Yeah they might have to look into certain loops he could do if they buff cr. mp that way, but if they add distance to it we may lose a couple of set ups. Hopefully it won’t mess that up.
i wouldn’t mind if they gives us a command normal for far st mk, so we can use cl st mk for a lot of stuff and improved movement on his lp rush palm, but they do what ever they want, right??
Allow an anti-air cr.mk to connect with a cancelled tatsu
Make cl.hk come out when people are diagonally above you or make it start up faster
Lower height restriction for air tatsu
Gouken probably is an unstoppable beast if you are a master of focus cancelling and focus attack it certainly does wonders for Hakan’s game if you are but if you don’t want to play like that you struggle.
Hmmm yeah people really would like far HK to be a command normal like Oni so we can just get this. I dont think its on either list, but I hope they might yet surprise us.
It’s already 4f startup, making it the fastest out of all shoto close HKs(Ryu, Ken(close MK) and Eryu8f, Akuma and Oni 6f,) People have suggested of changing the damage distribution though to make the AA hit more meaningful, that I kinda like. They already buffed it’s active frames in 2012, sadly Seth jump angle still gets around it
I would never mind that, that brief moment of being unable to do it can be annoying. Besides it’d be funny if we could mimic regular shoto tatsu(minus the projectile invulnerability on the leg ) at such a low height.
Didn’t know it started up in 4f, still…hope it gets some tweaking. I’ve whiffed it on a Seth…ughhh.
It’d be fun if they let us do dash-under mix-ups off an FACD cl.HK.
Speaking of kongo. Being able to corner carry off a kongo, by FADC’ing into a MP/HP palm, while mid-screen would be amazing!
Depending on the match-up, I’d gladly spend the bar on it.
lol Brah, I’ll totally back you up, despite having never played alpha.
I got your back.
Well we technically have 2 dash ranges with kara focus, a 16f short dash and an 18/19f long range dash. 2 of the kara focus dashes(who have like 1 to 2frames of armour) cover about the distance of 3 of our normal dashes, it’s something I’ve enjoyed using many a time(and used on times where it’s not needed, sometimes just plain dashes are fine^^ Ken does it way better though(and his base dash is 18f and the same distance as our 16f)
Our forward dash attributes are very solid, but our backdash is very weak. Though I disagree with backdash improvements being needed, I would sooner look to them for fixing than that which already works just fine.
What does this mean? You can already cancel kongo into mp palm and put the opponent into the corner from mid screen. Add Denjin and then a flip grab and you usually win.
There’s a lot more dash forward range with slide Kara , if uve seen my vids on fb’s with the same technique the forward movement is not the issue it’s the backdash I don’t like… Never really got used to it since super…instead of trip guard we should be able to throw a Kongo …
I do it frequently enough to know it works. Maybe you need to dash cancel faster…hmm…I shuld also mention that I almost always do this off of HP kongo…perhaps that forces the opponent to float a bit longer?
Yeah, when I was trying it before, I noticed it would only work sometimes mid-screen off of HP.
My belief was that the earlier the opponent connects with kongo the higher they go.
Too bad it doesn’t work off a LP or MP kongo =/
it’d be so much more practical.