One less tangible thing to consider is that the neutral jump juggle pushes them much farther to the corner. Also, often if you're kinda near the corner you can end with 214 slide for better damage.Thanks a lot for the input. I figured out the timing. I kept trying to do it right after the ice dagger struck like one of the previous posters mentioned but realized that for the way my mind works it's easier for me to wait to see them hit the ground after the ice dagger hits. Then they bounce back up and get hit by the 2 that starts the 212 then slide.
I guess my big question now is... the 22, freeze, 214, slide does 29% as opposed to 31% with the slightly longer one that has the NJP into b12, 212 slide (31% and 35% respectively with enh. Slide.) But the first is much easier to do and has 3 fewer hits to have someone breaker you on so is the first one I listed not really used competetively or is it something people just switch up every so often when they feel like it?
The combo really isn't that hard once you practice, I get it like 95% consistently and I've only been playing for a week. You just need to practice it for 2 hours in training mode and you'll never drop it again. His corner juggle is basically an extended midscreen juggle anyway and you need to learn his corner juggle because it's 39% damage meterless.
Also, the difference in combo damage is greater off a raw ice ball or a f+4 ice ball than it is off a 2 2 ice ball.
This doesn't do more damage than the full juggle does it?Actually the first one is used more competitively, but with a JPS tacked on at the beginning. So 2,2,freeze,JPS,2,1,4,slide. Thats a basic BnB for Subby.