Rampage254
Ayy Lmao
This doesn't work on wake ups that AA, and the timing can be different depending on the speed of the wake up. It works with all hard knockdowns, but I find it easier to do with Sword flip.
Did you find out just how the opponent has to do their wakeup?
For DS, doing down-left will give you a Flip... right?
NOTE: On second thought, even if neutral J2 is blocked, I can see it still having uses. J2 is a free mixup on block with B2 or B1. So block or not, this could be reeeaaaaallll good.
Also once konditioned to not wake up you kan dash in without jumping for raw 50/50's...
I love it...
Deathstroke is so versatile.
Or grabs, or CoD stuff.
Dam, add this to the Spin vortex setups and DS' corner game just got ****in rediculous.
I made a video about the best BnB's to setup this in the corner , this is great against many characters and it's worth exploring , notice how not all wakeups with AA hitboxes beat this ( Doomsdays Supernova gets hit by the j2 when the invincibility frames already run out , GL lanterns might whiffs etcetc ) .
Basically it's about timing , the more you delay the jump 2 the more likely you'll be in the corner if the opponent wakes up or at least that's what my experiences are , i still get non reversed punishes and it turns out as a 12 but either way it's no biggie , you could also b23 wich becomes f23 if they Wakeup or stays b23 if they don't ( same goes for f23 reversed ) , 132 is ideal is you are sure they're going to wakeup to get some easy damage.How exactly do you determine which side you will be on after the J2? I seems to be different for me each time, thus making a B1U2 hard to use (132 has been my choice so far).
Basically it's about timing , the more you delay the jump 2 the more likely you'll be in the corner if the opponent wakes up or at least that's what my experiences are , i still get non reversed punishes and it turns out as a 12 but either way it's no biggie , you could also b23 wich becomes f23 if they Wakeup or stays b23 if they don't ( same goes for f23 reversed ) , 132 is ideal is you are sure they're going to wakeup to get some easy damage.
Idk if you have noticed, sometimes when a cross over J2 hits, the B1 registers even if you didn't hit the right direction. For example say I'm on the left side, my J2 hits and crosses over, now I'm on the right side, but I'm hitting Forward+1 instead of Back+1, it still registers as B1.How exactly do you determine which side you will be on after the J2? I seems to be different for me each time, thus making a B1U2 hard to use (132 has been my choice so far).