One of the main reasons you might consider to stray from crystalline and aftershock to metallic is the lava shatter restands, so thought this thread might be a good idea to help optimize usage of the tool on all parts of the screen.
alot of people know of its strength in the corner but it can be a strong tool in the midscreen game also.
Midscreen:
Most of tremors normals canceled into lava shatter midscreen position the opponent to far away to guarantee pressure, however i've found 21 does not suffer from this problem. after 21~shatter midscreen in certain combos you can instant run cancel and jail a f1.
f12~db2u, f3~bf4, bf4, bf4, 21~db1 - 36%
f12~bf4, f3~bf4, bf4, bf4, db1 - 34%
f12~db2u, db2u ,njp ,db2u ,21~db1 - 31%
21d4~db2u, f3~bf4, bf4, bf4, 21~db1 - 37%
21d4~db2u ,db2u ,njp ,db2u, 21~db1 -33%
b1d4~db2u, f3~bf4, bf4, bf4, 21~db1 - 36%
b1d4~db2u, db2u, njp, db2u, 21~db1 - 32%
b32~db2u, f3~bf4, bf4, bf4, 21~db1 - 38%
b32~bf4, db2u, np, b2~bf4, db1 - 35%
b32~db2u, db2u, njp, db2u, 21~db1 - 34%
f121~db2u, b2~bf4, 21~db1 - 27% (male only combo)
f121~db2u, db2u, 21~db1 - 25% (male only combo)
This pushes the damage higher than his normal starter~db2u, db2u ,njp, b2~db2u, f12~db1 because of the 3% chip from the guaranteed f121 string, then your left at either +2 or option to cancel something off last hit of string and even if you dont you've build just under 1/2 bar of meter from using 4/5 specials and a 3 hit block string.
There is also a less damaging way of getting this shatter spacing if you launched 1st with db2d instead of db2u/bf4 by using db2d, db2u, db2u, 21~shatter (26%) or db2d , b2~bf4, bf4, 2~db1 (27%)
Corner:
This is where the move shines strongest, ending juggles with lava shatter in corner guarantee both f1 and 2.
so you have the choice of putting on more pressure with the f121 string or putting them in a 50/50 with 212/21d4u4
f12~bf4, 4~db2u, f4, 123~db1 - 38%
f12~db2u, 4~db2u, f4, 123~db1 - 37%
f12~bf4, bf4, 4~db2u, 123~db1 - 36%
f12~db2d, 4~db2u, 3~db2u, 3~db1 - 33%
21d4~bf4, 4~db2u, f4, 123~db1 - 40%
21d4~db2u, 4~db2u, f4, 123~db1 - 39%
21d4~bf4, bf4, 4~db2u, 123~db1 -38%
21d4~db2d, 4~db2u, 3~db2u, 3~db1 - 35%
b1d4~bf4, 4~db2u, f4, 123~db1 - 39%
b1d4~db2u, 4~db2u, f4, 123~db1 - 38%
b1d4~bf4, bf4, 4~db2u, 123~db1 - 37%
b1d4~db2d, 4~db2u, 3~db2u, 3~db1 - 34%
b32~bf4, 4~db2u, f4, 123~db1 - 41%
b32~db2u, 4~db2u, f4, 123~db1 - 40%
b32~bf4, bf4, 4~db2u, 3~db1 - 39%
b32~db2d, 4~db2u, 3~db2u, 3~db1 - 36%
f121~bf4, njp, f4, 123~db1 - 30%
f121~db2u, njp, f4, 123~db1 - 29%
21d4u4~bf4, 4~db2u, 123~db1 - 35%
21d4u4~db2u, njp, f3~db2u, 123~db1 - 34%
b1d4u4~bf4, 4~db2u, 123~db1 - 34%
b1d4u4~db2u, njp, f3~db2u, 123~db1 - 33%
also for if your where loading up a shatter cancel:
21d4u4~db1u, f12~db2u, 123~db1 - 30%
b1d4u4~db1u, f12~db2u, 123~db1 - 29%
*notes 123~db1 is a possible ender over 3~db1 in some corner combos listed but become inconsistent on smaller hitbox characters imo*
alot of people know of its strength in the corner but it can be a strong tool in the midscreen game also.
Midscreen:
Most of tremors normals canceled into lava shatter midscreen position the opponent to far away to guarantee pressure, however i've found 21 does not suffer from this problem. after 21~shatter midscreen in certain combos you can instant run cancel and jail a f1.
f12~db2u, f3~bf4, bf4, bf4, 21~db1 - 36%
f12~bf4, f3~bf4, bf4, bf4, db1 - 34%
f12~db2u, db2u ,njp ,db2u ,21~db1 - 31%
21d4~db2u, f3~bf4, bf4, bf4, 21~db1 - 37%
21d4~db2u ,db2u ,njp ,db2u, 21~db1 -33%
b1d4~db2u, f3~bf4, bf4, bf4, 21~db1 - 36%
b1d4~db2u, db2u, njp, db2u, 21~db1 - 32%
b32~db2u, f3~bf4, bf4, bf4, 21~db1 - 38%
b32~bf4, db2u, np, b2~bf4, db1 - 35%
b32~db2u, db2u, njp, db2u, 21~db1 - 34%
f121~db2u, b2~bf4, 21~db1 - 27% (male only combo)
f121~db2u, db2u, 21~db1 - 25% (male only combo)
This pushes the damage higher than his normal starter~db2u, db2u ,njp, b2~db2u, f12~db1 because of the 3% chip from the guaranteed f121 string, then your left at either +2 or option to cancel something off last hit of string and even if you dont you've build just under 1/2 bar of meter from using 4/5 specials and a 3 hit block string.
There is also a less damaging way of getting this shatter spacing if you launched 1st with db2d instead of db2u/bf4 by using db2d, db2u, db2u, 21~shatter (26%) or db2d , b2~bf4, bf4, 2~db1 (27%)
Corner:
This is where the move shines strongest, ending juggles with lava shatter in corner guarantee both f1 and 2.
so you have the choice of putting on more pressure with the f121 string or putting them in a 50/50 with 212/21d4u4
f12~bf4, 4~db2u, f4, 123~db1 - 38%
f12~db2u, 4~db2u, f4, 123~db1 - 37%
f12~bf4, bf4, 4~db2u, 123~db1 - 36%
f12~db2d, 4~db2u, 3~db2u, 3~db1 - 33%
21d4~bf4, 4~db2u, f4, 123~db1 - 40%
21d4~db2u, 4~db2u, f4, 123~db1 - 39%
21d4~bf4, bf4, 4~db2u, 123~db1 -38%
21d4~db2d, 4~db2u, 3~db2u, 3~db1 - 35%
b1d4~bf4, 4~db2u, f4, 123~db1 - 39%
b1d4~db2u, 4~db2u, f4, 123~db1 - 38%
b1d4~bf4, bf4, 4~db2u, 123~db1 - 37%
b1d4~db2d, 4~db2u, 3~db2u, 3~db1 - 34%
b32~bf4, 4~db2u, f4, 123~db1 - 41%
b32~db2u, 4~db2u, f4, 123~db1 - 40%
b32~bf4, bf4, 4~db2u, 3~db1 - 39%
b32~db2d, 4~db2u, 3~db2u, 3~db1 - 36%
f121~bf4, njp, f4, 123~db1 - 30%
f121~db2u, njp, f4, 123~db1 - 29%
21d4u4~bf4, 4~db2u, 123~db1 - 35%
21d4u4~db2u, njp, f3~db2u, 123~db1 - 34%
b1d4u4~bf4, 4~db2u, 123~db1 - 34%
b1d4u4~db2u, njp, f3~db2u, 123~db1 - 33%
also for if your where loading up a shatter cancel:
21d4u4~db1u, f12~db2u, 123~db1 - 30%
b1d4u4~db1u, f12~db2u, 123~db1 - 29%
*notes 123~db1 is a possible ender over 3~db1 in some corner combos listed but become inconsistent on smaller hitbox characters imo*
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