Ok so i tried 11 up whip, if they block 11 they are forced to block the up whip and you are left at +2. They cannot reversal in between 1 and up whip. You can follow this up with d1, f1, b1, b2 and for big hitbox characters a f2. I am on xbox live. My tag is chemistforhire.Yeah I never tested it out but I was just curious because I did it yesterday. None of my friends didn't want to go in practice mode with me so I decided to post this so any of you can test this out. @chemist4hire you don't connect the whole 112 that push you out you only suppose to connect 112 in a half then do up whip and it will hit the opponent. Try that. And see what you can up with. Also you have xbox live? Add me Ra God Osiris I have lots of gimmicks and tech to share. I want to see if it works though.
Sure. I'm on my way. Done welding so I'm right now waiting on the bus so once I'm at my house I will add you and we can go on practice modeOk so i tried 11 up whip, if they block 11 they are forced to block the up whip and you are left at +2. They cannot reversal in between 1 and up whip. You can follow this up with d1, f1, b1, b2 and for big hitbox characters a f2. I am on xbox live. My tag is chemistforhire.
Good show me all of this. I almost at my houseI am actually thinking of using this after a blocked f1,1,2 to keep the pressure going. For two reasons, f1112 does not push them out far and you can still do the up whip after 2 and get the frame advantage. Also because at that point they are already blocking high and expecting claws which some people still think needs to be blocked high.
EDIT: This only works on floating and big characters like superman, wonder woman, etc. It doesn't work agains batman or flash or any of the small hitbox characters.
I was just a idea. Never really tested this out. THe 1f2 frame trap will leave you at plus 3. So I was thinking each time you do it that opponent will respect you for that which leave you to a mix up once you do a 1f2 again with the overhead or lowWas checking this out, I think we are too focused on the 1,1 starter. It doesn't matter what the starter combo is before the up whip. The only thing that matters is that the character we are facing is stand blocking when we up whip. I think this would be a better served frame trap off of a f112~up whip for a couple reasons. 1. Because it's an overhead, and an advancing one at that, so crouched or not our first swing on the string will hit (unlike the high of a standing 1 on a character that is ducking) 2. Because the f1 conditions our opponents to stand block as does the fear of f1123 (which ends in an overhead).
I think this is a super risky frame trap because the ducked up whip we have 24 recovery frames, so that's a pretty easy punish. Also we can't combo it so if they do for some reason let go of block then we end up with nothing, when finishing out strings with cat claws or cat stance cartwheel when can adjust on reaction for combos. It whiffs stand blocking string on small hitbox characters (tested on CW BG and NW then stopped), so it's character dependant. And really +2 only grants a d1~catclaws frame trap, otherwise everything else can be poked out, so the risk vs reward just doesn't seem to be there.
I like the idea of using more of her tools often, and I'm not saying this would never work, I just don't see this being a viable set up.
Yeah man I know about that cartwheel tech I'm about to show chemistry some of it and it's gimmicksWas checking this out, I think we are too focused on the 1,1 starter. It doesn't matter what the starter combo is before the up whip. The only thing that matters is that the character we are facing is stand blocking when we up whip. I think this would be a better served frame trap off of a f112~up whip for a couple reasons. 1. Because it's an overhead, and an advancing one at that, so crouched or not our first swing on the string will hit (unlike the high of a standing 1 on a character that is ducking) 2. Because the f1 conditions our opponents to stand block as does the fear of f1123 (which ends in an overhead).
I think this is a super risky frame trap because the ducked up whip we have 24 recovery frames, so that's a pretty easy punish. Also we can't combo it so if they do for some reason let go of block then we end up with nothing, when finishing out strings with cat claws or cat stance cartwheel when can adjust on reaction for combos. It whiffs stand blocking string on small hitbox characters (tested on CW BG and NW then stopped), so it's character dependant. And really +2 only grants a d1~catclaws frame trap, otherwise everything else can be poked out, so the risk vs reward just doesn't seem to be there.
I like the idea of using more of her tools often, and I'm not saying this would never work, I just don't see this being a viable set up.
Just as a little side note, I'm sure some of you know, but flash can punish catclaws on block, so whenever I'm playing a flash I never use catclaws, my strings usually end with cat stance cartwheel because it is safe and is a launcher on hit.Yeah man I know about that cartwheel tech I'm about to show chemistry some of it and it's gimmicks
No I didn't know that. I rarely face flash playersJust as a little side note, I'm sure some of you know, but flash can punish catclaws on block, so whenever I'm playing a flash I never use catclaws, my strings usually end with cat stance cartwheel because it is safe and is a launcher on hit.
Edit: not all strings will convert the cat stance cartwheel, so make sure you get in the lab and make sure it works.
Nope it don't work . Just went to practice mode and see what I can come up withSo does Ra Helios' stick work now? Or is he still using that option select?