J3 corner 50/50
- ambiguous safe 50/50 mixup
- opponent has no option but to guess left or right
- non-cross up blocked opponent jailed into standing 1
- cross up version blocked standing 1 doesnt jail but beats 6 frame moves
- so pretty much, vortex combo into 50/50 guess where if opponent guesses right there in another mixup.
UPDATE 21/11/13
{expansion on the j3 corner 50/50 setup video}
something i really should of put in the video is that if you want to put your opponent back in the same setup you use either,
j3,21~telepunch,f113~MB spear,dash,nj2
or
j3,11~telepunch,f113~MB spear,dash,nj2
(important to note: in the right corner you will always end up behind after the j3 hits (crossup or non crossup) but in the left corner early non crossup attempts will keep you on the same side so you will have to adjust your combo to j3,112,f113~MB spear,dash,nj2 if want to repeat the setup.)
also i tested out using his other air normals in this setup to see what would they do:
*j2 acts the same & can be used pretty much with the same rules as using j3. still think j3 better though personally.
*j1 has a very handy use of if you use j1 with the timing of if you were attempting the latest possible crossup j3, the j1 will still hit non crossup. this has the least cancel advantage out of the 3 but i really like it to fuck with timings of your opponent.
finally heres more combos that setup up the j3 corner 50/50:
11~trait,f22u3~flipkick,112,f113~MB spear,dash,nj2 (112 trait doesnt work on full cast to reason 11~trait is inserted)
b1~trait,f22u3~flipkick,112,f113~MB spear,dash,nj2
b12~trait,f22u3~telepunch,dash,d2,113~MB spear,dash,nj2 (f113 does not give proper spacing with this combo so dont change out the 113)
b2,b2,f22u3~trait,f113~MB spear
b2,b2,112,f113~MB spear,dash,nj2
(back to corner) MB telepunch, j3, f113~MB spear,dash,nj2
Max height 212 combo ender setups (with SAFE B2!)
- max damage untechable knockdown option from a juggle bar stage bounce
- so much frame advantage you get to dash then do a mixup that cant be backdashed
- safe b2 setup
- b12 (2 will whiff on block)
- dash to MB telepunch
- dash to b3 reaches for MBing through wakeups
- dash to early j1
all the above cant be backdashed if timed right
- also the double dash to be put in situation of if used 2u3 and non max height 212 and dashed forward
combos the max height 212 works with:
MB telepunch, j3~telepunch, 212
b1/11~trait, f22u3, d2, b3, j2, 212
b3, j2, j3~telepunch, 212
112~MB spear, b3, j2, j3~telepunch, 212
2u3~MB spear, b3, j2, j3~telepunch, 212
b12~MB spear, b3, j2, j3~telepunch, 212
b2,MB spear, b3, j2, j3~telepunch, 212
f113~MB spear, b3, j2, j3~telepunch, 212
any combo into stage bounce, 212
(can work with double j3s but much tighter to get the max height 212 everytime)
OBS|KH Rattlehead
GGA Slips
Disaster FX
Minh Giang
BoricuaHeat
Shadow316
RYX
AssassiN
JDE
Gurimmjaw
NoxiousDonny
SmokeMaster
Jaku2011
x0Kakashi
Perfect Legend
@any other scopion
- ambiguous safe 50/50 mixup
- opponent has no option but to guess left or right
- non-cross up blocked opponent jailed into standing 1
- cross up version blocked standing 1 doesnt jail but beats 6 frame moves
- so pretty much, vortex combo into 50/50 guess where if opponent guesses right there in another mixup.
UPDATE 21/11/13
{expansion on the j3 corner 50/50 setup video}
something i really should of put in the video is that if you want to put your opponent back in the same setup you use either,
j3,21~telepunch,f113~MB spear,dash,nj2
or
j3,11~telepunch,f113~MB spear,dash,nj2
(important to note: in the right corner you will always end up behind after the j3 hits (crossup or non crossup) but in the left corner early non crossup attempts will keep you on the same side so you will have to adjust your combo to j3,112,f113~MB spear,dash,nj2 if want to repeat the setup.)
also i tested out using his other air normals in this setup to see what would they do:
*j2 acts the same & can be used pretty much with the same rules as using j3. still think j3 better though personally.
*j1 has a very handy use of if you use j1 with the timing of if you were attempting the latest possible crossup j3, the j1 will still hit non crossup. this has the least cancel advantage out of the 3 but i really like it to fuck with timings of your opponent.
finally heres more combos that setup up the j3 corner 50/50:
11~trait,f22u3~flipkick,112,f113~MB spear,dash,nj2 (112 trait doesnt work on full cast to reason 11~trait is inserted)
b1~trait,f22u3~flipkick,112,f113~MB spear,dash,nj2
b12~trait,f22u3~telepunch,dash,d2,113~MB spear,dash,nj2 (f113 does not give proper spacing with this combo so dont change out the 113)
b2,b2,f22u3~trait,f113~MB spear
b2,b2,112,f113~MB spear,dash,nj2
(back to corner) MB telepunch, j3, f113~MB spear,dash,nj2
Max height 212 combo ender setups (with SAFE B2!)
- max damage untechable knockdown option from a juggle bar stage bounce
- so much frame advantage you get to dash then do a mixup that cant be backdashed
- safe b2 setup
- b12 (2 will whiff on block)
- dash to MB telepunch
- dash to b3 reaches for MBing through wakeups
- dash to early j1
all the above cant be backdashed if timed right
- also the double dash to be put in situation of if used 2u3 and non max height 212 and dashed forward
combos the max height 212 works with:
MB telepunch, j3~telepunch, 212
b1/11~trait, f22u3, d2, b3, j2, 212
b3, j2, j3~telepunch, 212
112~MB spear, b3, j2, j3~telepunch, 212
2u3~MB spear, b3, j2, j3~telepunch, 212
b12~MB spear, b3, j2, j3~telepunch, 212
b2,MB spear, b3, j2, j3~telepunch, 212
f113~MB spear, b3, j2, j3~telepunch, 212
any combo into stage bounce, 212
(can work with double j3s but much tighter to get the max height 212 everytime)
OBS|KH Rattlehead
GGA Slips
Disaster FX
Minh Giang
BoricuaHeat
Shadow316
RYX
AssassiN
JDE
Gurimmjaw
NoxiousDonny
SmokeMaster
Jaku2011
x0Kakashi
Perfect Legend
@any other scopion
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