Yeah fireball vtc was plus, no idea now that normal fireball is nerfed. But it might be a spacing thing, I only tested getting in from about just outside sweep range with LP fireball. If i remember right you cant empty cancel the special unfortunately so no fullscreen fireball vtc closeouts. Ex fireball is Hella plus and you can actually do a true block string into an overhead in beta 2, donât think ex fireball has really changed. Donât have exact frame data.
All dp vtc are Hella unsafe on block. Donât know frame advantage and 1 hit fierce dp which keeps them grounded seemed unsafe on hit when I tested.
Strong/EX are -5 on block (my memory might be bad⌠EX varies but tested this on 2nd hit due to having the most optimal reward). Only tested this using Beta 3 files.
Itâs crazy plus on block due to the many frames of the fb that are canceled. Even if you follow it up with a st mk itâs a true block string, not even ex srk interrupts it.
Hm I need to test if ex fireball vtc thunder kick is a true blockstring i know b. Mk is. Thunder kick being only -4 in beta 3 they might have made even better in beta 4 and honestly it still deals a pretty decent chunk for an overhead. Problem is is like +1 afterwards on hit but you still get an lp or b. Mp.
Putting my notes here.
New Combo? cr. MP->TC->MK Tatsu->FP or EX Shoryu or super works.
Safe Jumps (work in progress)
cr. MP->st. LK->MK Tatsu:
Mika (j. MK late on neutral, anytiong on back roll)
Rashid (j. MK on neutral, anything on back roll)
Cammy (all options available, but loses to EX DP)
Dhalsim (all options available).
Birdie (only safe jumps on backroll but get mixup if he doesnât have super on neutral).
Original Notes;
We have a legit SFIV vortex on Cammy. Her reversal is too slow, if you do MK tatsu j. FP you safe jump everything and can mixup on neutral tech j. MK or walk forward->j.MK and be safe on back roll if you want to hard read that. Works on Dhalsim also.
Mika all options covered by cr. MP->st. LK->MK Tatsu into j. MK. You will get clipped if they quick getup into it if you press j. MK early, but only first hit works since they go the wrong way. Need to try more tricks to see if this can be made 100% risk free seems likely. j. FP or j. HK work for the front mixup if you are outside point blank range, if you do it from point blank you will whiff. Rashid only covers both options if you go for the j. MK you can get the front option if you are farther away against neutral tech but you wonât be safe against the reversal.
Works on neutral tech against Karin, Bison, and Chun if you cr.MP -> TC->MK Tatsu, but has to be manually timed against backroll or you will whiff. Can get crossup option safe to reversal on neutral tech also on Karin with a small step forward before hand.
Can safe jump Ryu and Ken in the same gimmicky ways as before off EX SRK and j. MK will safe jump neutral tech after MK tatsu, if they back roll you get blown up 100% guaranteed. Basically only gimmicks and hard reads (donât even think hard reads can be done safely frankly)
Probably why they nerfed MK tatsu dmg in this beta. Give him actual options. Found some tricky stuff with j. RH from the setup that might work also to make it more legit against the characters you have to guess on, but keep getting roped into matches lol.
Didnât play him in beta 3, I was too disappointed. I still miss cr.lk x2 into super, doesnât feel the same with a jab
Not gonna lie, heâs not as bad as I had expected. Iâd already mentioned it in the GD but his corner carry and pressure ability is still super strong. Air EX tatsu is easily his strongest tool, itâs ridiculously good.
EDIT**
My list of useful things Iâve been using for anybody about to hop onto the beta, half of them are probably gimmicks but theyâve worked in my matches -
cr.lk - cr.lp - (confirm) shoryuken/super if you can kill
st.lk(spaced) - st.mk - confirm into TC2 - ex tatsu
cr.lp(spaced) - st.mp - confirm into shoryuken/super on counter hit
st.hp - run - mix-up throw/cr.lk
cr.lk - cr.lp(on block) - walk back - st.hk - confirm into run on CC
cr.mp(confirm) - st.lk- m.tatsu/ex tatsu
cr.mp(confirm) - b.mp - st.hp - h.tatsu/ex tatsu
Thatâs basically all Iâm doing for pressure strings and confirms, footsies is non-existent because everyone is having fun trying out all the characters and Iâm here being a tryhard. My frame data knowledge doesnât exist at the moment so Iâm just going by my eye on most of my strings, theyâve worked surprisingly.
If you just want easy wins jump forward and EX tatsu. Game is basically yours at that point itâs unblockable and canât be anti-aired.
normal mode, seems he has safe jumps from it to if you choose to not take the SRK damage and ambiguous 50/50 jump ins that are safe against a lot of characters (seems like almost everyone but Ryu / Ken at the moment though).
I canât say that i am happy with the direction theyâve taken for Ken. Anything useful is welcome at this point but a vortex based character is the last thing i had in mind for Ken.
I also donât get the reasoning behind some of those changes. Ok, mk tatsu now adds juggle points, but it wouldnât need to if they hadnât nerfed TC1 and mp dp in beta 3.
Also, I take back what I said earlier about using meter; itâs really effective to use EX DP after a normal hit st.hp xx Run -> LK Tatsu or using an EX Tatsu after cr.mp -> st.lk