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Warrior
Yeah on block it will push you back, but they are still cornered regardless. If you make a good read they might attempt to jump to get out of the corner and you could nail them with an aa combo, like an aa jump punch into F24 d1 shocker, F23 superman (only does 23% but it's useful), or dash in with another F24 if they just stand there. If the F24 manages to connect you can get a meterless 41% combo off of it (corner combo 10 in my Kombo Kompendium). You could also NJP them if they try jumping out into a dash shocker F23 vb F23 superman or another corner combo. I'm not saying its the only string you should use in the corner, but it's a powerful option.Wow, thanks for all the input!
I have a much more solid game since those matches. I mix in way more f24, especially early on. Corner I usually 33~VB then try to catch them with 334 into the full combo then follow up with EX lightning ball. (Got a flawless this morning with that, haha man it rocks). In the corner you mentioned f24, but it knocks your off them if they block it in the corner. Is there advantage to get back in after that? Or maybe stand there after it knocks me back to bait a jump.
You mentioned 1~vb as anti air. What does that out priorities? jump in punch and kick? does it only work when they jump in from far or will it catch any spacing on a jump in? crossover?
1 VB has a very fast startup (9 frames) so it out prioritizes most jump in attempts, mainly jump in punches. It wont work as well on jump in kicks, but :en shocker will. It's best used if they are jumping in from jumping distance, and it works on crossups as well if you're fast enough. In a way its like cage/jax's standing 1 anti air combos, just Raidens version. I would recommend going in practice mode and setting the training dummy to jump, then practicing 1 vb dash shocker, F2 vb B3 or dash 33 superman to get the hang of it.