In looking through old unused tech I found the EX RH cancel mid combo to land 4,3 into another 4,3. When using this with my new BnB's I found that with practice as a full combo punish it can lead to 60-70% easy with one-three meters. I only use it when I know a jip will connect, or if the opponent has done something incredibly stupid. It is easy to confirm into meter drain as well if you are keeping tabs on your opponents meter. Massive damage and no breaker. Here is a taste of the damage you can get off of doing this, I did this in a terrible setup with almost a full second lag. Still only took a couple tries.
The damage certainly can be viable but I only go for it with a health lead and feeling cocky, or if I need to risk the damage. What is 100% viable is when you have a health lead and are within I would say about 25% damage from winning the match or round. Three EX RH cancels can lead to 19% chip 100% GUARANTEED. There is nothing your opponent can do about this. Anything in the game that they try will be blow up into a minimum of 50% and a maximum of 71%. There is no poking out, armoring out, or glitching out. I still need to try a few small things so if you find something please blow me up. In the corner finishing with either 4,3 naked rh, or 4,3 b4 will leave to full combo's if your opponent tries to jump or poke out after you run out of meter. 4,3, b4, d1, lightning, RH, 4,3, bubble, uppercut, 4,3, geyser 35%. Puts them back in the corner with massive damage meterless. If the RH connect's back dash, uppercut back into the corner into 4,3 shenanigans.
Now looking at this closer, in the corner, using 3 bars, a great player will try and escape RH pressure with a jumpout, armor, or a 6 frame move. I notice this alot, well when pressuring them with EH pressure there is simply nothing to do but eat chip, they see no meter they try and escape. Well I connect alot with 4,3, b4. 4,3,b4 is real nice cause you have all day to see the hit and d1 into lightning. On block is has pushback and is safe. The chip damage before the b4 is 18%, now add the 35% from the following combo. 53%. ( Smarrgasm added 4% with b4, 3,3, bubble, uppercut, 4,3, lightning, DJK, 4,3 geyser 39%, bringing max potential to 57% off of this situation)
Now your thinking well thats just wasted meter, if everything is blocked, midscreen or corner, 19% chip, well you were building meter this whole time, depending on if you have 3 or 2 bars of meter. You build more meter doing this pressure with 2 bars of meter, you build roughly 82% of a bar of meter using 2 bars, 70% using 3, giving you one more normal rh pressure away on both from another meter.
This is something I looked at and decided to revise and use my own way, is it viable? You decide for yourself. Enjoy and I look foward to the next rain addition.
Sincerely Yours,
The King of Atlantis
The unholy abomination that is DAMAGE
The damage certainly can be viable but I only go for it with a health lead and feeling cocky, or if I need to risk the damage. What is 100% viable is when you have a health lead and are within I would say about 25% damage from winning the match or round. Three EX RH cancels can lead to 19% chip 100% GUARANTEED. There is nothing your opponent can do about this. Anything in the game that they try will be blow up into a minimum of 50% and a maximum of 71%. There is no poking out, armoring out, or glitching out. I still need to try a few small things so if you find something please blow me up. In the corner finishing with either 4,3 naked rh, or 4,3 b4 will leave to full combo's if your opponent tries to jump or poke out after you run out of meter. 4,3, b4, d1, lightning, RH, 4,3, bubble, uppercut, 4,3, geyser 35%. Puts them back in the corner with massive damage meterless. If the RH connect's back dash, uppercut back into the corner into 4,3 shenanigans.
Now looking at this closer, in the corner, using 3 bars, a great player will try and escape RH pressure with a jumpout, armor, or a 6 frame move. I notice this alot, well when pressuring them with EH pressure there is simply nothing to do but eat chip, they see no meter they try and escape. Well I connect alot with 4,3, b4. 4,3,b4 is real nice cause you have all day to see the hit and d1 into lightning. On block is has pushback and is safe. The chip damage before the b4 is 18%, now add the 35% from the following combo. 53%. ( Smarrgasm added 4% with b4, 3,3, bubble, uppercut, 4,3, lightning, DJK, 4,3 geyser 39%, bringing max potential to 57% off of this situation)
Now your thinking well thats just wasted meter, if everything is blocked, midscreen or corner, 19% chip, well you were building meter this whole time, depending on if you have 3 or 2 bars of meter. You build more meter doing this pressure with 2 bars of meter, you build roughly 82% of a bar of meter using 2 bars, 70% using 3, giving you one more normal rh pressure away on both from another meter.
This is something I looked at and decided to revise and use my own way, is it viable? You decide for yourself. Enjoy and I look foward to the next rain addition.
Sincerely Yours,
The King of Atlantis
The unholy abomination that is DAMAGE