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Tech - Crystalline Stuff Armored Wakeups

Rip Torn

ALL I HAVE IS THE GREEN.
So this will pretty much stuff any wakeup attack in the game. The first part of the video shows how to stuff wakeups if they don't tech-roll. The second part shows how to stuff wakeups if they do tech-roll (Krystal Punch is not a hard knock down):


Let me know what you guys think about these setups. The timing is a little specific on the 3~db2 and b2~db2 enders. You must hit them at the right height and do the rock drop at a certain timing depending on that height. I find 3~db2 more consistent.
 

Rip Torn

ALL I HAVE IS THE GREEN.
This works in his other two variations as well. You might have to adjust the timing slightly.

The db2 ender doesn't work in Lava stance.
 

Emperor Eevee

Learn to take a joke pal!
So this will pretty much stuff any wakeup attack in the game. The first part of the video shows how to stuff wakeups if they don't tech-roll. The second part shows how to stuff wakeups if they do tech-roll (Krystal Punch is not a hard knock down):


Let me know what you guys think about these setups. The timing is a little specific on the 3~db2 and b2~db2 enders. You must hit them at the right height and do the rock drop at a certain timing depending on that height. I find 3~db2 more consistent.
Nice. Kinda hard to tell which hit first.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
So this will pretty much stuff any wakeup attack in the game. The first part of the video shows how to stuff wakeups if they don't tech-roll. The second part shows how to stuff wakeups if they do tech-roll (Krystal Punch is not a hard knock down):


Let me know what you guys think about these setups. The timing is a little specific on the 3~db2 and b2~db2 enders. You must hit them at the right height and do the rock drop at a certain timing depending on that height. I find 3~db2 more consistent.
the 4~db3 setup for non tech rolling is very similar to the b2~bd3 ender,
if you switch the combo to 21d4~db2d, 4~db2u, njp b2~db3 you'll get the same conditions for 30% instead of 28%

yea i agree max height 3~db2 tad more consistent than b2~db2 for wakeup crushing.
i do 21d4~db2d, 4~db2, njp, 3~db2 for 34% when setting the 3~db2 ender up from 21d4~. (db2u,db2u,njp,3~db2 for when setting it up from 21d4u4/b1d4u4/f121)

also something i love with the max height 3 ender is if you use f121 instead of b32 you dont have to guess if they tech rolled or not to crush the wakeup (doesnt work on the lao,reptile,cassie speed wakeups but does still beat alot of decent speed wakeups eg cages 11 frame nutpunch but if want to beat those u can just drop the njp after the 4~db2u)
 

Rip Torn

ALL I HAVE IS THE GREEN.
the 4~db3 setup for non tech rolling is very similar to the b2~bd3 ender,
if you switch the combo to 21d4~db2d, 4~db2u, njp b2~db3 you'll get the same conditions for 30% instead of 28%

yea i agree max height 3~db2 tad more consistent than b2~db2 for wakeup crushing.
i do 21d4~db2d, 4~db2, njp, 3~db2 for 34% when setting the 3~db2 ender up from 21d4~. (db2u,db2u,njp,3~db2 for when setting it up from 21d4u4/b1d4u4/f121)

also something i love with the max height 3 ender is if you use f121 instead of b32 you dont have to guess if they tech rolled or not to crush the wakeup (doesnt work on the lao,reptile,cassie speed wakeups but does still beat alot of decent speed wakeups eg cages 11 frame nutpunch but if want to beat those u can just drop the njp after the 4~db2u )
Nice! I will have to try out these higher damage setups to see if I can pull them off consistently. I'm sure the b2~db3 will be no problem.

Interesting stuff on the f121 wakeup crush. Another setup I was messing around with is replacing rock drop with Flex, and inputting f121 very quick and then holding block. Most wakeups get absorbed by the armor and punished. If they don't wakeup, you are +2 if they block, or get hit by f121 for a combo. It doesn't work on fast multi-hitting wakeups like D'Vorah's though.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Nice! I will have to try out these higher damage setups to see if I can pull them off consistently. I'm sure the b2~db3 will be no problem.

Interesting stuff on the f121 wakeup crush. Another setup I was messing around with is replacing rock drop with Flex, and inputting f121 very quick and then holding block. Most wakeups get absorbed by the armor and punished. If they don't wakeup, you are +2 if they block, or get hit by f121 for a combo. It doesn't work on fast multi-hitting wakeups like D'Vorah's though.
yea man, max height 3~db2 to flex in corner to f121 really really good,
even if they use delayed get up the last hit will still connect and if they dont 2nd hit of string will connect and since that a mid they cant low profile poke like you now can out of the old f121~flex setup since 2 got changed to a high (http://testyourmight.com/threads/option-select-beats-almost-every-wakeup-option-in-the-game.54622/) i still use f121~flex fair bit though
 

BornThroughAshes

Devil Apes
I was experimenting last night on some armor breaking corner setups with AS and I came up with a slightly more optimized combo for stuffing wakeups. It does 33% but it's a bit execution heavy as you need to input 123 as high up as possible in order to recover faster. This might not be viable online, but once you get the timing down it comes out consistently offline.


Sorry if this has already been mentioned somewhere else, I just felt like sharing this in case it's not widely known yet. :)

Edit: As correctly pointed out by 1man3letters this tech doesnt work when the opponent tech rolls.
 
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1man3letters

Alpha Tarkatan - Moderator
Moderator
I was experimenting last night on some armor breaking corner setups with AS and I came up with a slightly more optimized combo for stuffing wakeups. It does 33% but it's a bit execution heavy as you need to input 123 as high up as possible in order to recover faster. This might not be viable online, but once you get the timing down it comes out consistently offline.


Sorry if this has already been mentioned somewhere else, I just felt like sharing this in case it's not widely known yet. :)
123 enders when tech rolled lose near all there knockdown adv frames when and tremor doesnt have enough time to even block many wakeup let alone crush them, its like a worse version of the 21/b2~rock drop ender setups
 

BornThroughAshes

Devil Apes
123 enders when tech rolled lose near all there knockdown adv frames when and tremor doesnt have enough time to even block many wakeup let alone crush them, its like a worse version of the 21/b2~rock drop ender setups
Indeed. At the time of posting I got carried away and didn't experiment with tech rolls. Thanks for pointing that out.