u/TheComboSmithy

Quick Back Slide Setup and RDS uf1 +13 setup

Very simple. b+3+4, RDS 3, RDS uf+1 after wall carry gives you +13 on both tech roll directions for a guaranteed AOP 2,1 and gives a flip over for back quick slide, also for a guaranteed AOP 2,1.

Note that they can duck the RDS uf+1 if they tech rolled, but it's still a pretty scary situation because it's cancelable and we also didn't have to use heat to get there.

It's best to use moves like 1,2 or HYP 3+4 as the final wall carry instead of moves like f+2. It's important that we get a high clean wall splat to have enough time to do RDS 3 and f+2 very often makes the AOP 2,1 miss if they tech rolled right.

u/TheComboSmithy — 12 days ago

f+2,1,<2,F, uf+1, AOP uf+3...

The trick is to heat burst from a bit of a distance (probably to leave room behind them to switch side), then the delay for the last hit of f+2,1,2 has to be pretty fast, but still slow enough to not allow them to get the special back roll. It's actually not that hard. Then lastly the uf+1 has to be as fast as possible.

From my testing this works from a bunch of different combos and wall angles as long as the angle isn't super crazy. You're sometimes, but rarely in RDS + AOP. Your AOP uf+3 will become RDS 3 then, which also hits so it's still safe.

u/TheComboSmithy — 17 days ago

Experimental Spiked BT Setup

This is not consistent enough to be that useful, but the concept is very interesting. ff+1,2 at a specific angle after a wall splat gives you a jump over wakeup B setup. So maybe spiked wakeup B setups could come back.

This has several things going against it though. It's very hard to get the angle right from a random starting position and I think they're very likely to not hold B but instead F and front roll is surprisingly extremely safe haha.

I tried to go for a max damage route, but it's way more consistent to go for ssr, f+3,1 after the wall splat instead of ff+4.

u/TheComboSmithy — 17 days ago

The first setup works for holding B, and both tech direction. The second one works for tech left only.

The final RDS 4 combo feels unnecessarily complicated with the dash into HYP. Does anyone know an easier alternative that would still kill?

Note that they can duck the FC+3,2 and the follow up to the RDS 4 after would be different if they don't try to block since they would then be BT.

b+1+2, d/f+2, f+3,1, RDS 2, RDS 1,2, ff, d/b+1+2, HYP 3+4, ff, 2+3, U /F...
...FC+3,2, RDS 4, d/f+2, f+3,1, RDS 2, RDS 1,2, ff(longer) d/b+1+2, HYP 3+4...
...d/f+2,3,D, RDS 4, d/f+2, f+3,1, RDS 1,2, ff(fast) u /b+1+2, HYP 3+4, ff+4, HYP 2,F, f+1+2

u/TheComboSmithy — 27 days ago