Thursday, October 2, 2008

MR. LOGAN IS... UNBLOCKABLE

Stealing a few of my posts in Wolvie/Doomadooma thread and jumping off with some observations on this badass Logan. The more I look at what he can do, the more I think he's impossible to block him IF you do your homework and create double- and triple-option setups that maximize hi-lo shots and manage stun times on top of that. A lot of finegalin', but IMO will be worth it I think.

I was playing Wolvie today, and when I picked Mag later on, I literally was missing tri-jump ROM because I was an input ahead the entire time. Mr. Logan is FASSSSSST.

Basics (what he can do):

As Shoultzula pointed out, Wolvie has a Non-Guardcancellable speed-up stun infinite-- his dash startup is so quick that speed up dashing LK, LK (and about any other chain you can think of), can repeat xN until you run out of juice.

What this means is that Wolvie can do a couple key things:

1.) link chain normals free until he decides to go hi-lo, or drop assist, or qcb+P warp, etc. Better yet, he can combine his hi-lo's into the blockstring-- more on double- and triple-option Wolvie in a later post.

2.) create trap patterns with assists by linking chains to assist then back to chains.

So he gets to create easy pressure that maximizes what he can do to get a hit without a tri-jump or double-jump to fall back on.


Mobility Tricks:


Short Dash
or vampire wave dash:

Shortening the dash with down cancel or LK vs style seems very useful so far bc i started getting WHOMPED by timed normals sometimes and runnin into psychic assist calls from fullscreen. LP could just as easily be used but i picked LK since I claw it out jap style. And as essential as maintaining proximity is, I'm finding success with waiting it out once i've trained them to look for those tiny openings (like a trap team can do) and baiting the response.

Dash LK back and forth is pretty funny lookin, kinda like IFC storm lp's on speed. Done fast enough you can tag them on the way in and tag them on the way out as well. Good luck w/ hit confirming those though :] .

When you have them cornered dash back LK should hop you up and over sweeps and low hits as well. Don't know how reliable, but i've utilized it once vs. commando sweep, dash back in combo death.

Dashing back cr.HK while in speed-up is pretty messed up looking too-- it creates a stationary version of his lunging kick. Not sure what you can do with that as a stationary hitbox. Hella style for doing that xN.



Jap Infinite:

as seen here: http://www.youtube.com/watch?v=RS7jMf39sFA

its just [ standing LP, cr. LP, walk forward ] xN

-you can end it anytime with an air chain into assist (Bubble here, but Tron is a big splash into rings. They can block the last one or two depending on how they land, but you remain in the plus)

-you can also call a bubble and HK -> air combo into bubble

-you can reset with a rep of s.LP, cr.LP, db. HP to switch sides. this lets you toss another assist out and re-up

-quick enough to get a couple reps on assist then HK launcher and make your escape

-nice basic spd-up attempt bc even on block its causing that stun

I'm thinking this is the tougher infinite, but more practical in terms of reset and more importantly that it uses less jabs per rep yielding that longer hit counter before dizzy.


SPD-Up Dashing HK Properties:

Dashing HK is messed up when Wolvie is juiced up. When you do a dash HK, his sprite crosses up temporarily because of the dash momentum carrying over (AFAIK that's why). This lets you do some funny things with it.

- you can call an assist or do a tag as if you were facing the other way.

- you can do an auto-SJ that crosses up into a wrong-side air combo.

If you master the assist timing, you can create ambiguous mixups with that. Also lots of resets are possible out of the basic speed-up infinites.

Theres a really ugly reset with Tron assist as well:

Dash in LK+Tron, LK xx Spd-Up, as the first rings hit, dashing HK will let you cross-up through the rings and recover quick.

You might also be able to cross up people coming out of a roll, but I haven't tested it yet.


Slick Solo Resets:


From Launcher:

... sj. LP, LK, LP, LP, fall behind them, HK, they bounce, you x-up dash, relaunch, repeat


From Standing Inf:

... speed-up dashing df.HK, crossup magic series, falling crossup series, land crossup, relaunch
... spd-up dashing df.HK, crossup Tron tag, Tron Rock xx Wolvie tag, relaunch

From Jap Infinite:

...F,F dash, HK (cross-up), AC


Speed-Up Dashing Cr.HK Properties:

Crouching HK is broken in Speed-up Mode also-- if you dash and do cr.HK deep against a blocking/walking back dummy, your momentum will carry you through to the other side. It equals instant sandwich pin, and you recover from cr.HK as/almost as fast as it takes them just to turn around, let alone block. I'm not sure, but its a good candidate for auto-block if you don't give enough space between the x-up and your follow-up. This is FAR better than is qcb warp, if a little harder to execute.

It's very easy to set up from the block-stun infinite, just dash very close cr.HK after a solid rep.

A couple of hypothetical applications:

- glitch cr.HK and look for assists, snap-out, helper infinite

- glitch cr.HK + Doom to start midscreen trap reps

- let them out of Jap infinite, glitch cr.HK + Tron, resets