Exactly, Jurin isn’t really unique in the regard, her cHP is just more solid than most.
Funny enough, her cMP is still a more reliable AA, just doesn’t produce as much damage when it works.
Exactly, Jurin isn’t really unique in the regard, her cHP is just more solid than most.
Funny enough, her cMP is still a more reliable AA, just doesn’t produce as much damage when it works.
Anybody that beats Rufus is ok in my book. I really hate that character. I can’t wait to see how the matchups turn out between him and the Tekken cast. Alisa needs to hurry up and get here…
Dive kick alone didn’t make Yun good. Palms with insane hitbox stuffed everything and built meter. St.mp hitbox too good. Lets not talk about that dreaded dragon kick was was one of the hardest 5 frame reversals to safe jump. Oh and a 3 frame crouching jab, and a command throw. Plus an ex lunge punch with a cherry on top.
Rufus relies on divekicks way more than Yun does. Shutting those down neutralize a big part of his game. He doesnt have many othwr tools in the neutral game besides that.
I’m really am thinking people aren’t going to training mode and practicing how to anti air Rufus. They aren’t that free to throw out. I have a friend who plays a good Rufus and I was able to keep him out the air for the most part with Nina. with Guile is was as easy as drinking water. My xiayou got decked, but her dash speed kept him frustrate and she was very hard for him to catch. Her cr.hk is so so agaisnt dive kicks but she can AA his low hitting ones which is something.
I call any list where raven is not S tier BS
On the things that are not yet being punishable, chains come to mind. Commentators and popular belief think that kazuya’s cr.lk, cr.mk, s.hk is safe due to pushback, but in my experience unless you space it at the tip of cr.lk, i can (as kazuya) WALK FORWARD for a couple frames and do s.hp xx ewgf to punish. Even cr.lk, cr.mk is unsafe from close up. Also, in general supers are 8 frames and team supers are 9 frame startups (i think this rule applies mostly to the tekken cast), which means they all punish chains up to heavy.
The punishability (that a word?) of the magic chains is another point against tekkens overall. Since you can’t rapid fire normals to hit confirm you’re always taking some sort of risk when trying to do it. Either in the form of strings with gaps or punishable magic series. Also the tekken chains are usually very situation specific, though they tend to be great upclose.
How does ken get full combo off aa?
Also kazuya only to some extent imo. lp from mist step doesn’t let you follow up and ewgf loses to jumps with good hitboxes in my experience =(
Ken’s Light DP. He can combo off it even off a ground hit.
I agree, but more accurately I should say…I HOPE you’re right
It makes sense though, easy characters always excell in the early stages of games, while the more adventurous players have to first explore the newer ones before being able to compete.
Getting combos off AA’s that aren’t just do super or ultra, going back to the old days.
It’s just in the old days you usually had air block or air parry.
raven is definitely not S. fuck outta here with that shit. also, why do you feel chun is S emblem? i fought one solid chun and while i think she is very good, i didn’t get that S tier vibe from her.
Does it have any invincibility? This has sparked some interest in this dumb fucker who spams air tatsu in every fucking match in this crappy game.
Chun is a footsie goddess and that’s huge in this game because it leads to a lot. No longer a charge character, legs on block builds a good amount of meter and has great sinergy with people coming in.
I don’t think she’s s tier though, you’re not opening people up with hazanshu.
yea, this move right here makes ken punishment game absolutely ridiculous. basic chain to ex tatsu, st hp xx lp dp, hp dp is sweet.
Pokes that can’t be fucked with, decent damage, great support character, decent AAs, fucking great A2A. Chun is solid, definite A Tier at the least.
Air Tatsue is pretty easy to AA as long as you don’t let it get behind you.
Light DP has enough invulnerability, but not as much as his medium DP (which has the best invul).
Sweet mother of jesus i swear that flying spinning hitbox has no hurtbox at all unless it’s at the back of his neck. Nothing in my team works unless it’s the worst tatsu ever done by a spinning shoto. Beats hwoarang’s dp, cr.mk, s.mp (s.hp works if you somehow are at that range). Don’t make me mention the joke that’s kazuya’s cr.hp against that crap.
Dp’s are very bad against Tatsu, but AA’s shaped like Jin or Guiles cHP work very well…
…again, assuming it isn’t already behind you.
anti-airing ken air tatsu from mid range is definitely not easy. it beats most air to airs, whiffs dp’s and shits on ground aa’s for days. and the hurtbox is basically non-existent. and it’s easy as fuck to control so you can make it an super easy 50/50 by making it hit in the front or the back. this move is fucking legit. and i gladly use it vs fuckers like juri.
The current things annoying me (i’m past the rolento hugo crap) is definetly air tatsu and vega’s wall dive. I can’t block crossup tatsus without sound and wall dive is unpunishable. Only air to air that beats that crap is hwoarang’s jump back hk which doesn’t let me juggle. Kazuya can’t do shit about it. If you block that horizontal dive you’re stuck in 16 seconds of blockstun.
Vega wall dives are still punishable on block like in sfiv. And they are actually much slower. They were already slow in sfiv. They’re pretty easy to block once you get use to them. Any Vega running that shit should rightfully get blow the fuck up.
Tatsu aren’t that bad. They’re more of a tool for close rangr and midrange mixups. Learn to look out for them and alpha counter upon a succesful block. If people are doing it raw outside of sweep ranges or post knockdown you can aa it. If not confident backdash and avoid it completely. Tatsu are a commitment once they are airborne and become less ambitious from further ranges
Oh shit hes spinnin now…