Eddy Wang
Skarlet scientist
The power of Throw (free 11% damage)
We've been underestimating our grabs, i think we should grab more often after the blockstrings, specially when all they want to is crouch block. I was running some maths on damage with chip and i got this:
114~rd~slide = 6% chip (same as a blood ball, but build more meter)
EDC~F212,1+2~rd = 10% Chip (this we use on big hitbox characters out of 112 resets)
Grab = 11% Damage
114~EDC~F212,1+2~rd~slide = 16% Damage Chip (this is the red pain frame trap, succeeded only if they're jailed standing)
Why do we risk so much on blockstrings to get damage or spent meter to get this 10% chip when we can simply grab his ass between blockstrings? no meter drain, free 11% unbreakable, that can only be teched to escape.
The reason i go for chip blockstring damage is with the objective of build meter, take 16% extra in chip and avoid the opponent to build more meter, but sometimes, we use 2, or 3 blockstrings continuous to annoy them.
And i recently noticed, if we do:
41% reset + 14% chip + 11% throw = 66% damage, so dumb as cyrax resets.
if the opponent crouch block on the first F2, it won't matter anymore because if the opponent keeps guessing between overhead, slide or blockstring or crouch to end pressure, we should simply sacrifice the last 2% of the slide that would do 16% chip and feel already satisfied by 57% chip, meter rebuild and definitely the last hit should be more 11% free damage that can be accomplished by simply throwing the opponent and give you the opportunity to reverse their inputs on the wakeup.
So think about it for a sec and see for yourself if its not worth it?
The formula is (BnB w/ reset + red pain frame trap + grab = full damage)
F4 starter (no jiP)
36% +14% + 11% =61% Damage
36% + 14% + 11% = 61% Damage
37% + 14% + 11% = 62% Damage
39% + 14% + 11% = 65% Damage
BnBs that deals 36% Damage:
RedRaptor Combo: (F4~rd~ds, 2~rd~ds, 2~rd~ds, 112~rd) +13 to +12f
Fr Stack Variation: (F4~rd~ds, u3,2~rd~ds, 112~rd) +13f t0 +12f
BnBs that deals 37% Damage
LOTF preference: (F4~rd~ds, u3~aD, F4~rd~ds, 112~rd ) +11f to +10f
Eddy Wang Variation: (F4~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd) +12f to +11f
Combos that deals 39% Damage without jiP
aNinj's: (F4~rd~ds, u3,2~rd~ds, 2~DC~112~rd) +6f to +3f
jiP Starters that will deal great damage on resets
jiP, B2~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd (42% damage) +12 to +11f
Jip, F32~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd (41% damage) +12 to +11f
aNinj's Reset of 44% Damage w/jiP
Jip, B2~rd~ds, U3, 2~rd~ds, 2~DC x 112~rd (44%) +6 to +3f
Note: The ninj's variation is very damaging, but the chances of dropping the reset are very high, the cancel advantage isin't much, that is why in days like these we sacrifice damage on resets to get more frame advantage.
Ninj L0rdoftheFLY RedRaptor10 AssassiN[be] Johnny2d SaJa MITDJT @FCP/ EMP SCAR Mosp Prinz
We've been underestimating our grabs, i think we should grab more often after the blockstrings, specially when all they want to is crouch block. I was running some maths on damage with chip and i got this:
114~rd~slide = 6% chip (same as a blood ball, but build more meter)
EDC~F212,1+2~rd = 10% Chip (this we use on big hitbox characters out of 112 resets)
Grab = 11% Damage
114~EDC~F212,1+2~rd~slide = 16% Damage Chip (this is the red pain frame trap, succeeded only if they're jailed standing)
Why do we risk so much on blockstrings to get damage or spent meter to get this 10% chip when we can simply grab his ass between blockstrings? no meter drain, free 11% unbreakable, that can only be teched to escape.
The reason i go for chip blockstring damage is with the objective of build meter, take 16% extra in chip and avoid the opponent to build more meter, but sometimes, we use 2, or 3 blockstrings continuous to annoy them.
And i recently noticed, if we do:
41% reset + 14% chip + 11% throw = 66% damage, so dumb as cyrax resets.
if the opponent crouch block on the first F2, it won't matter anymore because if the opponent keeps guessing between overhead, slide or blockstring or crouch to end pressure, we should simply sacrifice the last 2% of the slide that would do 16% chip and feel already satisfied by 57% chip, meter rebuild and definitely the last hit should be more 11% free damage that can be accomplished by simply throwing the opponent and give you the opportunity to reverse their inputs on the wakeup.
So think about it for a sec and see for yourself if its not worth it?
The formula is (BnB w/ reset + red pain frame trap + grab = full damage)
F4 starter (no jiP)
36% +14% + 11% =61% Damage
36% + 14% + 11% = 61% Damage
37% + 14% + 11% = 62% Damage
39% + 14% + 11% = 65% Damage
BnBs that deals 36% Damage:
RedRaptor Combo: (F4~rd~ds, 2~rd~ds, 2~rd~ds, 112~rd) +13 to +12f
Fr Stack Variation: (F4~rd~ds, u3,2~rd~ds, 112~rd) +13f t0 +12f
BnBs that deals 37% Damage
LOTF preference: (F4~rd~ds, u3~aD, F4~rd~ds, 112~rd ) +11f to +10f
Eddy Wang Variation: (F4~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd) +12f to +11f
Combos that deals 39% Damage without jiP
aNinj's: (F4~rd~ds, u3,2~rd~ds, 2~DC~112~rd) +6f to +3f
jiP Starters that will deal great damage on resets
jiP, B2~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd (42% damage) +12 to +11f
Jip, F32~rd~ds, U3, 2~rd~us, 2~DC, x, 112~rd (41% damage) +12 to +11f
aNinj's Reset of 44% Damage w/jiP
Jip, B2~rd~ds, U3, 2~rd~ds, 2~DC x 112~rd (44%) +6 to +3f
Note: The ninj's variation is very damaging, but the chances of dropping the reset are very high, the cancel advantage isin't much, that is why in days like these we sacrifice damage on resets to get more frame advantage.
Ninj L0rdoftheFLY RedRaptor10 AssassiN[be] Johnny2d SaJa MITDJT @FCP/ EMP SCAR Mosp Prinz