can someone test a couple of things? please and thanks :wgrin:.
i wanna know the difference in terms of damage dealt in the following:
-
twds + forward x strong Jet xx Rocket/Corkscrew
-
s. roundhouse x strong Jet xx Rocket/Corkscrew
:rock:
can someone test a couple of things? please and thanks :wgrin:.
i wanna know the difference in terms of damage dealt in the following:
twds + forward x strong Jet xx Rocket/Corkscrew
s. roundhouse x strong Jet xx Rocket/Corkscrew
:rock:
1 + corkscrew = 67
1 + rocket = 72
2 + corkscrew = 61
2 + rocket = 71
All tested on Ken ofcourse
Hmm, It might be a better option to do f+mk etc. But with roundhouse you get loads more stun =) The choice is yours
thanks a bunch, DooM.
reason i was wondering was 'cuz i was watching BKDās 3s Requiem featuring VictoLy and in his match vs. paulee, after pauleeās Ken missed a c. forward xx Shippu attempt, VictoLy countered with twds + forward x strong Jet xx Rocket. i was looking at it and i was like, hmmm, looks like it does more damage than s. roundhouse x strong Jet xx Rocket. and when i was playing vs. some buddies a few days ago, i did the twds + forward combo to counter/punish missed attempts and it looked like it was more damaging. guess my suspicions were correct!
iāll probably vary with what i counter with. if iām using Rocket (which is almost always the case), iāll probably stick to s. roundhouse unless iām vs. a character who occasionally gets spit the other way, i.e., Chun, Alex, Remy. iāve found that the twds + forward x strong Jet xx Rocket combo does not make them bounce the other direction whereas with the s. roundhouse one, they will sometimes fly off. if iām using Corkscrew, then itās twds + forward all the way. 6 point difference is quite a biggie in this case.
:rock:
I love the f.mk if you donāt know how to parry f.mk will own you heheā¦
his best AA is s.rh, if they parry cancel to rh duck and go to the other side and ur safe from a jump hit and if u have a super u can cancel and hit em on the other sideā¦ TOO GOOD!!!
I noticed when playing sa1 or sa3 i play a little different like sa3 i feel more at freedom I guess cuz the super is more abusable vs some charactersā¦ do you peeps stick to one super or depending on who your fightingā¦ I usually stick to sa1 cuz it makes me play on a safer side
against Akuma, corckscrew all the wayā¦ itās funny as hell to be able to nail Akuma during his teleportation with the CorckscrewBlow
doesnāt really matter vs. Akuma 'cuz any of Dudleyās Super Arts will make him cry.
:rock:
yea on akuma i use sa1 talking halflifeā¦ sa3 is good to especially to punish hurricane kicks
hey does anyone know why that munkata guy used SA3 on Q in that SBO qualifyers? baffled my ass
its what you want to use, i usually always use sa3, just for the cross under super its reliable except vs Ken with his crossup for example =( etc etc.
hey i sa1 for cross up and it worksā¦ but I do it off a rh parry
yea it works, but you need to do it REALLY low, whereas a hit would most likely hit you already =(
SA1 is my personal choice because the damage scaling isnāt relatively bad after a EX MGB corner combo
Although, Iād give SA3 the objective best choice because you connect āstrong/roundhouse > duck > superā consistently from all ranges
Itās flashy as hell thoughā¦ you can hold the punches down and go about full screenā¦