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VS

Corner Bomb

Language

How to set a bomb?: Use highly plus Knockdown skills to set bombs

Setting a bomb takes 44f in any version. Therefore, if the following combos reach the Corner, you can Throw immediately after setting the bomb.

  • ~>~(+47-44=3)

  • ~~~(+49-44=5)

  • j. > (+49-44=5)

+3/+5 Single Bomb

Strike Mixup

Elbow Drop

Hitting a Delayed Tech (pc): Can Smoke twice even with a single bomb!!

+3/+5 Double Bomb

Throw Mixup

Optimal Combo: The micro-walk is the hardest part

  • If Throw Escaped:

  • What can you do if standing still?

  • Will you get hit by a Reversal after Drive Rush?

    • Opponent doesn't move: After dr 2MP is Blocked

      • 6HK Overhead

    • Opponent jumps forward:

      • dr 2MP is fast enough for a 2HP Anti-Air Side Switch in extreme cases

      • dr 2LP 214P/PP can continue to keep them in the Corner (214PP consumes a lot of Drive Gauge, use wisely) [WIP: Follow-up combos/Front-back Mixups...]

Lab:

Set opponent Wakeup Reversal to normal Throws, and Reversal after damage to Forward Jump/Vertical Jump


Throw + DI Reset


Back-Back (Shimmy)


Elbow Drop

Burn Drive Gauge

  • Opponent Blocks: Especially after the opponent uses a Reversal, use Block Strings to burn their Drive Gauge

  • Opponent : If you can Hit Confirms, MP~HP>236K~P throw

  • Opponent hit while performing Abare:

  • MP HP OD Run:

    • HK: Hits crouching (opponent can Abare in the middle!!) (6606)

    • MK: Hits standing guard/blocks Reversal (due to Tight Block String)

    • Brake Throw: Beats Parry

    • Lab: Set opponent Wakeup: DP/No Action, Block: DP

      MP HP Confirms into Brake or 236LP, and burns Drive Gauge with an Absolute Guard string

Beating Abare

Use for Okizeme

  • Can block Drive Reversal

  • Can perform Tick Throw

Mixup part

How to do Okizeme if these don't reach the Corner?

Run slide is plus and looks like a mistake

+11 Single Bomb = +3 Double Bomb > +3 Single Bomb > +11 Double Bomb

Setups with more plus Frames

Naturally, combos with more plus frames cannot be transitioned into a direct Throw

  • j. , dr (+52-44=8)

  • () ~(=53-44=9)

  • j. , ~j. (+53) (Timing: When 236HP Juggles are unavailable, e.g., combo after being hit by a bomb)

  • j., ~ (+55-44=11)

  • (上牆) >~ (+56-44=12)

Since delayed Throws are difficult, attack directly:

  • 2HP meaty (OB+2)

    • Confirm OH: 2MK

    • No Confirm: Always 5MP

  • 2HP pressure Cancel 236K can go into Overhead HP/Brake Throw LP LPK)

  • Freeze opponent with 2HK or 2HP

    • 4HK Overhead: Hitting it leads into dr 2HP...

Single Bomb

Mixup

Double Bomb

Overhead + High-Low Mixup

Opponent Parries the first Overhead: Run Brake into Back Throw

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