Parnak
Fight me as you will yet you can never hope to win
So, I have found Council Lord's thread about the various Roll attributes to be really interesting apart from informative. However, when all's said and done, Roll ironically does not prohibit the opponent from Tech-Rolling
This means among other things, that even with rolltex a fellow Lackey has to be ready to shift his pressure approach (e.g. using Run or going for starters immediately) accordingly to whether they tech rolled or not.
Other combos ending with command throw leave you at too much distance to maintain pressure.
This could lead to the question; Is there an ender that prevents them from tech rolling while keeping you up close to them at the same time?
Well, hopefully I have some good news on the horizon about this issue. I believe to have found another candidate to end combos with; The Lackey exclusive string B3, 2+4 Step aside now other enders! Here comes... Step Aside. Seriously, that is its name.
First, let's take a look at the frame data. The string's first hit is a low with a 20 frame start-up and a huge cancel adv. of 30. There is no reason to use it on its own. The second hit is a totally safe overhead (-5) that offers a +11 on hit. The frame advantage takes effect after the hit inflicts a hard knockdown (opponent cannot roll) and a lie down stagger state, during which Torr roars menacingly above opponents head.!
Now, the time has come to explain some things I've found about this move. Even though the string leaves you really close to the opponent, if you jump forward immediately, there is a bug that prevents you from landing a crossover back punch while they get up. The bug has Torr not correcting his aim by turning towards the opponent and thus the Jip2 whiffs. If you instead input Jip1 really late, it will correct and hit, but that ain't good enough because Jip1's frame adv. ain't enough for B2 overhead to combo.. On Goro, I have found a small window late into the jump arc where crossover Jip2 will overcome the bug and hit, probably because he's tall too. It looks kind of weird when it happens. Whatever the case, that bug is a real shame, since crossing over a knockdowned opponent is a great way to mess with their wake-up inputs and go for a tough crossover mix-up at the same time. If you walk forward a bit and then do the jump, Jip2 will connect normally but the delay will give opponent ample time to react. However, as far as reacting goes, Step Aside is one of these moves that makes it hard for both players to realize when the inputs will start to register again. Thankfully, recovery time from Step Aside is tougher for the opponent to measure. This makes jumping even more useful here, because the jump input can be kept pressed and so it is guaranteed to take effect asap, making the best out of your reaction time!
But how can you fully incorporate crossover and all its benefits for Step Aside with this damn bug ??
Well, as you might have guessed there is a way, otherwise I wouldn't have described the pros of instant crossover for this string.. Simply, you use it as a combo ender. If done right, Torr will stand even closer to his victim -almost onto them!-, allowing the crossover Jip2 to play out naturally, bringing B2 overhead into the tech. It's a bit tricky though.. I have some basic examples off of major starters such as F2 B2 NJP & EX Torryuken. Keep in mind that if you input the string too early, you will end up in the same distance as when you input Step Aside solo, thus the bug will take effect. Input it too late and the string's second hit will whiff. Basically, the thing is that the string can connect only directly after the F2 starter, and since it is used as a combo ender, it ends F2 combos quickly, making them wielding the lowest damage. Other starters can be prolonged to wield more damage by tying them together and putting F2 last for Step Aside to connect. For the B2, 3, 2+4 overhead starter, in order to get the right close distance off of Step Aside, F2 needs to connect from some reach. In order to achieve that reach I incorporate a D3 before the F2. It also gives +1 more damage.
Here, I'd like to say that Torr has amazing punish potential if metered. His 2 is 8 frames fast and thus gives him a super fast 8 frame punish; 2xxEX Torryuken that can too end with B3, 2+4. Funny how 2 is called Fierce Hook by the game, a fitting name indeed.! That hook punch becomes the fierce hook that hooks opponents into punish setups! This could be applied in many situations, for instance, if you are low on health and need a comeback but one full combo won't kill your opponent, you have nothing to lose. Use Step Aside as an ender to get a chance for a crossover reset, then proceed with your most damaging BnB to finish 'em off!
Of course, the Jip attempt is escapable, but you can mix it up with D3. Step Aside leaves you at the perfect range for a D3, which gives a +14 on hit for you to try some F2/B2 starters. They are at a minor disadvantage after Step Aside, so they cannot evade your super fast D3 by jumping. Their best bet is to block it, but if you go for Jip instead, you will crossover them. If they try to backdash (backdash evades D3) but you commit to the jump, you will jump in punish their backdash. And if they go for a wake-up attack, Jip from that close also has the chance to reverse their inputs and have them fail the wake-up attack! Guys, I hope this tech will find some use!
This means among other things, that even with rolltex a fellow Lackey has to be ready to shift his pressure approach (e.g. using Run or going for starters immediately) accordingly to whether they tech rolled or not.
Other combos ending with command throw leave you at too much distance to maintain pressure.
This could lead to the question; Is there an ender that prevents them from tech rolling while keeping you up close to them at the same time?
Well, hopefully I have some good news on the horizon about this issue. I believe to have found another candidate to end combos with; The Lackey exclusive string B3, 2+4 Step aside now other enders! Here comes... Step Aside. Seriously, that is its name.
First, let's take a look at the frame data. The string's first hit is a low with a 20 frame start-up and a huge cancel adv. of 30. There is no reason to use it on its own. The second hit is a totally safe overhead (-5) that offers a +11 on hit. The frame advantage takes effect after the hit inflicts a hard knockdown (opponent cannot roll) and a lie down stagger state, during which Torr roars menacingly above opponents head.!
Now, the time has come to explain some things I've found about this move. Even though the string leaves you really close to the opponent, if you jump forward immediately, there is a bug that prevents you from landing a crossover back punch while they get up. The bug has Torr not correcting his aim by turning towards the opponent and thus the Jip2 whiffs. If you instead input Jip1 really late, it will correct and hit, but that ain't good enough because Jip1's frame adv. ain't enough for B2 overhead to combo.. On Goro, I have found a small window late into the jump arc where crossover Jip2 will overcome the bug and hit, probably because he's tall too. It looks kind of weird when it happens. Whatever the case, that bug is a real shame, since crossing over a knockdowned opponent is a great way to mess with their wake-up inputs and go for a tough crossover mix-up at the same time. If you walk forward a bit and then do the jump, Jip2 will connect normally but the delay will give opponent ample time to react. However, as far as reacting goes, Step Aside is one of these moves that makes it hard for both players to realize when the inputs will start to register again. Thankfully, recovery time from Step Aside is tougher for the opponent to measure. This makes jumping even more useful here, because the jump input can be kept pressed and so it is guaranteed to take effect asap, making the best out of your reaction time!
But how can you fully incorporate crossover and all its benefits for Step Aside with this damn bug ??
Well, as you might have guessed there is a way, otherwise I wouldn't have described the pros of instant crossover for this string.. Simply, you use it as a combo ender. If done right, Torr will stand even closer to his victim -almost onto them!-, allowing the crossover Jip2 to play out naturally, bringing B2 overhead into the tech. It's a bit tricky though.. I have some basic examples off of major starters such as F2 B2 NJP & EX Torryuken. Keep in mind that if you input the string too early, you will end up in the same distance as when you input Step Aside solo, thus the bug will take effect. Input it too late and the string's second hit will whiff. Basically, the thing is that the string can connect only directly after the F2 starter, and since it is used as a combo ender, it ends F2 combos quickly, making them wielding the lowest damage. Other starters can be prolonged to wield more damage by tying them together and putting F2 last for Step Aside to connect. For the B2, 3, 2+4 overhead starter, in order to get the right close distance off of Step Aside, F2 needs to connect from some reach. In order to achieve that reach I incorporate a D3 before the F2. It also gives +1 more damage.
Here, I'd like to say that Torr has amazing punish potential if metered. His 2 is 8 frames fast and thus gives him a super fast 8 frame punish; 2xxEX Torryuken that can too end with B3, 2+4. Funny how 2 is called Fierce Hook by the game, a fitting name indeed.! That hook punch becomes the fierce hook that hooks opponents into punish setups! This could be applied in many situations, for instance, if you are low on health and need a comeback but one full combo won't kill your opponent, you have nothing to lose. Use Step Aside as an ender to get a chance for a crossover reset, then proceed with your most damaging BnB to finish 'em off!
Of course, the Jip attempt is escapable, but you can mix it up with D3. Step Aside leaves you at the perfect range for a D3, which gives a +14 on hit for you to try some F2/B2 starters. They are at a minor disadvantage after Step Aside, so they cannot evade your super fast D3 by jumping. Their best bet is to block it, but if you go for Jip instead, you will crossover them. If they try to backdash (backdash evades D3) but you commit to the jump, you will jump in punish their backdash. And if they go for a wake-up attack, Jip from that close also has the chance to reverse their inputs and have them fail the wake-up attack! Guys, I hope this tech will find some use!
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