Yeah it’s not perfect, but it may be usefull ( in theory) in addition the the shotfuse bomb, to keep the opponent guessing as to when the bomb will actually explode.
My logic being, even if they block the overhead, tech the throw, v-reversal or DP, the bomb is still there to catch them.
But, of course that is a lot of ifs and probably not worth exploring. Making the delayed bomb, like said above, useless outside of neutral.
dash forward, meaty back throw (bomb explosion connects), mk.dash, raida. OR lk.dash, CA.
Works midscreen against larger hitbox characters and works on everyone in the corner.
In the corner, if they don’t quick rise, you whiff the throw, df.mk slide, instant air lk. It hits meaty so blows up buttons and even if timing is off and you trade, they get hit by the bomb. If they wake up crouch blocking, it’s an instant overhead into bomb explosion.
That same setup if they delay wake up works consistently midscreen as well on bigger hitboxes (Birdie, Bison, Necalli, Alex, F.A.N.G., Gief, I think I’m missing a couple), and timing is stricter but very doable on average ones (almost everyone else). The only one I haven’t got it to RELIABLY work on midscreen is Cammy’s crouching hitbox.
They aren’t really guesses. It’s the same setup each time. Difference is, if you don’t throw them because they stayed on the ground, you do slide, instant j.lk then follow up.
Teching doesn’t blow them up, but it still results in an advantageous situation for you. After the tech resets to neutral, the bomb goes off. They can block, but if they stick out a button that can hit you from the post tech range, they get blown up.
Some dp’s get blown up on the way down or in recovery frames after you get hit. Others stay airborn long enough to avoid the bomb. I can’t think of which exactly right now but I remember different DPs have different reactions after using this setup online.
I can definitely see myself using those. I got to try them out. Does it also work woth forward throw? It seems counter intuitive to remove your opponent from the corner.
In the corner, it might be better to do a quick tick throw. If you just dash up throw, the bomb won’t connect. I usually only use the corner combo to kill or or close to it.
You have to make sure that you do it quick enough, so that after the command jump, (MP or HP) kunai, your opponent will be airborn long enough to land the ex kunai. Also, are you using LP + HP ex kunai? That’s the one that let me hit them when I landed. Here’s the vid for reference:
Anyone got any setups to deal with double sided reversals during bomb cross ups? Specifically like Chun doing EX sbk out of the Sako ex kunai bomb cross? I have one setup that will beat them mashing ex sbk by just jumping forward over it and landing in the recovery. Only issue it is it loses to her blocking and then doing ex sbk after.
For now ill just occasionally block during the setup to bait it.
Depending on which variant you do, you will always be on 1 side, then just need to walk under them to get to the other side. For example, with the extra kunai in this video, you always land infront, so you just walk a step under to get on the other side.
I doubt it can be blocked on reaction so it’s a 50/50 still imo. In my vid for the cross under I kind of walked a little bit more than I should have. From my experience, people tend to block the right side because they think she’s gonna crossup. If you don’t move at all, they also get that weird cross up situation similar to the mk tc where your inputs come out the other side for a short time.
Idk if you can control the timing of the f+hk version because I stopped using it, but with the b+mp version, you have easier control of which side the bomb will hit and you can easily plan your follow up. But like I said, it does less damage/stun because f+hk does more than b+mp.
You can definitely delay the f+hk which results in the bomb exploding on the same side during the mk dash, but it’s quite difficult.
I’m definitely going to play around with your version though. As people are learning the sako setup and discovering that you can mash dp to solve all your problems, this looks like a decent solution. Thanks for sharing.
Edit:
Can you help me identify what I’m doing wrong here? Can’t seem to make it work consistently, almost as low as 20% success rate.
Change the hk command dash kunai into a lk command dash lp+hp ex kunai,dash,then do b.mp, that makes it way more consistent
I really don’t get why 90% of you guys use the hk command dash variation, the lk command dash is almost as consistent and with a bit of training you can get it down, you’re wasting a whole kunai in there for 10 more damage