Tony at Home
Noob
Lex players use different combo enders depending where we want the enemy to land, u3, 22, 11 etc.
But I feel b2 is horribly under-utilized.
***The standard combo is something like b13,MB grav pull, b3, j2, [ender+setup]***
***The setup I am using here is (b13/112/F2),MB grav pull, b3, j2,b2 xx grav mine (normal distance)***
ADVANTAGES OF ENDING IN B2
1) MUCH more hit advantage than 22 as a combo ender
(To prove this: try going to practice and doing 22xxMB probes at the end, with Deathstroke AI set to roll and wakeup with quick fire. Then try the same with b2xxMB probes. 22XxMB probes gets stuffed, while Lex has a ton of time to block after b2xxMBprobe ender.)
2) Keeps you right on top of the enemy. As opposed to other setups, they are ON the mine if they tech roll, instead of behind it.
DISADVANTAGES OF ENDING IN B2
1) Less damage from the initial setup combo- you get more from ending with a j3 into 22 instead.
2) In some matchups, it is more ideal for Lex to put more distance between him and the enemy, instead of keeping them extremely close with b2 (example: Grundy)
SETUP OF THE EXPERIMENT
Try going to practice mode and ending with b2 and normal-distance grav mine. The practice dummy I used was Deathstroke, so results may vary with different character wakeups. With b2xx Grav mine, the opponent is put in a VERY compromising situation.
There are 4 different categories of reactions an opponent can make to a single setup based on the combination of whether or not the opponent does a tech roll and whether or not the opponent does a wake-up: here is how b2xxGrav Mine as a combo ender is effective against all of them. The situations assume Lex still has at least 1 bar of meter remaining. The wake-up attacks used where Deathstroke's Sword-Flip, Sword-Spin,Quick-Shots, and Assault Rifle.
SITUATION 1: TECH ROLL AND WAKE-UP
If they tech roll, they are directly on top of the mine. Any projectile wakeup will get them caught in the mine, any horizontal wakeup can either be punished, OR Lex can push block them into the mine; after which, he can dash up and b3 into the entire setup AGAIN.
SITUATION 2: TECH ROLL AND BLOCKING
If they tech roll but do not wake-up, they will have to block a mine and then allow for a Lex jump-in to 50/50. Remember that b2 has MUCH better advantage than 22, which is why when you do a j3 immediately after, it will be almost EXACTLY at the same time the enemy has to block the mine under them; whereas with other strings that cancel into mine, Lex's jump attack to come out slightly longer after the enemy is ready to block.
However, IF the enemy is very, very quick on reaction, they can get up blocking the mine, and then possibly have time to AA Lex before his j3 is able to connect. This happened when I set Deathstroke to reversal-sword flip attack AFTER he blocked the mine and I jumped in with a j3. The range on j3 will stuff alot of AA wakeups that don't have good range and aren't extremely quick, however Sword Flip is quite effective at this. Still, it is extremely difficult for the Deathstroke player to do this, and if they do not do it fast enough, J3 will stuff the sword flip.
SITUATION 2.5: TECH ROLL AND BLOCKING (alternative solution)
This works best if you have trait active.
So the enemy may have found that the best way out of Lex's setup is to basically turtle it out. If they tech roll and block the mine first, Lex can't really get that much damage on them. Even if they are unable to block the low-mine then overhead j3, Lex doesn't really get much damage out of that additional J3, even with a corp charge. So if your enemy is being stubborn and teching everything, the following setup will mix them up a bit:
End the combo with B2 xx CLOSE MINE (normally, we've been using regular-distance). If you've used the setup with regular mine before, they will tech roll and block as normally. However, with the mine laid up close, you can jump in with a J2, and instead of going into the mixup they may be expecting, go directly into a throw. The throw will land the enemy into the mine that is behind you. Doing this will cause Lex to fall down (this happens when Lex throws an enemy into the mine), however, you can tech roll this, and get up in time to do a 11 xx MB grav pull for a full combo!
This is a tricky setup, however, it is pretty safe, especially if you have trait. If for some reason the enemy is able to successfully see this coming, and AA you as you go in with a j2 before the throw, you are protected from them getting a full combo off it (in most cases at least) because the mine is still right in front of them, and they cannot advance forward much without getting caught in it.
SITUATION 3: WAKE-UP
If they don't tech roll, you still have the option to wait for the wakeup and punish it, or push block them into the mine if it is not a punishable wakeup (such as sword spin). If the wakeup is not punishable but still gives Lex advantage on block, you still have the option to 50/50 them into the mine with a b13 or a F2. It is less certain you will get them into the mine this way (50% chance depending on how they block), but it doesn't cost the meter that push blocking does.
SITUATION 4: BLOCKING
If they don't tech roll, and they don't wake up either, they are STILL in a very bad position. Right in front of Lex. They can attack and get push-blocked into the mine, or opt to block instead and hope Lex's 50/50 does not connect. A successful b13 or f2 will push them into the mine and allow for another major follow-up combo.
It is important to note that the enemy, if they opt to block instead of wakeup after they do not tech-roll a b2 ender, is going to want to block low, so your best bet for the 50/50 is an f2. They are more likely to block low simply because holding back will walk them into the mine behind them.
Someone recently posted a video of a "reset" that does something very similar to this. It's not really a reset, however it shows the benefits of a setup that sandwhiches the opponent between Lex and the mine, which could potentially lead to HUGE damage.
Here's the video:
http://testyourmight.com/media/injustice-lex-luthor-90-2-bar-reset-combo.2923/
SITUATION 4.5: BLOCKING (alternative solution)
(a ridiculously crazy alternative way to deal with the situation )
Lastly, while you are waiting to see if they wakeup or not, you can hold back to block in preparation for the wake-up, which will make Lex walk back ever so slightly- once you see a wakeup isn't coming, try immediately going into the following string: 2,2,D+1. This is Lex's mid,mid, overhead string. The important thing here is the D+1 becomes almost PERFECTLY unblockable. The 2,2 will push the enemy right next to the mine, and the D+1 will hit overhead and whether it misses or hits, will put the enemy on top of the mine. To block both the D+1 and the mine, the enemy needs to block high then low at an extremely fast rate, and missing either will lead to a full combo. It's basically like Doomsday's earthshaker. It is important to note, Lex NEEDS to back up a bit or 22 will push the enemy over the mine long before the D+1 overhead connects- which is why I mentioned holding back to block while guarding from a possible wakeup from an enemy that did not tech-roll the b2.
***UPDATE***
Also, if they don't tech and are blocking, you can do a forward throw to put the enemy in the mine. I need to test if the throw will toss them far enough to go into the mine though.
Also, formal request for this to be peer-reviewed. I think this may be significant tech, but if anyone finds any issues, problems or holes that make this tech bad, I'd like to know, since I'm going to be using this ALOT:
Revolver
GGA pimpimjim
ShadowBeatz
x5STAR
whedgehead
imblackjames
uhfutzafooken (not sure if I spelled that right...)
Spacepopsicle
@ (any Lex mains I've forgotten)
But I feel b2 is horribly under-utilized.
***The standard combo is something like b13,MB grav pull, b3, j2, [ender+setup]***
***The setup I am using here is (b13/112/F2),MB grav pull, b3, j2,b2 xx grav mine (normal distance)***
ADVANTAGES OF ENDING IN B2
1) MUCH more hit advantage than 22 as a combo ender
(To prove this: try going to practice and doing 22xxMB probes at the end, with Deathstroke AI set to roll and wakeup with quick fire. Then try the same with b2xxMB probes. 22XxMB probes gets stuffed, while Lex has a ton of time to block after b2xxMBprobe ender.)
2) Keeps you right on top of the enemy. As opposed to other setups, they are ON the mine if they tech roll, instead of behind it.
DISADVANTAGES OF ENDING IN B2
1) Less damage from the initial setup combo- you get more from ending with a j3 into 22 instead.
2) In some matchups, it is more ideal for Lex to put more distance between him and the enemy, instead of keeping them extremely close with b2 (example: Grundy)
SETUP OF THE EXPERIMENT
Try going to practice mode and ending with b2 and normal-distance grav mine. The practice dummy I used was Deathstroke, so results may vary with different character wakeups. With b2xx Grav mine, the opponent is put in a VERY compromising situation.
There are 4 different categories of reactions an opponent can make to a single setup based on the combination of whether or not the opponent does a tech roll and whether or not the opponent does a wake-up: here is how b2xxGrav Mine as a combo ender is effective against all of them. The situations assume Lex still has at least 1 bar of meter remaining. The wake-up attacks used where Deathstroke's Sword-Flip, Sword-Spin,Quick-Shots, and Assault Rifle.
SITUATION 1: TECH ROLL AND WAKE-UP
If they tech roll, they are directly on top of the mine. Any projectile wakeup will get them caught in the mine, any horizontal wakeup can either be punished, OR Lex can push block them into the mine; after which, he can dash up and b3 into the entire setup AGAIN.
SITUATION 2: TECH ROLL AND BLOCKING
If they tech roll but do not wake-up, they will have to block a mine and then allow for a Lex jump-in to 50/50. Remember that b2 has MUCH better advantage than 22, which is why when you do a j3 immediately after, it will be almost EXACTLY at the same time the enemy has to block the mine under them; whereas with other strings that cancel into mine, Lex's jump attack to come out slightly longer after the enemy is ready to block.
However, IF the enemy is very, very quick on reaction, they can get up blocking the mine, and then possibly have time to AA Lex before his j3 is able to connect. This happened when I set Deathstroke to reversal-sword flip attack AFTER he blocked the mine and I jumped in with a j3. The range on j3 will stuff alot of AA wakeups that don't have good range and aren't extremely quick, however Sword Flip is quite effective at this. Still, it is extremely difficult for the Deathstroke player to do this, and if they do not do it fast enough, J3 will stuff the sword flip.
SITUATION 2.5: TECH ROLL AND BLOCKING (alternative solution)
This works best if you have trait active.
So the enemy may have found that the best way out of Lex's setup is to basically turtle it out. If they tech roll and block the mine first, Lex can't really get that much damage on them. Even if they are unable to block the low-mine then overhead j3, Lex doesn't really get much damage out of that additional J3, even with a corp charge. So if your enemy is being stubborn and teching everything, the following setup will mix them up a bit:
End the combo with B2 xx CLOSE MINE (normally, we've been using regular-distance). If you've used the setup with regular mine before, they will tech roll and block as normally. However, with the mine laid up close, you can jump in with a J2, and instead of going into the mixup they may be expecting, go directly into a throw. The throw will land the enemy into the mine that is behind you. Doing this will cause Lex to fall down (this happens when Lex throws an enemy into the mine), however, you can tech roll this, and get up in time to do a 11 xx MB grav pull for a full combo!
This is a tricky setup, however, it is pretty safe, especially if you have trait. If for some reason the enemy is able to successfully see this coming, and AA you as you go in with a j2 before the throw, you are protected from them getting a full combo off it (in most cases at least) because the mine is still right in front of them, and they cannot advance forward much without getting caught in it.
SITUATION 3: WAKE-UP
If they don't tech roll, you still have the option to wait for the wakeup and punish it, or push block them into the mine if it is not a punishable wakeup (such as sword spin). If the wakeup is not punishable but still gives Lex advantage on block, you still have the option to 50/50 them into the mine with a b13 or a F2. It is less certain you will get them into the mine this way (50% chance depending on how they block), but it doesn't cost the meter that push blocking does.
SITUATION 4: BLOCKING
If they don't tech roll, and they don't wake up either, they are STILL in a very bad position. Right in front of Lex. They can attack and get push-blocked into the mine, or opt to block instead and hope Lex's 50/50 does not connect. A successful b13 or f2 will push them into the mine and allow for another major follow-up combo.
It is important to note that the enemy, if they opt to block instead of wakeup after they do not tech-roll a b2 ender, is going to want to block low, so your best bet for the 50/50 is an f2. They are more likely to block low simply because holding back will walk them into the mine behind them.
Someone recently posted a video of a "reset" that does something very similar to this. It's not really a reset, however it shows the benefits of a setup that sandwhiches the opponent between Lex and the mine, which could potentially lead to HUGE damage.
Here's the video:
http://testyourmight.com/media/injustice-lex-luthor-90-2-bar-reset-combo.2923/
SITUATION 4.5: BLOCKING (alternative solution)
(a ridiculously crazy alternative way to deal with the situation )
Lastly, while you are waiting to see if they wakeup or not, you can hold back to block in preparation for the wake-up, which will make Lex walk back ever so slightly- once you see a wakeup isn't coming, try immediately going into the following string: 2,2,D+1. This is Lex's mid,mid, overhead string. The important thing here is the D+1 becomes almost PERFECTLY unblockable. The 2,2 will push the enemy right next to the mine, and the D+1 will hit overhead and whether it misses or hits, will put the enemy on top of the mine. To block both the D+1 and the mine, the enemy needs to block high then low at an extremely fast rate, and missing either will lead to a full combo. It's basically like Doomsday's earthshaker. It is important to note, Lex NEEDS to back up a bit or 22 will push the enemy over the mine long before the D+1 overhead connects- which is why I mentioned holding back to block while guarding from a possible wakeup from an enemy that did not tech-roll the b2.
***UPDATE***
Also, if they don't tech and are blocking, you can do a forward throw to put the enemy in the mine. I need to test if the throw will toss them far enough to go into the mine though.
Also, formal request for this to be peer-reviewed. I think this may be significant tech, but if anyone finds any issues, problems or holes that make this tech bad, I'd like to know, since I'm going to be using this ALOT:
Revolver
GGA pimpimjim
ShadowBeatz
x5STAR
whedgehead
imblackjames
uhfutzafooken (not sure if I spelled that right...)
Spacepopsicle
@ (any Lex mains I've forgotten)