Couple things: 1. For this setup, we're looking to be +37 2.Blanka, dhalsim, ed, and bison are all manually timed as I wasn't able to find something that left them +37. As for jp, I also couldn't find something that left you +37 so I settled for +38 instead. For honda, although there was a +37 sequence, you're probably better off manually timing it off his normal stuff Anyways, im sure people will find better ways to set up this high risk high reward situation, usefulness def looking like it'll vary seeing as characters like ryu, akuma, jamie, manon etc can get this without making it look obvious, while other characters rely more on specific situations
JP +37 Setups Airborne D.I JMK DR CR MP DR CR MP FHK QCF HK (round start range) HK TC SA2 ACTIVATION CR MK ST HK CR HP QCB HP ST HP D.I DR FHK QCF HP ST HP QCF HK (route needs to end near the corner, press st hp when JP and the characters heads are level during juggle after qcf hp) D.I CR MP FHK QCF MP ST HP QCF PP WHIFF CR HP (corner setup) Blanka +37 setups ST HP COWARD CROUCH WILD LIFT LK UPBALL (upball when opponent is about to be level with Blanka's head) D.I ST HP COWARD CROUCH WILD LIFT LK UPBALL (corner setup) ST HP OD HCB KK LK UPBALL (corner setup OD QCF PP WHIFF ST MP (corner Setup) ST HP OD QCB PP SA2 ACTIVATION JUMP BACK MP Aerial Blanka Ball forward P up P up P down forward P (might take a while to get used to the timing,corner setup)
@@superjuiceboxit is possible to get +37 the issue I’m having is the damage loss between +37 and +38. For plus 37 you can do mp tc slightly hold mk flicker, d.i any light button slightly delayed sweep but those are really bad imo if i find anything else I’ll edit my comment Charged 5HP 5MP TC 236 HK 236 MK (make sure that the character falls to their knees after charged 5HP crumple)
@imthatguy02445 yeah the reason I mentioned the +38 combo is because there's no damage loss at all. you'd be doing that combo anyway since its optimal in a lot of non-cash out situations and the 1f doesn't really make much difference.
@@superjuicebox if I was a ed player I would go with your method since it’s a more optimal and consistent I was just trying to stick within the theme of the video.
for blanka, another setup instead of electric which leaves you +39 is coward crouch lift into light upball (+38). not quite +37 but ive found it works better for baits in my experience lol
Well, i was gonna get into training mode today to find this for terry, but i supponse i dont need to do it no more. Thanks! (Still gonna try finding some more tho)
In the heat of the moment you can't be sure if it will whiff or not, and you can mix it up with actual meaty DI setups. It loses completely to opponent not reacting at all tho lmao
And just like that the game is evolving just by deep diving in game mechanics and finding ways to counter them, this is what makes fighting games genre awesome no team mates ,no loot crates ,just inputs,buttons and mind games
the dirty impact 😳
ok this is amazingggg broo
Couple things:
1. For this setup, we're looking to be +37
2.Blanka, dhalsim, ed, and bison are all manually timed as I wasn't able to find something that left them +37. As for jp, I also couldn't find something that left you +37 so I settled for +38 instead. For honda, although there was a +37 sequence, you're probably better off manually timing it off his normal stuff
Anyways, im sure people will find better ways to set up this high risk high reward situation, usefulness def looking like it'll vary seeing as characters like ryu, akuma, jamie, manon etc can get this without making it look obvious, while other characters rely more on specific situations
JP +37 Setups
Airborne D.I JMK DR CR MP DR CR MP FHK QCF HK (round start range)
HK TC SA2 ACTIVATION CR MK ST HK CR HP QCB HP ST HP D.I DR FHK QCF HP ST HP QCF HK (route needs to end near the corner, press st hp when JP and the characters heads are level during juggle after qcf hp)
D.I CR MP FHK QCF MP ST HP QCF PP WHIFF CR HP (corner setup)
Blanka +37 setups
ST HP COWARD CROUCH WILD LIFT LK UPBALL (upball when opponent is about to be level with Blanka's head)
D.I ST HP COWARD CROUCH WILD LIFT LK UPBALL (corner setup)
ST HP OD HCB KK LK UPBALL (corner setup
OD QCF PP WHIFF ST MP (corner Setup)
ST HP OD QCB PP SA2 ACTIVATION JUMP BACK MP Aerial Blanka Ball forward P up P up P down forward P (might take a while to get used to the timing,corner setup)
Ed is +38 off 5hp > late kill rush > h.DP which also happens to be one of his most common combo enders. not perfect, but it gets the job done lol
@@superjuiceboxit is possible to get +37 the issue I’m having is the damage loss between +37 and +38. For plus 37 you can do mp tc slightly hold mk flicker, d.i any light button slightly delayed sweep but those are really bad imo if i find anything else I’ll edit my comment
Charged 5HP 5MP TC 236 HK 236 MK (make sure that the character falls to their knees after charged 5HP crumple)
@imthatguy02445 yeah the reason I mentioned the +38 combo is because there's no damage loss at all. you'd be doing that combo anyway since its optimal in a lot of non-cash out situations and the 1f doesn't really make much difference.
@@superjuicebox if I was a ed player I would go with your method since it’s a more optimal and consistent I was just trying to stick within the theme of the video.
I never realized this was a thing until now. I mean... it's kinda hilarious. 😂
for blanka, another setup instead of electric which leaves you +39 is coward crouch lift into light upball (+38). not quite +37 but ive found it works better for baits in my experience lol
カワノは2つの問題を作った。一つは汚いテクニックの数々。そしてもう一つは、今日、私がそれを食らったことだ
Well, i was gonna get into training mode today to find this for terry, but i supponse i dont need to do it no more. Thanks! (Still gonna try finding some more tho)
the diddy impact
Wasn't Broski talking about this?
Yes
Can this be used for baiting these auto DI cheaters😂
@@shiyin372 ngl idek
I don't understand what the second Zangief example was to show
汚インパクト
I doubt someone fall for this, can tell will wiff.. .
In the heat of the moment you can't be sure if it will whiff or not, and you can mix it up with actual meaty DI setups. It loses completely to opponent not reacting at all tho lmao
@@ancientplayercham4939 u sure about that?
x.com/HiFightTH/status/1883108483144589781?t=E-nFOBwUbyDWuoFZJqkgVg&s=19
And just like that the game is evolving just by deep diving in game mechanics and finding ways to counter them, this is what makes fighting games genre awesome no team mates ,no loot crates ,just inputs,buttons and mind games