Yeah that’s exactly what I’m trying to do. After I found my lol-worthy Firebrand reset I have been trying to replicate it with Rocket, but Rocket has much faster strings with lower stun so it’s been a little more difficult haha. Didn’t think of actually using bear trap after that, I think I’ll try that thanks.
also it probably wasn’t obvious, but x N was just meant to mean loop haha. Obviously I’m not sitting there mashing on c.H all day but 1 or 2 is often enough to trigger automatic responses in their head, plus once you’ve conditioned them to crouch you are essentially keeping them grounded anyway.
HUGE EDIT:
I tested and it seems
:l:+:a2:,:h: > :d::h: > :f::h: xx :qcb: > :f::h: xx :qcb: :l:
is a completely legitimate blockstring. Helooo free unblockable! Well, free if you are somehow close enough to land :l: , but :d: should be good enough in normal situations.
Also, claymore trap is godlike, it basically acts like PWs maya shield against lows, you ca stand in it and attack through any priority move (as long as it hits the claymore traps box) and you will beat them out, allowing a counter hit combo.
EDIT 2: Just because this is where people seem to be atm (what all 4 RR players?).
A little reset I just found, not sure if it’s new, but I just figured it out after watching one of the videos in one of these threads.
After your log trap in a combo you can:
Rocket Skate UF > S > delayed Rocket Skate UF > grab reset
Doom Missiles just got a lot more interesting. Could mean I start getting more mileage out of hawkeye for his assist to help with teleport cross-ups which would allow me to use doom missiles to help lockdown/unblockable setup. What I was curious about is where in this block string do the missiles start to connect with the opponent? Really cool idea you have here. Have you tested how it fares against pushblocking?
Also I’d test it myself but have you looked at anything that isn’t low with the claymore armour? For example my friend uses Iron fist and his s. and s.:h: both fly in with good range and priority due to big hitboxes and tend to be what opens me up a lot of time since fist can throw that out from like half screen. It’d also be cool if claymore added super armour to help stuff hulk’s normals as another example. I’ll look into it myself if I have time but I’m helping my mum sort the house for christmas before the rest of the family gets home, but I think the claymore super armour is something that needs fleshed out so we can figure out if it’s application extends beyond low hits.
Well you could try Doom missiles and do the normal dash around ad left/right them. I tend to just get some traps set up, perhaps Hawkeye + burrow as they land.
This is almost what I tend to do. Once you get the KO figure out who is incoming and what their mobility/counter options are and prepare appropriately. Off the top of my head I imagine a trap/s + assist burrow mixup would be useful against people with poor mobility and perhaps be aware of people with air-dashes and such coming in so you can tag them with a log trap, or perhaps lay a trap then use log trap/spitfire to guard break them and make them fall onto it and you punish them for trying to avoid it…Nobody would want to put themselves into an unblockable setup so you could threaten with that or some sort of mixup into an opening.
so basically our options are log trap if we feel they are going to come in swinging/escape. or the typical assist +burrow high/low?
duffath had my mind spinning with ideas with that spitfire idea. put down boulder, shoot high, rocketskates to avoid pushblock, then c.mp for unblockable?!
Perhaps with the right setup you could add “lockdown into boulder unblockable” to that list.
You’ll need to adjust the timing on that. Boulder takes about half a second to hit so I imagine you’d have to make that the last thing you do. Key thing should be trying to get them to have your projectile assist cover you long enough that you can place a boulder trap and at the very least leave you at frame advantage so it’d be safe for you to stick out a c. for unblockable.
The activation of boulder trap doesn’t technically hit your opponent, so they can’t block the trap and stop it from activating. This is good because it means they can’t pushblock it, however it doesn’t stop them from throwing out a normal. If it hits you then the boulder will not hit them even if the boulder appears to fall, so it’s about being covered during that half-second gap between the trap activating and the boulder hitting them because a smart player will know that you’re going to want to push a button and if they can beat you to it then they get a free combo and the threat level from boulder plummets to the opposite end of the spectrum.
I don’t even do that, I stand there while they push buttons and dash late, kind of a frame trap. Though I rarely set up things like that without an assist and you have to make sure they are rooted to the ground.
Yeah that is a potential option, but you’re risking a throw in doing that, so be careful doing it too much like that I imagine.
That’s actually quite a nice thought. Strong inclination to block it means while you might not get the unblockable it should be handy at shifting momentum in your favour.