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- Oct 23, 2013
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First thing, I'm going to the make the color of the hit that first activates IPS or Undizzy this color.
2MP bursts are still pretty useful for baiting bursts.
Ex:
2LK 2MK HP HP L Shot
5MP 4HK L Egret ... 2MP
Or Corner:
LP MP HP HP L Shot
LP MP L Egret, 44, 2MP
These can be easy to see coming, so try and use them at different times after 2MP has been added to the watched list.
In the corner or midscreen:
2HP,
JLP JLK JMK JMP \/
7/\, JLP JHP
JHP will whiff midscreen.
Instead of jumping backwards and doing jLP, you can do 6LP | 6MP | Throw | Air Throw to make it hard to tell what you're going for.
- - - - - - - - - - - - - - - - - - - - - - - - - - - New ones found from others! - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Link] The Burst Bait (Thanks @IsaVulpes )
2HP JLP JMP J214LK JLP* | JLK**
*JLP whiffs on lighter characters since you fall faster than them.
**JLK seems to hit on light characters as long as the JLP comes out very fast after the launcher.
2HP JMP J2MK JLP JMK JLP | (JLK, J214LK)*
*JLK will not set off IPS, and you will fall to the ground to do 4HK|Throw|6LP, this makes it difficult to tell if the burst bait is coming or the reset instead.
2HP 7/\ JHK[1 hit] [Corner Only]
2HP JMP JHP J214LK JHP 5MP 4HK x J214LK 9/\ JLK JHP [Tear Explodes] \/, 7/\ JLK
(You can just wait for them to leave hitstun and dash forward into mix up instead as they touch the ground maybe)
LP or LK is watched in the corner:
(LP/LK)* 2MP[1Hit] x Napalm Detonate
*You will be knocked away if they burst on this hit, they must burst on the 2MP.
JHP is watched:
2HP 8*/\ [Delay] JHP
*7/\ if in the corner.
Very obvious to see coming, however, if you have not used your OTG for that combo, the opponent can't tech the JHP left or right when they land, if they try and tech, they will get a burst. This creates a pseudo hard knock down!
With JLP unwatched and corner:
2HP JLP JLK JMK JMP \/
7/\ JLP JHP J214HK x JLP \/
5LP 2MP or 5MP
[Link] Thanks @Skullmageddon
2MP bursts are still pretty useful for baiting bursts.
Ex:
2LK 2MK HP HP L Shot
5MP 4HK L Egret ... 2MP
Or Corner:
LP MP HP HP L Shot
LP MP L Egret, 44, 2MP
These can be easy to see coming, so try and use them at different times after 2MP has been added to the watched list.
In the corner or midscreen:
2HP,
JLP JLK JMK JMP \/
7/\, JLP JHP
JHP will whiff midscreen.
Instead of jumping backwards and doing jLP, you can do 6LP | 6MP | Throw | Air Throw to make it hard to tell what you're going for.
- - - - - - - - - - - - - - - - - - - - - - - - - - - New ones found from others! - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Link] The Burst Bait (Thanks @IsaVulpes )
2HP JLP JMP J214LK JLP* | JLK**
*JLP whiffs on lighter characters since you fall faster than them.
**JLK seems to hit on light characters as long as the JLP comes out very fast after the launcher.
2HP JMP J2MK JLP JMK JLP | (JLK, J214LK)*
*JLK will not set off IPS, and you will fall to the ground to do 4HK|Throw|6LP, this makes it difficult to tell if the burst bait is coming or the reset instead.
2HP 7/\ JHK[1 hit] [Corner Only]
2HP JMP JHP J214LK JHP 5MP 4HK x J214LK 9/\ JLK JHP [Tear Explodes] \/, 7/\ JLK
(You can just wait for them to leave hitstun and dash forward into mix up instead as they touch the ground maybe)
LP or LK is watched in the corner:
(LP/LK)* 2MP[1Hit] x Napalm Detonate
*You will be knocked away if they burst on this hit, they must burst on the 2MP.
JHP is watched:
2HP 8*/\ [Delay] JHP
*7/\ if in the corner.
Very obvious to see coming, however, if you have not used your OTG for that combo, the opponent can't tech the JHP left or right when they land, if they try and tech, they will get a burst. This creates a pseudo hard knock down!
With JLP unwatched and corner:
2HP JLP JLK JMK JMP \/
7/\ JLP JHP J214HK x JLP \/
5LP 2MP or 5MP
[Link] Thanks @Skullmageddon
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