D1 xx Sword FlipThere's a version of this also where even if they block the jump-in, you do a low (d1) linked to something.. Can't remember what it was, but if they correctly block the crossup they have to block low afterwards or they get sent packing again. Someone did it to me the other day -- you can throw it in the middle of this vortex against someone who's blocking high to really play some mindgames.
Disadvantage or unsafe? -3 is disadvantage, for instance. -6+ is unsafe (punishable).D1 xx Sword Flip
D1 xx MB Sword Spin Low
D1 xx MB Sword Spin, Sword Flip
One of those? Those all lead to hard knockdowns, but are unsafe if the sword moves are blocked.
EDIT: Wait wait, someone did this to you? Well then... I'm proud of the DS community
Unsafe. Flip is incredibly unsafe, full combo punishable. Spin is safeish (-7 frames, safe enough), both Spin MBs are unsafe.Disadvantage or unsafe? -3 is disadvantage, for instance. -6+ is unsafe (punishable).
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You can, but B222's HKD scales a bit harder than 123. Just a warning.Hey I just noticed you can also do this vortex off of B2,2,2
aww really that sucks B222 can really add to his mix up gameYou can, but B222's HKD scales a bit harder than 123. Just a warning.
You can, but B222's HKD scales a bit harder than 123. Just a warning.
Oh certainly, dont I know it. Also, remember since B222 is special cancellable and hits O-M-O, you can replace the last hit with a LGS for a O-M-L hit string. Dirty no?Let me elaborate D1 into B2 does wonders for my footsie game.It a nice low, overhead mix ups and catches alot of people off guard.You can do D1 b2,2,2 or you can shorten it up with just a B2 and if they block they might be expecting the rest of the string while they are in limbo you can throw out a B1U2 for that overhead, low.I have so many ideas now
Dirty is a understatement thats filthy.........I like it!!!!Oh certainly, dont I know it. Also, remember since B222 is special cancellable and hits O-M-O, you can replace the last hit with a LGS for a O-M-L hit string. Dirty no?
;_; <----- Players of other charactersDirty is a understatement thats filthy.........I like it!!!!
It's probably worth a good effortSo this is basically our go to tool right now right?
Dirt on Dirt on Dirt:
Anywhere on screen, you can dash under B1U2 to change direction of your combo. By using this, you can sacrifice some damage to keep your Flying Ninja going the same direction towards a corner, despite combos starting on different sides. Now, instead of just an annoying mixup to get some damage, you can use the Flying Ninja as a fairly reliable way to get your opponent into the corner to proceed with the Corner of Death vortex or just more reliable damage.
So, you can do: JI1, B1U2, dash under, 123 for 22% and a HKD to keep the vortex going, but this may not be optimised.
If, after the JI1 (crossup or fake), your opponent has their back to the closest corner, just go with whatever combo->HKD option you would have.
If you have meter to burn, you can also use bounce cancels for the same purpose and to put more pressure on them to block correctly. JI1, B1~DFMB hits O-L-O, and will let you combo into vortex off any of the hits (JI1, B1~DFMB, 123 does 25% with a HKD, and may not be optimised). Even if they block correctly, you're still have F3's stupid block advantage to keep up pressure.
If they start wising up to the O-L-O string, you can do JI1, B1D3 or JI1, B1~LGS to turn it into a O-L-L-(L) string, although both those options are wildly unsafe on block (B1D3 at least -14, LGS has about a week of recovery now) and will end your vortex even on hit.
Short version: use B1U2 to change direction of your combo, and then use Flying Ninja to push your opponent into a corner for the more damaging, harder to escape Corner of Death vortex.
Milkman, you are godlike. This thread is godlike.
My bad, hard to read from my phone!*slams head on desk*
Thanks...
My bad, hard to read from my phone!