upon your opponent, who will have to block correctly by mere guessing in order to escape, so long as you execute and maintain the setup. This is how I define the term "vortex" and I'm not the only one. To me, a setup going constantly full circle until the opponent blocks correctly out of luck, that is the factor defining it. Keeping the opponent standing isn't everything. Remember Scorpion's vortex from MK9? Opponents couldn't wake up but if they guessed right against his starters, they could punish Scorpion really hard. My point is that every setup has weaknesses. Torrvex cannot prevent wake-ups from happening, it can only deal with them as I will show momentarily, and have shown already for unarmored ones. A vortex that does keep opponents standing, may in return be severely punishable when the opponent blocks right, or it will have other weaknesses. However, Torr's F2 is safe and his B2 string is almost safe and can be block confirmed to omit the last hit, making it fully safe. In the end, one has every right to believe that not keeping opponents standing doesn't prohibit a tech from being a vortex nor does that make the tech less effective than the ones that do keep opponents standing. I would call it a wake-up setup if it didn't repeat itself.
So, as I have mentioned in the previous thread, after Torr Charge hits, it causes a hard knockdown that also allows you to run over the opponents until they recover from it.! This gives some options to mess with their wake-ups. For one, their inputs will be reversed while you run over them. I have dubbed this the "overrun setup". I have since seen that other players too had been checking this out, calling it "corpse run" or something. Overrun setup has many forms that have in common, well the overrun, the potential for defensive attack against wake-ups and the fact that if they suceed, they can loop by bringing opponent back into the Torrvex. Actually they are part of that same setup. Here are some;
1st uses crossover after overrun to make opponent target the wrong side.
2nd has D1 the fastest poke cancelled into B, F3 itself, in order to utilize its native free armor to defeat 1 hit armors, looping Torrvex while at it.
3rd shows that you can use D3 to interrupt many unarmored wake-ups, then use the frame advantage to attempt a starter.
The rest show standard starters after overrun has switched sides. This could prevent opponent from using a wake-up due to inputs becoming reversed during their execution. If they become accustomed to it, you can always do the starters from the first side, simply cancel run by pressing D. Come get some you nasty armored wake-ups!!
But first, I 'd like to clarify that I consider these setups to be vortex because they begin from B, F3 and they end back to B, F3 thus the tech loops into itself and resets the tough situation upon your opponent, who will have to block correctly by mere guessing in order to escape, so long as you execute and maintain the setup. This is how I define the term "vortex" and I'm not the only one. To me, a setup going constantly full circle until the opponent blocks correctly out of luck, that is the factor defining it. Keeping the opponent standing isn't everything. Remember Scorpion's vortex from MK9? Opponents couldn't wake up but if they guessed right against his starters, they could punish Scorpion really hard. My point is that every setup has weaknesses. Torrvex cannot prevent wake-ups from happening, it can only deal with them as I will show momentarily, and have shown already for unarmored ones. A vortex that does keep opponents standing, may in return be severely punishable when the opponent blocks right, or it will have other weaknesses. However, Torr's F2 is safe and his B2 string is almost safe and can be block confirmed to omit the last hit, making it fully safe. In the end, one has every right to believe that not keeping opponents standing doesn't prohibit a tech from being a vortex nor does that make the tech less effective than the ones that do keep opponents standing. I would call it a wake-up setup if it didn't repeat itself.
So, as I have mentioned in the previous thread, after Torr Charge hits, it causes a hard knockdown that also allows you to run over the opponents until they recover from it.! This gives some options to mess with their wake-ups. For one, their inputs will be reversed while you run over them. I have dubbed this the "overrun setup". I have since seen that other players too had been checking this out, calling it "corpse run" or something. Overrun setup has many forms that have in common, well the overrun, the potential for defensive attack against wake-ups and the fact that if they suceed, they can loop by bringing opponent back into the Torrvex. Actually they are part of that same setup. Here are some;
1st uses crossover after overrun to make opponent target the wrong side.
2nd has D1 the fastest poke cancelled into B, F3 itself, in order to utilize its native free armor to defeat 1 hit armors, looping Torrvex while at it.
3rd shows that you can use D3 to interrupt many unarmored wake-ups, then use the frame advantage to attempt a starter.
The rest show standard starters after overrun has switched sides. This could prevent opponent from using a wake-up due to inputs becoming reversed during their execution. If they become accustomed to it, you can always do the starters from the first side, simply cancel run by pressing D. Come get some you nasty armored wake-ups!!
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