Zionix
AKA Ponkster
This could be exciting stuff for Cyrax.
In this video I am full combo punishing Shinnok through 2 hits or armor and relaunching him into net and back into the same situation.
Using stance switch as a frame kill is an easy way to set this up but you can also manually time it.
This works on most double hitting armors above 12 frames and destroys slower hitting armors (kenshi).
At the end of the video I show how the stance switch timing also changes the block pattern for the opponent. Making the overhead actually hit the opponent. This is a low/overhead block which a good change from overhead/low created from b1. If you use the normal timing it just hits mid/low so having stance switch really helps to ensure the overhead connects even on crouch block.
He is re-netted because the low doesn't count as a launcher only damage due to the armor protecting him from it. So if the opponent armors you can always net after and do another HTB. If the opponent just blocks then its easy to tell if the low hits by the juggle and if they block low and get hit by the overhead then you can re-net.
This isn't intended as a super hard HTB, just a means of blowing up safe armors. The sheer fact that it is a low/overhead is a bonus.
If you mess up the timing, theres no need to worry. You will still net around 13% ( 6% bomb, 7% B2) damage for your troubles which is a solid damage trade. The slower the reversal the easier it is, and no need to change the timing as the characters wake-up on the same frames.
In this video I am full combo punishing Shinnok through 2 hits or armor and relaunching him into net and back into the same situation.
Using stance switch as a frame kill is an easy way to set this up but you can also manually time it.
This works on most double hitting armors above 12 frames and destroys slower hitting armors (kenshi).
At the end of the video I show how the stance switch timing also changes the block pattern for the opponent. Making the overhead actually hit the opponent. This is a low/overhead block which a good change from overhead/low created from b1. If you use the normal timing it just hits mid/low so having stance switch really helps to ensure the overhead connects even on crouch block.
He is re-netted because the low doesn't count as a launcher only damage due to the armor protecting him from it. So if the opponent armors you can always net after and do another HTB. If the opponent just blocks then its easy to tell if the low hits by the juggle and if they block low and get hit by the overhead then you can re-net.
This isn't intended as a super hard HTB, just a means of blowing up safe armors. The sheer fact that it is a low/overhead is a bonus.
If you mess up the timing, theres no need to worry. You will still net around 13% ( 6% bomb, 7% B2) damage for your troubles which is a solid damage trade. The slower the reversal the easier it is, and no need to change the timing as the characters wake-up on the same frames.
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