dennycascade
UPR_ghastem
Anyone know how plus or minus f121, 21d4u4, or f3 into shatter cancels are? I've been scouring the whole tremor forum for it but can't find any numbers.
id would LOVE to know the fully accurate numbers of his shatter cancels myself.Anyone know how plus or minus f121, 21d4u4, or f3 into shatter cancels are? I've been scouring the whole tremor forum for it but can't find any numbers.
Meterless? EX? I can get some approximate numbers for now and one of the Tremor's can test further when they can if you want.Anyone know how plus or minus f121, 21d4u4, or f3 into shatter cancels are? I've been scouring the whole tremor forum for it but can't find any numbers.
I'd assume not because they have the same startup. IIRC it's 13 frames to just get the rock out for both EX and regular. In theory the cancel's quickest startup should then be 13. Any how's I feel like the cancel is less about getting better frames for most strings and more about mixing up the opponent when they expect a shatter/rockpunch/ect.Mostly just thinking about the meterless db1 shatter cancel. Does the EX give you more plus frames?
So how plus do you reckon f121 or 21d4u4 into db1 cancels are? If f121 into shatter cancel is still just +2 then what's even the point in using it, just adds more room for error in utilizing your plus framesI'd assume not because they have the same startup. IIRC it's 13 frames to just get the rock out for both EX and regular. In theory the cancel's quickest startup should then be 13. Any how's I feel like the cancel is less about getting better frames for most strings and more about mixing up the opponent when they expect a shatter/rockpunch/ect.
But I could be wrong, the whole data about it confuses me a bit.
Conditioning is a strong tool. f121 is plus 2 by itself but if they are looking for the shatter cancel you get more than plus 2 to work with. Same thing happens if they aren't expecting the cancel, you have to factor in their reaction time. Basically just good to keep people on their toes, I've gotten lots of silly damage just by doing low shatter after random strings first round then starting to cancel it second round and then go for more pressure or throw etc.So how plus do you reckon f121 or 21d4u4 into db1 cancels are? If f121 into shatter cancel is still just +2 then what's even the point in using it, just adds more room for error in utilizing your plus frames
There is one hit of "Doomsday" armor. When you get hit, you are in hit stun, but you take reduced damage (as well as chip damage). You cannot be launched but can block any follow up attacks from a string. EX armor takes no damage on the initial hit and ignores chip damage.So I'm probably using it wrong this entire time but how exactly does Crystal Tremors armor work? Like I keep thinking I can just take a hit ala Doomsday and then continue with the combo. I vaguely remember that mentioned as a thing for him. What situations does armor work in a way like this or does it even remote function this way?
Interesting. Alright thanks for that. I'll be labbing more Crystal in the future.There is one hit of "Doomsday" armor. When you get hit, you are in hit stun, but you take reduced damage (as well as chip damage). You cannot be launched but can block any follow up attacks from a string. EX armor takes no damage on the initial hit and ignores chip damage.
Armor is best utilized against wake up attacks with lots of recovery frames. Normally, Kung Lao's EX spin has one hit of armor that launches. With armor activation, you can take the hit and still punish Kung Lao with a full combo.
You can also use the armor for zoning. You can spam rolling stones and rock drops. If a character like Scorpion does an EX teleport, you will get hit by the first hit but block the second, which you can punish with a full combo. This strategy also applies to various other anti-zoning tools in the game.
The only bad thing about the armor is the slow start up activation and the fact that you get no double armor on EX d,b+1.
Yea, cassie can do it too. D'vorah is particularly annoying since her b1 also lowers her hitbox I believe.I forgot to time stamp it in the first video, but I noticed Dvorah is able to run through bf2. Harley informed me that her hurtbox shrinks some while she runs. Is this widely known?
admin are aware. so to quote ed boon "soon...."love tremor so far, but i dont understand, why there is no tremor forum icon. can sameone take this issue to administration? because i have posted this in tech forum but didnt get even a respond... i had to navigate like through whole ocean to get here.
Unfortunate. . . really like the gimmickCorner reset, but it's impractical imo.
You can throw it out there on the end of some midscreen combos, I almost always use the EX ground pound or up rock after wards though. But then you've given them time to get off the ground and start charging or to throw their own projectile. All they have to do is touch you or not be on the ground when it goes off. Depending on how they react you might get something out of it but it's not super difficult to avoid.Unfortunate. . . really like the gimmick
You can delay the hell out of it, actually. The up input can come pretty late so that you absorb the hit and then full combo punish.What is tremor options for AA? Ex db2u seem a bit slow to do on reaction.