Mhhh… I see where you coming from. Can we put the additional workload onto @Gemakai to find different combos?
Then again, EX Charge is a generic mechanism.
Then you’d have to rule out Juri’s fuhajin combos as well, since technically that’s a lvl 1 charge - it just happens to have no 2nd charge level. Same for Blanka’s f.MP to give enough down charge charge time. (dunno if a combo uses it tho).
Counter Hit
[474] Balrog [s.HP, KKK Turn Around Punch (LVL 1), PPP Turn Around Punch (lvl 2), j.HK, cl.MK xx HP Dash Straight]
s.HP should be input at the same time as PPP (3P button might help :p), KKK TAP should hit right before they fall to the ground after crumple, and PPP TAP should be delayed as much as possible without whiffing. cl.MK is going to connect at a high spot, so HP Dash Straight has to be held for several frames.
Having the same 1 move leading all the tiers is what I’d call boring. The “no multi-charge-level” makes perfectly sense, with the exception that we rule out EX charge as a system mechanism on top. (just like meaties, tag cancel and what not).
I’m inclined to outright ban all “pre-charge” moves in general if not done within the combo. I’d argue that Juri would need different combos as well then (if she can’t do it mid combo), since I’m currently writing a “no setup” rule:
-No “setups”. Full screen fireball => run behind, removing Vega’s Mask etc
I think banning all charge moves would make it easier and would make sense seeing EX charge is banned as well.
I think the way street handles it is way more interesting tho. You gotta be creative to get the damage:
-No “pre-charge”. You may only use charge moves if you can charge them during the combo itself.
If we allow full tap, then some characters would just charge to super. Also, then we’d need to allow fireball fullscreen (which means you could jump technically in meterless and thus would break the concept).
Because we have basic rules! I mean no jump in either, or meaties or trades etc. Technically, you could argue that a “pre charge” is a setup as well.
I could see that we alter the rules for the last category tho and allow everything except jump in or ch for it. Then we would have a final tap, full chrome dome etc but not for the normal combos.
I think FlyingVe wants easier time recording combos. Well, Xiaoyu combos aren’t getting any easier
Joke aside, I’m okay with the idea of allowing everything, only for max damage. Granted, most characters’ combos will end up starting from a charged EX move (if it’s allowed), but you might find something more interesting. However, it also means that we have to re-do the combos all over except for a few. I can definitely see Xiaoyu’s combo getting longer.