j.D in corner routes
Overkill/unstable, but sometimes you need a miracle
Last updated
Overkill/unstable, but sometimes you need a miracle
Last updated
j.D can provide some extra damage in corner routes, and as it's only 100p2, usually won't cause a combo to drop. Here's some ways it can be used:
The main way of using it is:
Must be above opponent
Works better further from the corner (can sometimes be achieved by a 7 jump at the start, although this sacrifices height)
the jump isn't a jump cancel, so is a little awkward
j.C will likely be necessary as this puts the opponent very high, so not compatible with routes that go near the proration limit
The main times to consider this are after an early j.2B in a yellow/red route, or after an OMB. In most other cases, the damage isn't worth the inconsistency/danger of adding this in. Also be aware that axe level does fall during j.D, so if you're almost at the next level, don't do it.
For an example, please see the video on , where it is used at the end of the combo in the 10.5k ToD route.
j.D can also serve to extend routes, but these are generally very unstable and character dependent (for example, Narukami generally doesn't get hit by the third hit of j.D a lot of the time). Here's 2 ways this is generally achieved:
Worth considering if you were hoping for red axe route in the corner but didn't get it in time, or aren't sure you got it in time
Route extension that allows for various pickups depending on what came before.
Consider this during 2B corner punish combo (single extra j.D over normal route, allows for oki routing)
Technically, can be done from the midscreen 2B punish combo (see from Kajee), but very tricky/unstable