What are the safe jump BnBs again?
If you want more wall carry in sacrifice of damage, remove the 323. Ending with F23 xx Flip without 323 grants more wall carry and frame Adv off of Flip. Not that you can do anything afterwards though besides regular oki since you're too far from the enemy.New wall carry BnB off of AA d2:
(I also recorded the first two wall carry combos off of F3 and B1U2)
The new BnB is d2, b3, j2, j2, 323, 12 xx sword flip (28%)
You can also replace the j2 with j3 if you hit the b3 low to the ground but that isn't really consistent imo.
I honestly think these combos aren't that hard to do and can become BnBs if you up your execution. Deathstroke already has some of the best wall carry in the game so why not make the best of it? But like RiBBz said, if you are afraid you might drop the combo then stick with the old BnBs. These do the same damage but with more wall carry.
that looks really good. i might try using that more but i'm not sure how I feel about giving up 4-5% for the setup and they might just block it once they see u go for it.
This is a concept i've made some time ago , you can safejump 10+ startup frames wakeups but timing is strict , 14 or + they're fairly easily and you can do that even in the corner from decent advantage SF knockdowns like 12xflip.
In the corner you can go for enders like 12xxflip or d2xxflip and neutral jump 3 to safejump some of the slower wakeups( like WoWo lasso spin and amazon uppercut ) , trying it right now in training i can't neutral safejump MMH push wich is 14 frames but i can safejump it if i jump forward ( wich of course means we lose the corner ).that looks really good. i might try using that more but i'm not sure how I feel about giving up 4-5% for the setup and they might just block it once they see u go for it.
Is the corner combo F3, d2, j2, 23 flip backdash jump 3? If it is then that does 24% which seems like a lot of damage you're giving up.
Do you block the rising grab or it just whiffs? Air grab has this hitbox that doesn't hit vs low profile moves and the latest frames of j3 lower his hitbox.@Crathen what about this corner combo? f3, 1, d2, neutral jump 2, f23 flip (26%) then dash forward neutral jump 3. I am doing it on Superman's Rising Grab which is 11 frames and the safe jump works. Also dashing forward could reverse their wake-ups and they might wake-up the opposite direction into the corner.
it whiffs but can't you punish it on whiff?Do you block the rising grab or it just whiffs? Air grab has this hitbox that doesn't hit vs low profile moves and the latest frames of j3 lower his hitbox.
I'm doing a standard bnb like b1u2 f3 1 323 12 SF then nj3 and the grab whiffs.
Yes you can , it is good vs Superman.it whiffs but can't you punish it on whiff?
oh ok, yeah i'm trying it on sinestro and it's not working. i think the highest i can get is 26% for a safe jump.Yes you can , it is good vs Superman.
But against wakeups like Sinestros arachnid and MMH push you won't be able to safejump those and get trip guarded because those have better hitboxes than air grab.
yea in the corner you can't safejump him but midscreen you canoh ok, yeah i'm trying it on sinestro and it's not working. i think the highest i can get is 26% for a safe jump.
yea forward/back jumps are faster than neutral jump. in the corner i'm doing f3, d2, forward jump 3, 23 sword flip (26%) then i'm dashing forward and neutral jump 3 and it safe jumps on sinestro.yea in the corner you can't safejump him but midscreen you can
As i said neutral jump air normals have more trip guard frames.
Are you making sure that the nj3 hits if Sinestro doesn't wakeup? What i do to test is recording the setup w DS and then waking up or block w Sinestro , i can never safejump him w neutral jump.yea forward/back jumps are faster than neutral jump. in the corner i'm doing f3, d2, forward jump 3, 23 sword flip (26%) then i'm dashing forward and neutral jump 3 and it safe jumps on sinestro.
you're right, i just tried doing that and it never worked lol. ok thanks.Are you making sure that the nj3 hits if Sinestro doesn't wakeup? What i do to test is recording the setup w DS and then waking up or block w Sinestro , i can never safejump him w neutral jump.
This is actually really useful. I've always internally complained that DS doesn't have a BGB go-to when late in a combo.One I didn't see listed that I do sometimes if I end up by a BGB after a J3 conversion is:
J3, 323, f2~BGB, b3, j3, 12~SF = ~47% I think or 50% if you MB quick shot it for the ender.
Yeah one of the things I like about the BGB combos kinda like that one is that if you hit the J3 really late it will cross up to the other side and you can go for another cross-up F3 to try and reset them. Online I usually won't do the j3 12 SF part, I usually just do j3 SF if the connection isn't that good and you only give up a few %This is actually really useful. I've always internally complained that DS doesn't have a BGB go-to when late in a combo.
Just do D2 after a J3. Will always connect no matter what height. Even neutral J3sYeah one of the things I like about the BGB combos kinda like that one is that if you hit the J3 really late it will cross up to the other side and you can go for another cross-up F3 to try and reset them. Online I usually won't do the j3 12 SF part, I usually just do j3 SF if the connection isn't that good and you only give up a few %
I am talking about the end of that BGB combo though, and reversing positions at the end. So leaving off the last part to go for the cross up. I don't think it works on every character though. Probably not large body chars that have slower air trajectory.Just do D2 after a J3. Will always connect no matter what height. Even neutral J3s
One I didn't see listed that I do sometimes if I end up by a BGB after a J3 conversion is:
J3, 323, f2~BGB, b3, j3, 12~SF = ~47% I think or 50% if you MB quick shot it for the ender.
Do martians teles avoid mbf3 after knockdown in the corner or do they get stuffed? I'm assuming the overhead one gets stuffed because of the start up but I don't know if the regular one has invinc or not.In the corner you can go for enders like 12xxflip or d2xxflip and neutral jump 3 to safejump some of the slower wakeups( like WoWo lasso spin and amazon uppercut ) , trying it right now in training i can't neutral safejump MMH push wich is 14 frames but i can safejump it if i jump forward ( wich of course means we lose the corner ).
So vs WoWo in the corner you can go for your standard Bnb and still safejump her because her slow startup frames on spin and uppercut , i'll see what other characters we can safejump in the corner.
Yeah background bounce stages are so sick for DS. 323 has so much carry it seems to always get you in range of them even if you seem far away. I love using the BGB after a F3, J3, F2 too in the footsie game that combo is so easy and leads to such great damage/spacing.This is what I use too.
If I go for a crossup j3 or something and I know that if they eat the j3 323 will push them to a BGB then I'll do 323 instead of a 50/50 after j3 and hope they didn't expect the crossup.
Damge is too stronk and too swag to pass up for the 50/50 after crossup j3