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Inescapable wobble set-up during a dthrow CG

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Mar 29th, 2015
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  1. Remember the recent, extremely situational rest and tether punishes that involve starting a Nana blizzard and then grabbing right before the blizzard connects, leading to an inescapable wobble at any percentage? It turns out you can do the same basic idea in the middle of a dthrow CG. Let's say we tell Nana to blizzard extremely late into Popo's dthrow animation, but not so late that Popo would partake in a synced blizzard. Blizzard is active on frame 16, and Nana acts six frames late, so this blizzard is effectively active on frame 22. Meanwhile, Popo's grab is active on frame 7 and you don't generally need to wait very long before grabbing again, so Popo should typically be able to land the next grab right before the blizzard actually connects, leading to the same inescapable wobbling set-up as in the previous cases.
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  3. I see one potential drawback, but I wouldn't be surprised if it's not an actual issue in reality. Namely, blizzard's hitboxes do take some time to travel (each one lasts 11 frames from spawning point to ending point, unless hitting a target cuts its lifetime short), so timing a blizzard that hits in that ideal ~7-8 frame window regardless of the enemy's DI could be a concern. However, I'll note that human mashing is much, much worse than TAS mashing, and the enemy also won't be at 0% thanks to the dthrow (and possibly not being at 0% beforehand to begin with), so it's quite likely that a slight delay in the blizzard hitting will cause no problems whatsoever. Also, if it's a character you can dthrow CG on reaction for even a very short while, you can safely take them to a percentage at which there is absolutely no concern.
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