I think B2 scales since it it knocks them off the ground while 3 doesn't. Mid-combo they're obviously already off the ground but I wouldn't be surprised if that's what's causing the differing damage values.Hey gang, long time no post. So I've been working on some Cheetah background bounce tech and I was wondering if you could all confirm something for me. b2 and 3 are both single hit 55 damage attacks, but 3 always leads to more damage when used in combos. I know that d2s always add more damage scaling to combos, but I didn't know that was true for other attacks.
Yeah this setup has been nasty lately for me. Still getting the muscle memory to not get so excited from hitting a f3 to go into the full bnb combo lol. Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forwardCredit to @Zionix god like setup don't waste time on background bounce tho xD
Delayed wakeup setup can still roll back dash or short delay
Another setup you can armor for delayed wake up do the ponkster method but wait till her hip is twisted almost fully before release
2 bar corner optimized combo crossup :::based on ponksterz 1 bar bnb corner video
Glad to hear that =]. It does happen sadly where the 1 hit catch's them sometimes xDYeah this setup has been nasty lately for me. Still getting the muscle memory to not get so excited from hitting a f3 to go into the full bnb combo lol. Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forward
Same. I'd say it happens to be 1 out of every 5 or 6 times. Give an update if you find the sweet spot that stops it. Any insight into that @Zionix?Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forward
Yeah it definitely is a microstep lol and i agree its like 1/5 times which is still well worth doing it. Still get trait and a decent spacing. You lose advantage but when it is your turn u may still have enough trait to make it countNormally your walking a tad to far like a micro step
Hey!Same. I'd say it happens to be 1 out of every 5 or 6 times. Give an update if you find the sweet spot that stops it. Any insight into that @Zionix?
Cool! I've been messing around with some other setups off of mb divekick as well. This one looks pretty ambiguous though and is mostly safe. Good stuff.This is a powerful set-up, hope you guys enjoy this one.
The jump is actually safe against nearly every wake-up in the game (flash being an exception) You can just empty jump and block to bait wake-ups and punish.Cool! I've been messing around with some other setups off of mb divekick as well. This one looks pretty ambiguous though and is mostly safe. Good stuff.
I labbed this with what little time I had today but plan to hit it hard later. I'm in love with the setup potential of Cheetah more and more; her damage is just icing on the cake. Also, was unaware of the double JI3 option after command grab B3. Tricky, like you said, but certainly adding this to the arsenal. You've given me a lot to practice with only a couple short videos, ha.The jump is actually safe against nearly every wake-up in the game (flash being an exception) You can just empty jump and block to bait wake-ups and punish.
Its a really strong set-up.
More for me to lab that I'll be too nervous to use in match lol. Thanks man great stuff as always.This is a powerful set-up, hope you guys enjoy this one.
People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.Hope someone can help me understand this. I was watching several Cheetah videos and i dont get how people are plus after a blocked j1 or j3.
Can pressure be continued after a blocked j3/j1 or are people just not challenging?
Thanks for clearing that up for me.People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.
If you get jump 3 low enough, the down 1 is like a block string from it. Throws and sweep are also possible. It's all height dependent.
It's to the fault of the counterpoke system in Injustice. You can pretty much option select mash d1/d2 while blocking. We can use this to our advantage by giving enough frame advantage for their normal to start-up and get counter-hit after a jump in.People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.
If you get jump 3 low enough, the down 1 is like a block string from it. Throws and sweep are also possible. It's all height dependent.
Thanks, working to fix my muscle memory since I S1 after jump ins a lot.It's to the fault of the counterpoke system in Injustice. You can pretty much option select mash d1/d2 while blocking. We can use this to our advantage by giving enough frame advantage for their normal to start-up and get counter-hit after a jump in.
If you hit your jump in quite high I'd recommend using S2 or d1 (a fast mid).
If you hit the jump in quite deep you can even go for a S3(32) you can get good counter-hits this way but takes practice and knowledge or your jump in normals.
Put your opponent in training on always block and set them to a fast reversal. You can now get a feel for you how plus on block your jump ins are!