F21D2 is his best starter and best string. F4 is his overhead.Ima learn the fuck outta these combos though, the jip with 1, 1, 2 the force lift, jump 4, tele punch, then another force lift seems to be the basic in Mystic. Need to know more starters.
Ex wake up options are Soul burst universally.So what I am gathering here is that you always want to end in DB1 because of the unscaled 10% and the meter building.
So that begs to question is all his meter to be saved for mid string EX DB1? I'm assuming that is where his major damage will come from. Or you could spend it on his overhead combos to get mid 30's I believe.
If not and he does most of his damage meterless he will get breakers rather easily.
What have you been using as your EX wakeup options? Does he have any?
@zaf
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I wouldn't rely on f21D2 in long term that much. There is a big gap between 1 and d2 where you can armor through. Also you can use escape intercatbles to get away between this two hits without spending any meter.F21D2 is his best starter and best string. F4 is his overhead.
I see. Ill need to test this and see what can be done to beat that.I've read the topic,
I wouldn't rely on f21D2 in long term that much. There is a big gap between 1 and d2 where you can armor through. Also you can use escape intercatbles to get away between this two hits without spending any meter.
F21 itself is -14 so your opponent can possibly beat that anyways.We are gonna have to find something to beat people that armor through the d2 part in f21d2.
Maybe we can simply bait an unsafe armored move by doing f21 only
You can still get more off of the Jip, f21d2 run cancel S4~soul ball dash in jk tele 222~liftjust came up with this MoS combo:
Jip, f21d2, Jk, Teleport, 22, soul ball, walk foward, soul release, 22, soul blast 36% meterless
that 222 after the tele kick has some strick timing, damnYou can still get more off of the Jip, f21d2 run cancel S4~soul ball dash in jk tele 222~lift
Dang I could've swore it wasn't so negative lol.F21 itself is -14 so your opponent can possibly beat that anyways.
Probably better to try to catch them doing it.
f21 is -14We are gonna have to find something to beat people that armor through the d2 part in f21d2.
Maybe we can simply bait an unsafe armored move by doing f21 only
So you can just hit confirm the string. Very cool.So solutions so far to the gap in F21D2 if your opponent starts to punish this are : vanish, F212
F212 is still pretty good on its own, it is a knockdown and a meaty one at that. The ai is not teching on this. The string is also 0 on block.
Awesome. F212 will be good. I need to mess around with vanish more. I bet it will end up being pretty big in Ermac's playOk so I was testing the gap in between F21D2.
Your opponent can armor out of this in between F21 and D2.
To try and beat this you can try and do F21 Soul burst, this seems to jail so far, not letting you press. ALso potentially punished by some chars.
If you try TK Lift, then the armor can still hit you out lol.
Teleport can work, but not really. You can still armor out if ermac does F21~teleport, but to hit him with the special you might have to reverse the directional inputs to the other side since he is teleporting. So depending on the move you try to use, ermac might still hit you if you dont input the reverse directions. You would need to test this for your chars.
Soul ball gets beat like TK Lift too.
You can also vanish to get out and this is kinda really cool/could be important.
Try testing this with some chars.
I did this with mileena.
I had ermac do F21D2. Mileena could punish this gap, which I tested. So next I Ermac do F21~Vanish. When I tested Mileena roll to punish the gap this time, ermac just vanished and mileena rolled out to the other side. lol
Pretty neat stuff.....
So solutions so far to the gap in F21D2 if your opponent starts to punish this are : vanish, F212
F212 is still pretty good on its own, it is a knockdown and a meaty one at that. The ai is not teching on this. The string is also 0 on block.
Damn this is actually really sick. After the last b12, you have a lot of time to go for pressure.f21 is -14
also I don't understand why do you release after soul ball instead of reseting.
f21d2, j3~tp, b12 ~ soul ball, j1,b12 - 31% and leaves you with +23. You can throw for 12% damage or continue pressing with low/overhead. And I believe opponent cannot armor through or anything.
f4~tp, d1~ex lift, f21d2, run, b12~soul ball, j1,b12 - 36%
b3~tp, d1~ex lift, f21d2, run, b12~soul ball, j1,b12 - 34%
b12~tp, d1~ex lift, f21d2, run, b12~soul ball, j1,b12 - 32% - reverse position
b12~ex lift, j1, f21d2, run, b12~soul ball, j1,b12 - 30% - wall carry
222~tp, d1~ex lift, f21d2, run, b12~soul ball, j1,b12 - 35% - 2 is Ermac's fastest move so good punish I guess
In each you can do soul ball after d1 and lose around 10% damage but, again, potential damage will make it worth.
I can update it.... but ill have to do it later tonight.Can someone update the OP with all the new Combos separated by variation?
And maybe put in Bold the high damage meterless BnBs for each situation (midscreen, corner, AA, etc)?
What about the usual suspects?Anyone got a combo that starts with teleport punch for Mystic? So far I use teleport, d1~hang and then cant figure out what does the most damage after that
I've been doing njp, jk, teleport but I cant get anything after the teleport because they drop too fastWhat about the usual suspects?
2, 2, 2, TKP
B2,1, D2, TKP
Or maybe even uppercut into TKP?
Good idea though we need to have a good one for this situation