gllt
On my own
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grounded bursts, blue or gold, will lift the opponent off the ground a slight bit, meaning that if they choose to burst, whether it is a punishable burst or not, they're put in the air for a tiny bit of time, and with low profile moves you can use to crossunder with, you can either hit directly with those moves that have wide hitboxes (bella/double cMP comes to mind) or kara into specials/supers from them (val cHP, though it can hit on its own) or do an assist call with it which will allow you to run a crossunder left/right mix up game on people who choose to gold burst and try to block afterwards rather than mashing something or alpha countering. but i think you could even come up with some setups to thwart that.
its not especially wise vs all characters and im not sure what shenanigans you can do off what setups that guarantee you're hitting them while they're still in the air but also enforcing a mix up of left/right, which would be strong vs parasoul and, or meterless characters, solos, or the last living character on a duo/trio (since in all these cases, alpha counter and good aerial options are missing)
also keep in mind the rule of characters losing dj and airdash under circumstances where they've used them without a chance to have them replenished and then got hit, as @KhaosMuffins has a video on, being aware of this and then running a gold burst mixup at that point means that's two less escape options you have to worry about (This goes for other resets too)
edit:
friendly reminder that gold bursts can be triggered with projectiles, blocking the burst (moves that trigger it but you recover fast enough to block it, like parasoul jdMK is my favorite example), and bursts after a 90f period, in the case of extremely long slimey safe or mostly safeish burst strings, to negate how good they are. that being said, its still a gold burst opportunity, so if you could get a string like this together and have it end in a way that leads into a gold burst setup, that would be beneficial. i also wonder if you can integrate burst/otg/soft knockdown/hard knockdowk shenanigans into the game depending on your team and what you it can do. bella jdMP is pretty cute for stuff like that and i think even if you blocked a burst rather than getting a blue one from an sMP stagger > jdMP setup (from jMP jHK restand) that you could go for a cMP crossunder into run shenanigans and whatnot
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