Tony at Home
Noob
So, I think I found something promising in terms of wakeup-stuffing setups.
The first hit of u3 is a HKD- of course, this only happens if the second hit of u3 whiffs.
But I found a way to consistently integrate u3 as a combo-ender where only the first hit connects, and the second hit whiffs. The resulting space between the opponent's character and Lex is almost pretty much perfectly optimal- it's the range where Lex's long-reaching arms hit the enemy, and their tiny arms can't do anything. Basically it's "Lex puts his hand on their head and lets them swing away"-range. And the advantage from the HKD of u3's first hit is enough, that even though the second whiffs, you have plenty of time for a meaty attack.
So here's the setup:
[starter] xx MB Grav Pull, B3, J3, B2, U3
The key is making sure you hit J3 such that the axe connects with the enemy just as they meet in mid-air when Lex jumps forward. If you time the J3 right, the B2, U3 is super-easy to get consistently.
The distance is not too close that Lex can't stuff wake-ups with his long-reaching strings, but not too far that he can't reach them, as is the case with a HKD from a Corp Charge ender.
For example, if you do this on a Deathstroke, and set the AI to do a wake-up sword spin, if Lex backs up just a bit before, he can stuff the sword spin with a meaty b2.
The first hit of u3 is a HKD- of course, this only happens if the second hit of u3 whiffs.
But I found a way to consistently integrate u3 as a combo-ender where only the first hit connects, and the second hit whiffs. The resulting space between the opponent's character and Lex is almost pretty much perfectly optimal- it's the range where Lex's long-reaching arms hit the enemy, and their tiny arms can't do anything. Basically it's "Lex puts his hand on their head and lets them swing away"-range. And the advantage from the HKD of u3's first hit is enough, that even though the second whiffs, you have plenty of time for a meaty attack.
So here's the setup:
[starter] xx MB Grav Pull, B3, J3, B2, U3
The key is making sure you hit J3 such that the axe connects with the enemy just as they meet in mid-air when Lex jumps forward. If you time the J3 right, the B2, U3 is super-easy to get consistently.
The distance is not too close that Lex can't stuff wake-ups with his long-reaching strings, but not too far that he can't reach them, as is the case with a HKD from a Corp Charge ender.
For example, if you do this on a Deathstroke, and set the AI to do a wake-up sword spin, if Lex backs up just a bit before, he can stuff the sword spin with a meaty b2.