Dime
The power of BEAT EXTEND
- Joined
- Sep 3, 2013
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Airthrow/burst bait mixup is the only true burst bait mixup that i know of. And the only super solid one that ive seen is red savarins in actually play besides the exact same type of burst bait that an au dude named folks came up with years ago with filia.
He would do a burst air move and cancel with dash into airthrow for the throw mixup. Or he would do the burst move and dash cancel back for the burst bait.
These double baits will work the first time for sure if the opponent is conditioned to mash air tech, but they are timing beatable. The burst bait here is very early, and the airthrow is much slower.
Timing wise i dont think there is that much much of a mixup here. But visually, there is if you jump immediately and then immediately double jump and the airthrow. The effect being that you dont have to launch>delay jump>airthrow which telegraphs airthrow against good offline opponents. But can instead do launch>immediate jump (looks the exact same as the burst bait startup) double jump (this delays the airthrow because the double jump slows down the ascent of the first jump and allows hitstun to wear off while double is still jumping forward)
He would do a burst air move and cancel with dash into airthrow for the throw mixup. Or he would do the burst move and dash cancel back for the burst bait.
These double baits will work the first time for sure if the opponent is conditioned to mash air tech, but they are timing beatable. The burst bait here is very early, and the airthrow is much slower.
Timing wise i dont think there is that much much of a mixup here. But visually, there is if you jump immediately and then immediately double jump and the airthrow. The effect being that you dont have to launch>delay jump>airthrow which telegraphs airthrow against good offline opponents. But can instead do launch>immediate jump (looks the exact same as the burst bait startup) double jump (this delays the airthrow because the double jump slows down the ascent of the first jump and allows hitstun to wear off while double is still jumping forward)