Game mechanics? Parry/counters/reversals

It’s a 6 button game, 3 punches and 3 kicks. LP+LK is a grab, MP + MK is for tag actions like tag cancels, team supers and etc and HP + HK is for the universal launcher.

Thanks very much. ill be keeping my pre order , im to old to adapt to the abc launch thing…it wont compute

lol

more than old is dumb am i right

Spoiler

sorry, wasnt able to resist it :stuck_out_tongue:

What’s the deal with cross rush at the moment? I seen someone say that you can cancel into ex now

Cross Rush (LMH) can be finished only with c.hk to end in sweep, H to launch, super and cross arts and ex moves. You can no longer go LMH x HK Tatsu with Ken to set up the easiest tag combos. Use 2 of Ken, Chun and Yoshimitsu or anyone else with a grounded multi hitting move and you can do 3 switches before you even use up your one launcher.

You don’t even need those kind of moves, you can do it from any heavy move it seems.

I just realized that there is no stun in this game huh?

cool glad you can cancel into ex moves at least.

Can you tag cancel any move? Specifically, can you toss a fireball and tag cancel it from fullscreen?

I think throw-type moves might have some kind of limitation, but other than that, I’m quite sure it’s all good.

You can’t. Tag cancel fireballs, all regular throws, some command grabs and supers

You can’t TC fireballs? Makes sense I guess. I wonder if you’re able to TC while charging a super charge move, fireball or not.

So if 2 moves trade, both characters score a counter-hit? Does hitting a move during startup still classify as counter-hit? What about hitting a move during it’s active frames?

I guess it’s like SFIV where you only get CH during start-up (althoguh a few select moves can be CHed during active frames as well), but charged CH should always happen, even if used mid-combo.

In that Giant Bomb replay when moves traded both players scored a counter hit.

Check 9m49s in:
[media=youtube]EJbyfGaVEiM[/media]

I guess that’s how it works now, then.

do we know what anti air grounded moves do on counter hit? Does it put the opponent in a juggle state? Like, if you jumped in on Balrog and he did cr.:hp: to you, would you do the normal recovery or would you enter a juggle state? Actually… do we know what any standing normals react to a jumping opponent on counter hit?

If you counter hit an air bourne opponent they goo into a juggle state

Am I crazy or can you actually roll forward or backwards on wakeup after a knockdown?

Yes you can now tech roll forwards or backwards on wake up.