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Situational Combos for max damage.

If the opponent is frozen by an raw ice bomb on the corner: 38%
(After the ice bomb): NJP, 4, 34, F112xxSlide
NOTE: Opponent is thrown off the wall

For an easier alternative after raw ice bomb on the corner: 36%
(After ice bomb): NJP, 4, 34, 33xxSlide
NOTE: Opponent is kept on wall

For an -easier- alternative after raw ice bomb on the corner: 35%
(After ice bomb): NJP, 121+2, F112xxSlide
NOTE: Opponent is thrown off wall

For an --easier-- alternative after raw ice bomb on the corner: 34%
(After ice bomb): Your typical U4xxSlide, however, this can whiff if too close.

When would this be possible? Simple. If you read Glue's guide, or are aware of how to use F122 effectively, you may catch an unaware opponent offguard (granted you're close to the wall for these combos) with a F122xxClosebomb on block, proceeded by a NJPxxExShortdivekick. There are other ways to F122xxShortbomb, but this is safe for most opponents.

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If you are near the wall, but not close enough to go into the 121+2 after the 34 starter, you can:
(Within a dash or two from the wall, with opponents back to wall) JIP34, B22xxFreeze, B24xxXRAY (ExFreeze not required if you're a dash or two from the wall when it started) ---47%
(With the same above conditions) JIP34, B22xxFreeze, F112xxSlide: 34% NOTE: Opponent knocked off wall
(With the same above conditions) JIP34, B22xxFreeze, 33xxSlide: 33% NOTE: Opponent stays on wall

If you are midscreen, you can do these above combos, however, you must use an ExFreeze in order for the B22xxExFreeze to connect. Why waste a bar for a measly 34%? Simple, if you must perform this combo for the win, this is the highest damage midscreen you can achieve off of the 34 overhead launcher, compared to the slightly less no-bar 29% overhead launcher.