Yeah I’m getting the LP FFR into my habits a bit more against bigger characters. It’s just that I’ve done so much stuff with MP that I naturally push that button haha.
Yeah, a lot of stuff in SF4 and SFxT are like… you can set up stuff off whiffing normals because the frame counts static off certain attacks. The only variable change here in SFxT is because you can delay start up on anything with CADC moves and jumping and super jumps now. It’s harder but there’s definitely a sweet spot for other setups alike.
Yah, nothing’s fool proof. It’s just a roll bait. If they don’t roll and quick rise, you can go for a corner ambiguous cross up, land in front and go for a fat combo. I haven’t found any proper setups for midscreen yet.
EHhhh You saw that? lol
Tatsu made us go on stream and I was super nervous after waiting for hours to play… and I never fought either of those chars LOL… ALLLL bad… Looked nothing like me out there. I’ll hold that though. EXP gained!
Of course I saw it! heard them say “Xykes vs TZA” and my attention went right to the stream, forgot I was in a match with Paranoia Hades lol. I thought it was good for a couple reasons…
No one really sees most of those characters often (outside of Chun), and you still held your own, nerves aside. Still represented for the Law crowd man. And indeed, EXP gained!
I kinda’ know that feeling though, I almost made it to stream back at Phoenix CC until Wulong put me out of my misery lol.
Close MP – 5F added to boost combo (-3F on hit/-7F on block)
Close MK – 3F added to boost combo (-4F on hit/-8F on block)
Reduced push back on block on hit
Close HK – 8F added to boost combo (-9F on hit/-15F on block)
cr. MP – 3F added to boost combo (-4F on hit/-8F on block)
cr. MK – 5F added to boost combo (-5F on hit/-9F on block)
cr. HP – Startup 11F->7F
j. HP – Damage 100->120
Machine Gun Arrow – Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
Fury Fist Rush – Reduced push back on block
Flash Kick – Midair combo counter usage changed to 2
Startup 14F->7F
Damage 40->70
L/M Flash Kick – 1~9F is invincible against air attacks
Dragon Knuckle – Crumple Damage ->long blowback normal damage
Reduced push back on block
Dragon Knuckle Combo – Removed armor properties
Dragon’s Fire – Damage 120->130
Run Up to Drop – Damage 120->130
Special move meter gain:
Flash Kick: whiff 10->15/On hit 40->25
Backflipper: whiff 5->10/On hit 40->25
Cloud Gates: whiff 5->10/On hit 40->25
Dragon’s Flight: whiff 5->10/On hit 40->50
Dragon Knuckle: whiff 5->10/On hit 40->25
Dragon Knuckle Combo: whiff 5->10/On hit 40->25
Dragon Knuckle Flight: whiff 5->10/On hit 40->25
Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)