Parnak
Fight me as you will yet you can never hope to win
My fellow FerraTorrians, I am bringing you Torrific news!
I was thinking on it after I realized (thanks to Forr's feedback) that my previously posted tech could not provide a vortex, mainly due to the fact that the frame advantage diminishes for normals when they are added to prolonged combos, but even if that wasn't the case, still a +11 wouldn't provide vortex, since Torr's overhead starter is 23 frames for the Lackey Variation.
Then, the idea came to me and I figured it out.. The solution was right in front of our eyes, yet we could not see it, perhaps because the key-move for the setup happens to be a strong stand alone move with special properties, that I didn't see before for what it is; the best combo ender in the game-period! Talking about special B, F3 the Torr Charge and yeah!, it can be applied to kombos! I am glad to present to you the untechable vortex of the Lackey Variation. Rolltex thankfully is just as good, but if I'm not mistaken, Torrvex is even better, but that is for the community to ascertain in due time..
B, F3 has just so much of what it takes for a great tool; almost safe at -9 on block (creates some space on block, so practically is safe), a humongous +45 advantage on hit, can be enhanced to increase damage (do this only if it kills, because that gets them out of the vortex) has native free armor on start-up that turns into invincibility against projectiles and furthermore, it provides an untechable hard knockdown!
Straight to the point, Torr Charge can link with 4 & F2 to end kombos. That requires low to medium gravity and early execution. I was so moved when I first saw it happen.! Then, it bestows abundant amount of time to choose from a variety of actions, such as walk, dash, walk a tiny bit and then Jump in Punch, even with Jip2! Hell, you could even Run over them! Your goal is simply to use an overhead/low mix-up in order to initiate another kombo ending yet again with B, F3 to full circle/reset the situation.
This is a repeating tech that if abused to its fullest, it should prove impossible to escape (meaning they will have to block and hope they block right) by anything except for some armored or invincible wake-ups. But the time is ample to take a read and bait armored wake-ups. You can do whatever you like if you 're quick, run up next to them and crossover, run over them..
In the video I have examples of it blowing up Kung Lao's frikkin' wake-up Spin !!, Kung Lao's backdash wake-up, catching them with Jip2 before they can jump away, effectively comboing B2 overhead starter from Jip or on its own after a dash (you don't even have to spend your energy bar to run), connecting F2 simply by WALKING to utilize max distance and protect yourself, whiffing Jip2 due to their delayed recovery, then catch 'em right away with a F2.. In the last part of the video I have some combo examples off of all the basic starters that lead into the vortex. Also check out the texts in the up-right corner of the video, they try to say what takes place in each segment.
NOTES
The damage is good even! It reaches the 30s! Great damage for a setup combo. You also don't have to change your combos, if you need a bit more damage to end the round, you can enhance Torr Charge, this adds an unscaled +8, rising the damage up to 40%! And all these combos provide the certainty that they cannot be tech rolled, and this allows one to focus more to inputs and reads. The Vortex Kombos ain't very hard, unfortunately there is a chance for 4 to whiff if you input it as early as possible, but the input of 4 HAS to be early, else B, F3 won't reach them in time to hit. F2~F2 combo can also become vortex if you cancel 2nd F2 to B, F3 but there are more damaging vortex alternatives from F2.
This should empower Torr, I'm sensing shades of tier ladder climbing? For Ferra's sake, Torr needs to get even stronger.! Torrvex has become real, it would seem.. I'm eager to see how tournament players will put the tech to use..
I was thinking on it after I realized (thanks to Forr's feedback) that my previously posted tech could not provide a vortex, mainly due to the fact that the frame advantage diminishes for normals when they are added to prolonged combos, but even if that wasn't the case, still a +11 wouldn't provide vortex, since Torr's overhead starter is 23 frames for the Lackey Variation.
Then, the idea came to me and I figured it out.. The solution was right in front of our eyes, yet we could not see it, perhaps because the key-move for the setup happens to be a strong stand alone move with special properties, that I didn't see before for what it is; the best combo ender in the game-period! Talking about special B, F3 the Torr Charge and yeah!, it can be applied to kombos! I am glad to present to you the untechable vortex of the Lackey Variation. Rolltex thankfully is just as good, but if I'm not mistaken, Torrvex is even better, but that is for the community to ascertain in due time..
B, F3 has just so much of what it takes for a great tool; almost safe at -9 on block (creates some space on block, so practically is safe), a humongous +45 advantage on hit, can be enhanced to increase damage (do this only if it kills, because that gets them out of the vortex) has native free armor on start-up that turns into invincibility against projectiles and furthermore, it provides an untechable hard knockdown!
Straight to the point, Torr Charge can link with 4 & F2 to end kombos. That requires low to medium gravity and early execution. I was so moved when I first saw it happen.! Then, it bestows abundant amount of time to choose from a variety of actions, such as walk, dash, walk a tiny bit and then Jump in Punch, even with Jip2! Hell, you could even Run over them! Your goal is simply to use an overhead/low mix-up in order to initiate another kombo ending yet again with B, F3 to full circle/reset the situation.
This is a repeating tech that if abused to its fullest, it should prove impossible to escape (meaning they will have to block and hope they block right) by anything except for some armored or invincible wake-ups. But the time is ample to take a read and bait armored wake-ups. You can do whatever you like if you 're quick, run up next to them and crossover, run over them..
In the video I have examples of it blowing up Kung Lao's frikkin' wake-up Spin !!, Kung Lao's backdash wake-up, catching them with Jip2 before they can jump away, effectively comboing B2 overhead starter from Jip or on its own after a dash (you don't even have to spend your energy bar to run), connecting F2 simply by WALKING to utilize max distance and protect yourself, whiffing Jip2 due to their delayed recovery, then catch 'em right away with a F2.. In the last part of the video I have some combo examples off of all the basic starters that lead into the vortex. Also check out the texts in the up-right corner of the video, they try to say what takes place in each segment.
NOTES
The damage is good even! It reaches the 30s! Great damage for a setup combo. You also don't have to change your combos, if you need a bit more damage to end the round, you can enhance Torr Charge, this adds an unscaled +8, rising the damage up to 40%! And all these combos provide the certainty that they cannot be tech rolled, and this allows one to focus more to inputs and reads. The Vortex Kombos ain't very hard, unfortunately there is a chance for 4 to whiff if you input it as early as possible, but the input of 4 HAS to be early, else B, F3 won't reach them in time to hit. F2~F2 combo can also become vortex if you cancel 2nd F2 to B, F3 but there are more damaging vortex alternatives from F2.
This should empower Torr, I'm sensing shades of tier ladder climbing? For Ferra's sake, Torr needs to get even stronger.! Torrvex has become real, it would seem.. I'm eager to see how tournament players will put the tech to use..
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