Part 5: Strategies and Setups
After any combo that ends with an (Air) Harpoon, the opponent is stuck in a hard knockdown within your d1 range. This means you can follow up all such combos relatively safely with d1~bf1 to add roughly 60 chip damage to all of those combos. This also applies to Shark Attack (bf2), (Air) Shark Attack, b11u3d2, b12, 213 (after a dash), f213, and 33, though not all of those enders are hard knockdowns.
Don't be afraid to spam f213. It's a great, safe way to frustrate your opponent and condition them to block all three hits. Once they start blocking all three you can start staggering them and slipping in some throws and d1~bf1.
Always try to have one bar of meter. When you have at least one bar, your opponent doesn't know whether or not you will meter-burn your Manta Rays, allowing you to remain safe when using the meterless version. Manta builds meter so quickly that this should never really be a problem.
J3~(air)db2.MB seems like it could be really good. If the j3 is blocked, the torpedoes still seem quite safe and will leave you +9 or so. If the j3 hits, the first missile will whiff but the 2nd will connect just as the opponent is waking up, putting Manta in a very advantageous oki situation.
Instant-Ait Trait
When Manta activates his trait normally, either naked or canceled into from a string, he lifts about 3/4 character height off the ground. However, if you press trait immediately after jumping, you can activate trait incredibly close to the ground. This gives you a number of additional options and tools:
- an (air)3 leaves you around +10 on block
- you can avoid command grabs and punish
- if you cancel trait with stance-switch, you land almost immediately, allowing you to go for tic throws, d1, or additional pressure
The Corner