View619
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- Sep 5, 2013
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- ViewThePhenom
Just want to say that I was joking and I love your work. :)
Do your thing, Mr. Z.
that is so sick!
Oh, quite possibly, I haven't tried to anti air grab after burst bait... because why would you do that when you could go for a heavy counterhit into death combo instead.
Cerebella has had "anti air ground throws" since vanilla, so if this is what tips it over, I call shenanigans!
Eh, mind if I ask for some actual proof of that? Like, dummy-record it with hitboxes on and hold Up, or do it on slow-mo.Edit: The first reset you see in the video is inescapable you can't mash super or jump out. Why? you ask. Because the opponent is both in the air and on the ground at the same time as they are being grabbed by "A Train" making it impossible to jump or to do any inputs. This is evil stuff and I feel dirty just showing it to you people.
Eh, mind if I ask for some actual proof of that? Like, dummy-record it with hitboxes on and hold Up, or do it on slow-mo.
But do it to PLAYER ONE, not P2. There's a bug in training mode that gives P2 a frame of vulnerable after hitstun/blockstun with certain settings.
Jump-land is invincible to throws if the opponent is holding Up, so I'd be curious to see this work.
The intro and outro of this video make up like 33% of the total video lengthWell... you can block an anti air grab if you had burst and the burst hits the opponent. If the burst does not hit you will be grabbed and it will count as a counter hit, so yeah.
Example here:
Edit: The first reset you see in the video is inescapable you can't mash super or jump out. Why? you ask. Because the opponent is both in the air and on the ground at the same time as they are being grabbed by "A Train" making it impossible to jump or to do any inputs. This is evil stuff and I feel dirty just showing it to you people.
I know, I'm sorry.