MashPotatoTower
Champion
lol so much meterless b3 ji3 bg ji3 3HM 40%
trait b3 ji3 bg ji3 112AT 50%
trait b3 ji3 bg ji3 112AT 50%
ew starting with his b3? its one of the worst in the gamelol so much meterless b3 ji3 bg ji3 3HM 40%
trait b3 ji3 bg ji3 112AT 50%
considering you can HM them before they can crouch or duck, I have to agree with thiscommand grab is less gimmicky
F223 doesn't whiff the bgb, I hit it 100%i end in hm mb so i can either sweep or dash under and jump over
and MashPotatoTower i use f22 for the easier bgb and f223 also whiffs sometimes im pretty sure
ill have to try the regular one i use with f223 substituted to see if its as consistent, but i could have sworn it whiffs in some specific situations. I know I use f22 because its safer than f223 but on hit if its just as consistent I guess i could start using thatF223 doesn't whiff the bgb, I hit it 100%
I think I whiffed it a couple times at first for some reason or other but now I tend to land it all the time.ill have to try the regular one i use with f223 substituted to see if its as consistent, but i could have sworn it whiffs in some specific situations. I know I use f22 because its safer than f223 but on hit if its just as consistent I guess i could start using that
ive been using b23 for whiff punishing, and b2 teleportWhat do you guys think about using B2 HM versus B23 for full combos? I'm starting to think that I should just use B23 for full combos and use B2 for just poking them and mixing them up with B2 teleport and stuff like that.
What do you think?
i mix em up between the options. b2 HM is safer onblock than b23, and your only loosing 1%. B2 specials are great options to for poking when your sure they may block it or you cant risk damage. the more you mix u your options with b2 the more siked out your oppo will be, making them least likely to punish it.What do you guys think about using B2 HM versus B23 for full combos? I'm starting to think that I should just use B23 for full combos and use B2 for just poking them and mixing them up with B2 teleport and stuff like that.
What do you think?
You have to throw out HM INSTANTLY after B2, meaning it's pointless you can't hit confirm it making it worse than just landed B23.What do you guys think about using B2 HM versus B23 for full combos? I'm starting to think that I should just use B23 for full combos and use B2 for just poking them and mixing them up with B2 teleport and stuff like that.
What do you think?
I also almost always use B23 for meterless damage whiff punishers, time to time i'll end in a MB torpedo for more 50/50sive been using b23 for whiff punishing, and b2 teleport
i usually just go for easy meterless damage if i get b23 to hit, and i pretty much never use b2 herculean might anymore
i dont ever use 2 bars but off what you listed i think just a 3 into hm finisher would do more damageSo 2 things 1) what's the most damage you guys can get with a HM MB starter for 2 bars i got 49% with hm mb, b3, j3, f223, ac, 1,2 hm. Anyone have any higher damaging?
2) what's this "meaty reset" i keep hearing about
A meaty reset is basically where you have large window to attempt the reset whilst they have a very small window to wake up and counter. Meaty refers to a move who's hurt box lasts a long time. So here's a meaty reset situation:So 2 things 1) what's the most damage you guys can get with a HM MB starter for 2 bars i got 49% with hm mb, b3, j3, f223, ac, 1,2 hm. Anyone have any higher damaging?
2) what's this "meaty reset" i keep hearing about
HM*mb > j3 > f223 > AC*mb > 3 > hm = 50%So 2 things 1) what's the most damage you guys can get with a HM MB starter for 2 bars i got 49% with hm mb, b3, j3, f223, ac, 1,2 hm. Anyone have any higher damaging?
Thank you i didn't know about this ill definitely try this outA meaty reset is basically where you have large window to attempt the reset whilst they have a very small window to wake up and counter. Meaty refers to a move who's hurt box lasts a long time. So here's a meaty reset situation:
You combo them and end in a regular AC. Then you do a meaty HM to reset and If they fuck up in any way or block at all, that enormous wall of grab damage will scoop them up for another 40%+
Thanks! I didn't think of not doing a b3 after the HmHM*mb > j3 > f223 > AC*mb > 3 > hm = 50%
or
HM*mb > b3 > j3 > f223 > AC*mb > 3 > hm = 50% (drops a lot more often)
the 50%/+ mark looks cool.
I use 2 bars all the time lol i mostly use it to close out rounds/matchesi dont ever use 2 bars but off what you listed i think just a 3 into hm finisher would do more damage
if youre counting a jump in thats a waste of meter, j2, f22 reset hm mb b3 j3 f223 ac/hm is 52% i thinkJ.2, F223, 2~AC(MB) 3~HM(MB), B3, HM 51% 2 Bars midscreen
if youre counting a jump in thats a waste of meter, j2, f22 reset hm mb b3 j3 f223 ac/hm is 52% i think
its super easy, you just need to get used to itYea I have a little trouble landing F223~HM after a J3 sometimes so I do what I can land consistently besides my combo has swag
its super easy, you just need to get used to it
ending in hm all I normally do is wait a little before jumping in after the b3, then just f223 hm right away
for ac I jump in with 3 right away then delay the f223 into ac