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Kohaku's Magical Garage / Re: What's a sandoori?
« on: October 08, 2009, 11:31:34 AM »I thought it involved having your opponent in the corner and since they are in that corner should only have to worry about blocking in one direction. A sandoori involves you jumping/airdashing/whatever into the corner yourself, effectively crossing them upIt doesn't involve corners at all. Usually it works better midscreen. You're just talking about a corner crossup.
The most common example is off of Kouma 214A. It always involves jumping over the opponent on wakeup, but there's many variations. Kouma 214A (without 214A[4] or 214A[2] ender) gives a very long knockdown time, so you have a lot of time to do either dash up straight jump or superjump.
Straight up jump at point blank while they're knocked down:
-hold back, j.C 2A gives either a forward overhead or forward low attack, depending on when you timed the jump
-don't hold anything, j.C 2A lets you float over them midscreen for crossup low attack
-hold back, j.C whiff 214A gets you throw into another sandoori setup from in front
-don't hold anything, j.C whiff 214A gets you crossup throw into another sandoori going the other direction
-don't hold anything, airbackdash j.C gets you deep j.C off of early jump that looks like you're planning to cross up but don't
-don't hold anything, 496 j.C gets you crossup overhead
-don't hold anything, j.[C] gets you a cross up overhead on some tall characters
Off of superjump you can do pretty much all of the same things except it's a little harder to control where you cross up the opponent if you go for it, and you have to air backdash to not cross up.
496 might sound confusing, but basically after your jump, your back will be to them with you in the air and them on the ground. Press "forward" relative to where you're facing, then tap 9, up and towards the opponent to turn around in the air, and then immediately away from the opponent again. If you did it right you would have buffered and air backdash immediately after the jump, getting you close enough to land a j.C off of the air backdash.
There's many variations of it, and a lot of characters get something like it in MBAA. F Satsuki can land it off of 623A, Warachia can off of AD combo or throw to an extent (you can do a really fast crossup off of throw -> Nero summon, and have many other options similar to sandoori), and I know many other characters can do it from any long knockdown. All you need is a source of a long knockdown, a dash that carries momentum into your jump (when you dash then jump straight up you shouldn't move straight up, the more forward the momentum carries you the better), an aerial that has good forward and downward range, and an air backdash that floats (though it shouldn't be too high like Nero's that's basically a back jump) and moves you back a decent distance.