Error
DF2+R2
Does AC, dash forward reverse controls in the corner? It looks like it does but I'm not sure if it works against real opponents.You should always end in AC because it gives you the meaty HM on wakeup mixup.
Does AC, dash forward reverse controls in the corner? It looks like it does but I'm not sure if it works against real opponents.You should always end in AC because it gives you the meaty HM on wakeup mixup.
Will it stuff some wake ups attacks? (I don't have a full understanding of what meaty means...)You should always end in AC because it gives you the meaty HM on wakeup mixup.
via my guide:Will it stuff some wake ups attacks? (I don't have a full understanding of what meaty means...)
I don't think it does? Reversal of wakeups means the character model has crossed over to the otherside for a short amount of time before the wakeup comes out right? Shazam forward dash is good, but I'm not sure it covers the distance after an AC. The timing also seems really strict as well since recovery after AC is still long imo, sweep seems to give the best timing window.Does AC, dash forward reverse controls in the corner? It looks like it does but I'm not sure if it works against real opponents.
Strange the other day when I was doing it in training the dummy was waking up facing the wrong way, but I can't replicate it anymore.I don't think it does? Reversal of wakeups means the character model has crossed over to the otherside for a short amount of time before the wakeup comes out right? Shazam forward dash is good, but I'm not sure it covers the distance after an AC. The timing also seems really strict as well since recovery after AC is still long imo, sweep seems to give the best timing window.
Also how do I get the 2 after j3 in the f12/22 combos? Is it based on how low I hit the b3? I cannot seem to get it down consistently.
I just do it it. B3 J2 F223 HM. I think J2 J2 Works.I don't think it does? Reversal of wakeups means the character model has crossed over to the otherside for a short amount of time before the wakeup comes out right? Shazam forward dash is good, but I'm not sure it covers the distance after an AC. The timing also seems really strict as well since recovery after AC is still long imo, sweep seems to give the best timing window.
Also how do I get the 2 after j3 in the f12/22 combos? Is it based on how low I hit the b3? I cannot seem to get it down consistently.
interesting.Strange the other day when I was doing it in training the dummy was waking up facing the wrong way, but I can't replicate it anymore.
Hmmm same stage and character? Again maybe really strict timing.Strange the other day when I was doing it in training the dummy was waking up facing the wrong way, but I can't replicate it anymore.
Okay I'll just keep practicing/experimenting more.I just do it it. B3 J2 F223 HM. I think J2 J2 Works.
No it does, I try to catch backdashes on WU with HM and it catches them.Does HM catch backdashes? Or are connections just laggy and messing up the other player? I am pretty confident crappy backdashes like Black Adam are caught in certain situations and especially so in the corner, but of course these are very situational.
Don't get hit. 5-5 MUNo it does, I try to catch backdashes on WU with HM and it catches them.
Also, Shazams
How do we beat Batman....
Block j2.No it does, I try to catch backdashes on WU with HM and it catches them.
Also, Shazams
How do we beat Batman....
Don't get hit. 5-5 MU
-_- Thanks guysBlock j2.
Get hit by crossup j2.
Cry.
Don't get hit. Win. 5-5 MU.Block j2.
Get hit by crossup j2.
Cry.
It depends on the batman. On what they do and how they play. ive played against Blake, Arma, King, Fran, Rapzilla. They each play batman Very different. If they rush in at you then you need to learn how to block. If they zone with Trait and Bats trade bolts for bats. If they go in learn the gaps in the strings so you can D1. The biggest thing in the MU is they have shit WU's and they have trouble getting you since you have WU teleport. Im learning a new way to play Shazam. And im not willing to tell people what to do. It is actually very good for this MU in some situations. Ill tell people more if i feel like it. Also if they are zoning and they do not have trade teleport through the batarangs and punish-_- Thanks guys
Haha I'm with you, Batman seems to be the... Bane of my existence . But for real his grappling hook is annoying, recovery seems nonexistent to him. I thank the online matchmaking most batmen i face just use trait for combos. That said I still need to learn gaps in strings.-_- Thanks guys
Haha yeah. If you want them to not techroll just meter burn the AT, I love how he slams down characters with ONE HAND! Beefcakes like Saltshaker Doomsday? Roid Rage Bane? NO PROBLEM! Just boom! One hand slam leading to mixups. Of course there is still the threat of wakeup attacks but outside of teleports, most wakeups are one directional and easy to bait.I'm not sure if this was posted already but I feel like attempting to contribute After you hit an opponent with AT, you can dash once and land HM. However, this (obviously) doesn't work when the opponent tech rolls or uses a wakeup attack.
It IS fucking awesome that he can toss the bigger characters around after spinning in a circle with one fucking hand.Haha yeah. If you want them to not techroll just meter burn the AT, I love how he slams down characters with ONE HAND! Beefcakes like Saltshaker Doomsday? Roid Rage Bane? NO PROBLEM! Just boom! One hand slam leading to mixups. Of course there is still the threat of wakeup attacks but outside of teleports, most wakeups are one directional and easy to bait.
So something I've messed around with but don't know how effective it is. After long combos that weren't launched off of HM MB, ie (F223 background bounce, B3 J3 HM MB F3) You get a splat knockdown with the opponent directly under you, I figure there may be some ways to create cross-ups off of this knockdown.
Looking back, I never replied, there is a timing for it, but once you get it it's pretty easy. Try doing F3 jump 3, 3xxHMmb F3, if timed right the opponent will end up right under you. Only thing I've been able to do is neutral jump 1/2 will always cross up (NJ3 will too but the timing is different) and empty jumps don't cross up.Do you have to time the f3? I remember getting a similar result where the opponent slides right under you but the combos I messed around with it had weird windows where it would work or it would knock the opponent away.