Been working on a new GBs for IM. I’d appreciate it if you try this one out, and let me know what you think…warning! long post
sj. u+fierce, ad.d/f, jab, u+fierce, start infinite.
…The Japanese GB is sj. jab, ad.f, jab, u+fierce…
and is said to be unescapable. The only problem is, it is hard to perform 100%. Why? Positioning. IM has to adjust the timing for the combo on different characters and his position.
There are too many circumstances so I will not post them…but if you want PROOF…try the combo— low (on screen) on your opponent, high, close, and far (also against diff characters), you will see a huge, noticeable difference.
Why is this a problem? Because if the opponent decides to trade, block, or pushblock, you will have to adjust the combo. Aerial jab-stun does not give you a lot of time, so you will have to GUESS combo timing, most times.
Another problem is Aerial jab is just a jab (short range). Characters with faster jabs can beat you if you’re not in perfect position, and you can even get thrown.
…Referring to the GB I posted above…
The GB above is actually a UNIVERSAL combo for IM, that works from LAUNCH range to anywhere BELOW. You do not have to adjust positioning, only timing against diff. characters…making it crazy easy to perform.
The only positioning you have to adjust, is for IM to be in range for a clean, SJing Aerial HP. Aerial HP has long range, good priority, and comes out pretty quick. During the GB, the range is so good, that you can hit your opponent before he shows up on the screen…making it safe and maybe unescapable.
-If BLOCKED, Aerial up HP = huge block stun (which is why jumping HP is so popular). All you have to do is ad. down fwd and input jab, up fierce. Remember, the combo is universal, so you will see how easy it is.
-If PUSHBLOCKED on a regular jumping HP GB, IM will fall back and lose range for followups. IM cannot airdash and attack after a jumping HP in jump mode…which is why it isn’t 100% successful. With the GB posted above, the SUPERJUMP changes that, giving IM enough room and range to follow up. And again…Aerial up HP = huge block stun. You pretty much follow up with whatever you like, but i prefer the infinite.
So there u have it, try it out for a change, and see how u like it. Also, the Jap GB is thee FASTEST unescapable? GB (jab is faster than up+HP), so it should not be ignored…but this GB just MIGHT be more reliable.
Tip: dash first to setup urself quicker, and sj straight up to avoid TK unibeams. Comments/questions/suggestions and testing please.
ps. This was the best GB i came up with after some playing. If you wanna hear the other one’s, i’ll post them, too. There’s a pretty nice one involving SJ lk (no TK unibeams )