DarksydeDash
You know me as RisingShieldBro online.
WARNING! POSSIBLE GIMMICKS AHEAD!
-Tutorial:
Puppet master variant (jumpable):
In corner:
-How it works:
When your opponent is it by a puppet master, their controls are scrambled for approximately 2 seconds, thus they must block in the opposite direction of how they block normally. After canceling standing 3 with anything while your opponent's controls are reversed, the effects wear off causing a "fuzzy guard" situation, hence the "Earth Shake" in the title. For example, if your opponent knows the puppet master's effects and holds up to block low they will have to shift from holding up to down after blocking the standing 3.
Note: If your opponent knows it is coming they may hold down to jump out of it. This can easily be countered by jumping in on them with any air normal, leading to another "Earth Shake" fuzzy guard. Down to forward to back. In the corner you can do the same thing with a neutral jump or just d2. However, some characters like Batman or Deathstroke have fast jump frames and can avoid both of these options. A way to counter this is to reaction to the jump with a standing 3 and cancel it into MB puppet master to put them back in the corner.
Countering midscreen jump outs (Midscreen):
Countering jump outs (Corner):
Note: If your opponent knows how to back dash with reversed controls the "earth shake" can easily be avoided. Recommend corner use only.
@deg222
@Mr. Mileena
@EMPEROR_SunFire
@Pan1cMode
@kevkopdx
@KillaGthug4Life
@Sonic Lionheart
@Any other sexy magicians out there.
-Tutorial:
- After any Zatanna Bnb end with f21 canceled into Puppet master (midcreen only). You may end in whatever combo in the corner so long as it lands a puppet master. The purpose of ending in f21 is so you are close to your opponent midscreen.
- CORNER ONLY: You may replace standing 3 with ANY NORMAL, but d1, or 1,1, cancelled brings the best results.
Puppet master variant (jumpable):
In corner:
-How it works:
When your opponent is it by a puppet master, their controls are scrambled for approximately 2 seconds, thus they must block in the opposite direction of how they block normally. After canceling standing 3 with anything while your opponent's controls are reversed, the effects wear off causing a "fuzzy guard" situation, hence the "Earth Shake" in the title. For example, if your opponent knows the puppet master's effects and holds up to block low they will have to shift from holding up to down after blocking the standing 3.
Note: If your opponent knows it is coming they may hold down to jump out of it. This can easily be countered by jumping in on them with any air normal, leading to another "Earth Shake" fuzzy guard. Down to forward to back. In the corner you can do the same thing with a neutral jump or just d2. However, some characters like Batman or Deathstroke have fast jump frames and can avoid both of these options. A way to counter this is to reaction to the jump with a standing 3 and cancel it into MB puppet master to put them back in the corner.
Countering midscreen jump outs (Midscreen):
Countering jump outs (Corner):
Note: If your opponent knows how to back dash with reversed controls the "earth shake" can easily be avoided. Recommend corner use only.
@deg222
@Mr. Mileena
@EMPEROR_SunFire
@Pan1cMode
@kevkopdx
@KillaGthug4Life
@Sonic Lionheart
@Any other sexy magicians out there.
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