New wall combo:
>
>
This was also possible in DOA5, but I guess we never really incorporated it. Does not work against Super-Heavies. It's rather inconsistent against the heavies (
). Well, it's actually inconsistent in general anyway, but if you get the timing down, it's rather effective.
Also, Kitchen Push away (
) against a wall can lead to
and
on all characters. In DOA5, this was only possible on light and medium characters. Now it's a universal combo.
Back in Vanilla, I found this combo which I think does max damage on light characters after Hi-Counter charge OH:
:[[H]]:
:[[P]]: >
>
>
>
Gives possible Blender as they're still close enough for a throw after
.
Let's get down to the blender:
These are the discoveries I've made in the lab and tips and tricks which other Bass players came up with. If I've made a mistake or there's something which you can contribute, please share.
First of all, the blender is pretty much guaranteed after
in a juggle but not if your opponent is launched too high up. You will immediately go into the blender mix-up and depending on your launch height, you'll have to choose the right tool to counter the opponent. It's not an easy situation for either of you as on one hand, they can still potentially press a button and beat you out of whatever you where doing, but on the other hand, you have access to all your throws and you're in throws range, so you also have the liberty to do whatever if they decide to block or SS.
What's important is that you know how much frame advantage you have after a particular combos when you go into the blender because the frame advantage you get depends on launch height, the type of launcher or the combos you use. Another very important factor is that this is also character dependent because in this game. This is very important if you want to know which tools works best against which characters. Some characters also have crazy hit-boxes where they can crush a lot of things like GenFu, Ayane or Lei Fang. So, it's important to know those character-specific things.
Also, Christie is a bitch. She had retarded hit-box and why is she a mid weight in the first place? TN, you are huge trolls and you are horrible at balancing your games.
Now that I've gotten that off my chest, let's continue.
It's important for your to go into the lab and experiment for yourselves, but I'll try and give your some helpful starters:
Let's start with launch heights and why they really matter here; launch heights pretty much dictate how much frame advantage you're gonna get. The higher the launch height for a
, the more + frames for you and more options for you. Keep in mind that if you perform
if your launch height is too high, you would potentially lose your chance to perform a blender, so try to get used to doing
at the appropriate time.
For the purpose of this experiment, pick Christie as your opponent and try to attack after the blender:
I'd recommend performing these on normal hit for the purpose of this test:
>
>
> Blender
>
> Blender
>
> Blender
>
> Blender
>
> Blender
etc.
You'll notice that the
always knocks down the same way, but the resulting frame advantage you get from someone teching this is different and it ends up being character-dependent sometimes. On some light characters you end up getting more frame advantage than the mediums and this is the result of the launch height into
. The higher the launch, the less recovery you'll end up with after
and the sooner you can attempt a low throw.
Okay, that was probably a horrible way of explaining it (and I'm sure Mr. Wah would have a better explanation that mine), but basically you'll end up with more frame advantage if you had launched the character higher and lighter characters end up being launch higher than heavier ones. This is really obvious when you test some quick strikes against Kasumi and Christie; setups that end up working against Kasumi, won't work on Christie, despite them both having the same startup speed on their basic strikes.
I'd highly recommend testing these setups against characters you have trouble with.
So far, I've found that you can categorize different Blender setups with the types of strikes you can use afterwards. On some characters, from a simple
>
you can get enough frame advantage to land strikes that are 15i like
and
. This works on all light character for example, even Kasumi. However, when testing the same thing on Christie, you have to tone down your strikes and go for basic 14i strikes instead like
: and
. She's a special case though and if you try the same setup with other mid-weights, you ought to get similar if not the same results as the majority of them are 10i jabbers.
In these situations, you can also take advantage of
's high crushing properties, which normally won't be that useful in the neutral game. Keep in mind that it's rather shoddy, so sometimes it doesn't crush and you'd end up getting hit on counter hit. It's just something that would prove useful in this particular situations but has it's risks.
Some characters however have ways of completely ignoring this disadvantage by using moves with stupid crush poperties like GenFu's
which can crush
but not
. If you know more stuff like this, then let me know.
For the reasons stated above, I think it's best if we develop combos that would be more suitable for blender setups. I've started testing and I'll post mine in another post.