RapZiLLa54
Monster Island Tournaments
In the lab again and have some new tech possibly. NO VIDEO AT THE MOMENT OR POSSIBLY EVER
Heres the combo
JIP 321 > NJP >32 slowball> fastball> NJP. 35% And what this does is it slams the opponent about 3/4 of the screen away and performs what I call the "splat" animation which is a meaty knock down regardless if they tech roll or not.
What this does is always allows you to get a free slowball on the screen allowing for any of your slowball shenanigan setups but you are at so much advantage you can react to any wake up attack. As the game has evolved I've noticed a lot of people blowing up the 321 slowball ender with wake up attacks and of course armored moves.
If any character does a wake up attack that advances they will eat the forceball damage and you'll still be at your rep dash distance. If a character like say subzero tries to EX slide, he'll take the forceball damage and you can block on reaction and full combo punish. If subzero tech rolls and EX slides he'll just be popped up by the forceball as his armor doesn't last full screen.
Now lets take a teleporting character. Scorpion. You can react to either teleport easily by blocking the regular or d4>forceball the EX teleport. Now how about Kung Lao. What this set up does is eliminates his entire wake up game. When facing KL do the slowball and then NJ. If he wake up teleports just punch and you'll combo him before he can do anything.
Those are just a few examples. But the gist of it is, you eliminate pretty much every wake up attack and turn it into a bait punish game in your favor.
Heres the combo
JIP 321 > NJP >32 slowball> fastball> NJP. 35% And what this does is it slams the opponent about 3/4 of the screen away and performs what I call the "splat" animation which is a meaty knock down regardless if they tech roll or not.
What this does is always allows you to get a free slowball on the screen allowing for any of your slowball shenanigan setups but you are at so much advantage you can react to any wake up attack. As the game has evolved I've noticed a lot of people blowing up the 321 slowball ender with wake up attacks and of course armored moves.
If any character does a wake up attack that advances they will eat the forceball damage and you'll still be at your rep dash distance. If a character like say subzero tries to EX slide, he'll take the forceball damage and you can block on reaction and full combo punish. If subzero tech rolls and EX slides he'll just be popped up by the forceball as his armor doesn't last full screen.
Now lets take a teleporting character. Scorpion. You can react to either teleport easily by blocking the regular or d4>forceball the EX teleport. Now how about Kung Lao. What this set up does is eliminates his entire wake up game. When facing KL do the slowball and then NJ. If he wake up teleports just punch and you'll combo him before he can do anything.
Those are just a few examples. But the gist of it is, you eliminate pretty much every wake up attack and turn it into a bait punish game in your favor.