Tony at Home
Noob
This setup is inspired by Doomsday's earthshaker. The point is to put the enemy in a situation where they have to block high and then low EXTREMELY fast in order to successfully block the move.
This is actually even MORE difficult to block then Doomsday's earth-shaker, because the opponent actually needs to block LOW,HIGH,LOW in that order. If they begin by blocking high any earlier than they need to, they will walk backwards into the mine behind them.
THE SETUP:
First off, you need either one of two things in order to make this works as well as it can.
You need to have trait active, or at least one bar of meter in reserve. The setup itself takes only 1 bar of meter, and it leads to a full meterless combo off a mine if it works, so that's only one bars of meter for potentially 70 % damage (or two bars if you want to keep your pushblock option open and you don't have trait).
The combo for the setup is:
[Starter F2/b13/112] xx MB Gravity-Pull, B3, J2, B2 xx Gravity-Mine
*** After the initial B3, you should delay your jump-in to j2 as much as you can to ensure the setup hits the ENTIRE cast as intended ***
Assuming you have trait on, or a bar of meter in reserve, the enemy NEEDS to block. Trait means they can't hit you out of your string, and a bar of meter means if they try to hit you at all, you can push block the attack, and they will land in the mine (then dash forward and b3 for your meterless combo)
So there's a traited-up Lex in front of them, and a mine behind them. They need to block. The goal is to make it so they can't possibly block it, and here's how.
Follow up with a 112.
Here's the kicker- 11 is notorious for not being a "True mid" HOWEVER, if you do a 11 as soon as the enemy is getting up from the ground, EVEN if they are blocking low, IT WILL HIT MID. I tested this by recording Lex to do the setup, and I myself played Flash (flash has a small hitbox, so this proves that 11 can hit mid). In the video, as Flash I held DOWN and was still succesffully hit and put in block-stun by the 11. This is important, because it means you cannot be poked out of the 112 with a low attack as in most cases.
The 11 will therefore cause pushback like any other attack that is blocked would- the result is by the time the 2 of the 112 string hits, the enemy is right next to the mine, and it causes the earthshaker effect.
Proof is in the video below: please note that I have Lex as the AI doing the recorded combo, and I am playing Flash, and blocking low- holding down on my controller to prove that 11 works as a true-mid in this scenario:
*** In the video above, I am not delaying the j2 as I stated you should because this will work on Flash regardless, however you should ALWAYS delay it or else certain characters will not be pushed back enough to create the earthshaker setup. Try and jump at near the last possible moment to do the j2, b2. You don't need to risk it by waiting to long, but long enough to ensure it works on EVERYONE****
DEALING WITH A TECH-ROLL
Needless to say, if the enemy tech rolls, you don't get the "earthshaker" setup. Ideally, if the enemy knows about this setup, it is in their best interest to tech roll ALL THE FREAKING TIME, because if Lex does this when he is shielded up, the chances he's going to get full-combo'd again are pretty huge.
In the case of a tech roll, they are going to land directly on the mine, instead of in front of it.
Lex's gravity mine is listed as +20 on block, HOWEVER gravity mine does not actually become active and cause block-stun immediately. There is a delay by which Lex has already recovered, and THEN the gravity mine becomes active. The true frame advantage is more around +30-40. This is shown in the 113 xx mine setup by Doombawkz . Forcing an opponent to block a mine gives Lex HUGE advantage.
So if they roll, and land on the mine, you get a FREE jump-in to a 50/50. This jump in cannot be anti-aired by even the best AA's in the game. In the video testing it, I used Deathstroke, who has a 7 frame AA with awesome priority. I set the DS to auto-block, and then do a Sword-Flip reaction attack. This meant the AI would block the mine, and do a Sword Flip immediately after. As the video shows, Lex get's the jump-in before Sword Flip can come out.
Lastly, this next video shows that Lex can actually get a probe out if an enemy has to block a mine and be safe from most attacks on reaction. In this case, Lex gets the probe out and can block the reversal attack. In other cases Lex might get hit out of it, but should still get the probe out (I neglected to test against a quick-shot reversal).
Sorry for the text-wall, but I hope I've covered all the possible situations arising from this in a way that proves the effectiveness of this.
Notification for Lex Corp employees:
@Rev0lver
@GGA pimpimjim
@ShadowBeatz
@x5STAR
@whedgehead
@imblackjames
@uhfutzafooken
@Spacepopsicle
@anyone else I forgot.