Chemical Impact 214A/B 214A 214A 214B 214B
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Version
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Damage
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Stun
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Guard
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Air Guard
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Cancel
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Properties
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Startup
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Active
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Recovery
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Adv. (Hit / Block)
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Invincibility
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A
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-
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-
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Mid > High
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-
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-
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-
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9fr
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-
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-
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-
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-
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Tetsuko Specialty: even more Overhead elbow bash.
Only the elbow, the second hit, is overhead and that for both versions.
The light version deals less damage but blue launches them upward.
As you can jump cancel the last hit, they're easy to air throw to continue the combo.
Also, it has invincibility, but not just at startup, the whole hop forward (19fr) is invincible! As a consequence, the first hit is out during the invincible part, but not the second hit.
The only downside is its forward momentum.
You'll go corner to corner in only 2 'loops' (214A AT 2B 214A AT), making it likely for them corner tech.
It's possible to slightly reduce how much ground you cover by air control away before grabbing them. It won't give you an extra loop, but it might help to save some combos.
Execution wise it means you tap (7, 4, 1) while inputing B. Be careful to not hold back too soon or you'll miss your air throw.
Depending if you grab(+air control) them while rising or falling, you'll get different result:
- while rising/at the apex: Your momentum stop
- while falling: makes you fall backward, making combo harder.
If you aren't trying to air control away, while falling is generally the best option because it launches closer to the ground, making some combo post 8hits possible.
I don't recommend it, but you can also double jump & throw. The same rule apply so double jump back or neutral will change the momentum.
The reason to avoid it is simple: it widens the launch angle, making it hard to follow up.
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B
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-
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-
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Mid > High
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-
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-
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-
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5fr
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-
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-
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-
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-
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Another elbow dash into pocket explosive.
Decent damage/stun, starts faster than 214A, still has some invincibility + it hits during it, has barely any recovery and you can even combo after it!
Sounds good... But it has 3 problems:
- it hits too many times,
- can be finnicky to combo into,
- it sends at an awkward height/angle for Tetsuko's aerial moves.
Admittedly, the last one is more a Tetsuko problem than the move itself.
214B hitting too much (7 hits) reduces the free juggle window, which doesn't help with delay jumps or micro dash to make Tetsuko's stubby (aerial) moves to work.
Meaning if you hit post 8 hits, you'll likely only be able to combo into (j6A) jB jC.
If you combo it earlier or hit only the elbow & the explosion, you'll have way more options! Like by example: j6A land relaunch or run 2BB.
On block, they will want to GC an attack on the 1st hit or just GC away pretty much anytime in midscreen.
Overall, in the corner you have to be a bit more cautious on your timing due to the explosions covering more options. Though GC on the elbow/late will generally get you out.
As Tetsuko, if they don't GC attack / GC early, you should have enough time to react to late GCs or just apply pressure if they took it.
But if they GC attack correctly or with a move with a lot of iframes, you'll be forced to take it as you can't jump or super cancel.
- Why the air unblockable is so unconsistent?
ONLY the very first hitbox is air unblockable, and no, not the one right before the overhead... The one that's on her fist & knee at the start.
It's REALLY low to the ground, like it's not above the height of someone crouching... So you'll likely never anti-air with it.
The only possible way would be if they hop in your face and you cancel immediately a jab or 5B into 214B.
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