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General/Other - Aftershock Aftershock Variation Discussion Thread

InFlames

dead
yea but how close or how far? can i blow up wake ups if i swing right after?
After a fullscreen knockdown you can do db3 into air quake for a decent overhead into low or just do a meaty bf4 for chip and start your zoning. In the corner you can do db3 into a b3 for a hard to blockable setup which breaks almost half of the wakeups in the game, there are certain setups that can break all wake-ups in the game, but im still trying to find one that can beat both techroll and a normal wakeup

if you knock your opponent close just go in for pressure tbh, db3 doesn't give enough block advantage to run in and pressure
 

STK

Beso de Muerte + Fantasía Oscura
OK. thanks. I started working on blowing up roll back wake ups because from all the combo vids i have seen you would think that you could to avoid the bd3. All i found is if you db3 after an airborne db2 the roll right out of it but on an air db1 the roll into it? Same damage if you do db1 over db2. Scaling i guess?
 

InFlames

dead
OK. thanks. I started working on blowing up roll back wake ups because from all the combo vids i have seen you would think that you could to avoid the bd3. All i found is if you db3 after an airborne db2 the roll right out of it but on an air db1 the roll into it? Same damage if you do db1 over db2. Scaling i guess?
Midscreen? I know db1 throws them farther than db2 so maybe thats why
 

STK

Beso de Muerte + Fantasía Oscura
Midscreen? I know db1 throws them farther than db2 so maybe thats why
yea. just tested it in the corner also. it still hits. Im looking for the biggest corner damage before i go for the OTG.
 

Percimon

Sky above, Voice within
b2 isn't a hard knockdown, I don't believe. Those setups likely aren't safe when the opponent rolls.
what? safe == opponent can't hit you, but safe =/= opponent can't roll. And i'm not sure that he can roll safely. Need to check this out.
 

STK

Beso de Muerte + Fantasía Oscura
b2 isn't a hard knockdown, I don't believe. Those setups likely aren't safe when the opponent rolls.
I think the point of this set up is to get the dd1 out with out getting hit. Does anyone notice ending combos with db1 over db2 helps with people that tech roll db3?
 

Kyu

CHOO CHOO BANE TRAIN
What's the easiest way to do instant air dd1s? There a trick to it? I can't quite pull it off but I can instant air other shit.
 

OmGxBdON

I'm going to make Fate top ten
Was just screwing around in the lab and I found that endin combos in b24 leaves them in perfect distance to do. 50/50 jump in with he ex air quake and a normal Jip. Not sure yet if u can react to this 50/50. Anyways u can roll out of this but if u suspect this u can run in and b1, b2 , f4, air quake to keep on the pressure. U can back dash but the ex dd1 will catch it. But it will avoid the jip. Btw on block b24 leaves ure opponent in perfect range for a db1.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Just noticed in practice that you can actually aim the second EX air ground pound independent of the first. So if you let go of left after a (EXdd1 left), the second hit will be in the mid range. You can also do both the far ranges(left, right) in succession.

Here's the weird thing tho, it seems if the first hit connects without being blocked, that the second hit will always connect.

I doubt this has any practical value, but interesting none the less.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Just noticed in practice that you can actually aim the second EX air ground pound independent of the first. So if you let go of left after a (EXdd1 left), the second hit will be in the mid range. You can also do both the far ranges(left, right) in succession.

Here's the weird thing tho, it seems if the first hit connects without being blocked, that the second hit will always connect.

I doubt this has any practical value, but interesting none the less.
thats pretty cool, must have a look at that.
 

wsj515

This is my billionth life cycle.
how are you guys setting up the ex dd1 throw tech? Forward throw seems only possible if they tech roll in the corner. Backward throw seems more practical as you don't need to instantly throw after the ex dd1, but I can't seem to find the sweet spot to pull it off consistently.

edit: yep, looks like it works on the back throw, you need to throw them right before the fourth pulse to be able to tech roll toward your opponent. Midscreen ending a combo with 123xxEXdd1 you don't have time to do much more than run up and grab, but in the corner you can mix in down pokes into grab, EXdd4 for the unblock able reset, etc.
 
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SaJa

FH_FenriR
Just noticed in practice that you can actually aim the second EX air ground pound independent of the first. So if you let go of left after a (EXdd1 left), the second hit will be in the mid range. You can also do both the far ranges(left, right) in succession.

Here's the weird thing tho, it seems if the first hit connects without being blocked, that the second hit will always connect.

I doubt this has any practical value, but interesting none the less.
 

Nybear

Noob
Video isn't really giving me too much info. What's the trick here?
Pretty much what Alakai said. It's almost like a reverse Tiger Knee if you are familiar with any other games that use that. By going Down to Down-Forward to Down, you can get out both downs much quicker than Down Neutral Down.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
im liking the 33 ender bit more lately.
thought at 1st when buffed that it would help lava out the most giving it a option for the otg ex dd4 when youd end juggles with it, but starting to use it bit more in aftershock.

midscreen if you end your combos with 33 your left at perfect distance for a meaty jump 1.
this can be wakeup attacked but you can use ex dd1 to blow up the wakeups since its hit twice, also catches backdashes.

in the corner you can kind of do the same thing but with njp/njexdd1, if the njp is blocked f1 jails.
delayed wakeup will make the j1/njp miss but leave tremor safe but will leave a punish for your opponent if you tried the ex dd1 so not the safest setups going but still something to use now and again
 
Also 33 can be used as a mix up tool. Since the 2nd 3 is an overhead you can do 3 db1d instead. You can ex db1d in crystalline for a full combo.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Also 33 can be used as a mix up tool. Since the 2nd 3 is an overhead you can do 3 db1d instead. You can ex db1d in crystalline for a full combo.
yea and since shatter 19 frames and second hit of 33 18 you cant really fuzzy it either but there is a gap between 3~shatter(all shatters) that can be punished with armor
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
Can I get a quick tutorial on this character from any of you good people over here at Tremor HQ?
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Can I get a quick tutorial on this character from any of you good people over here at Tremor HQ?
212/21d4u4 his 50/50. (jip/air dd1 also in this variation)
11, f12, d3 +1 on block. 1, 2 & f121 +2 on block.
db3, ex bf4, bf2, ex bf2 all double digits plus on block
his d1/d2/d4 all godlike
ex db1 and ex bd2 his armor moves and both can be canceled.
db1s off f121,21d4u4.b1d4u4,b32 have no gaps like crystalline do but they are unsafe,up shatter -6 but that can be crouched for a punish bar a few chars.
your otg ex dd4s will mainly come from db1 & db2 enders
while air dd1 is a hell of a lot safer than ex air dd1 you can still be punished for it if you do it too high/too close to opponent.
ground dd1 can be set up after knocking opponent full screen with a db1/db2 ender and you can use the ex version in the corner for shanangins (does work really well on non warlock quan/predator though)

that should get ya started :)