First of all sorry guys if my last post seemed arrogant or offensive to someone, it wasn’t my intention.
Just let me clarify a few points:
You have not understood what I meant about A+B, it is my fault because I have not explained well (sorry for my poor english grammar…), for A+B and the Yamazaki thing read at the bottom of the page.
Well, the point is that IF you diminish Tung’s pokes with the A+B/breakshot excuse I can say the same for nearly everything (many pokes, special and even some supers) in the game.
Removing A+B it’s true that Tung loses a good poke (but he has others) but it’s even more true that all the other characters without A+B have not so much things to counter his repetitive dash pressing: you must only use moves with better priority like extremely good pokes, dragon punches, supers, moves with start up invincibility and breakshots but except the last ones (which aren’t easy against Tung) all could be risky and not all the character have them (not to mention the need of meter of some…).
If the A+B are allowed, Tung’s one is and remains really good, better than many other.
I agree about the overheads, in fact immediatly in my first post I’ve said Tung pratically has no overheads so even banning the overhead chain it’s not a great loss except for the ground cross up mind game.
The last hit of the Ppower is irrelevant because it’s much prevedible, if the super become blocked outside corner you can even change plain before the last hit and punish.
Ok, probably you’re right, i haven’t tested enough.
BTW, let me say that it’s better to test these things offline…
Unreliable anti-air? IMO it’s one of the best anti-air of the game only for damage, start up invincibility, huge collision box, can’t be air blocked and even when it does only 25% damage is much better than every dragon punch, and note you must simply activate it late to prevent the problems you listed.
Obviously i’m talking about “dashing under jumpers and attack from behind” when the opponent uses low jumps, which is impossible with Franco. Personally i high jump mainly when I want to use a air chain.
Sincerely, there’s no need to repeat the A+B thing at every quote because if i’m making a list of options obviously i’ll put in even the A+B, then if it will be banned simply you don’t use it… and with regard to security, I agree only for Kim, Rick and Franco (who in fact are ranked much higher than Tung).
Chon-Shu is very good but without P-power doesn’t so much greater damage and his pokes are very good but can’t use them effectively in dash like Tung and that’s really important because they haven’t a good range. Sokaku is slow, he hasn’t high priority moves or pokes, the 90% of his game is based on the “TAP A move” which is a good move but needs you to be at least near the opponent (where Tung do his best). Using that move from far it’s not that usefull (and in some cases a suicide) because you can annul it with a fireball and if a character don’t have a fireball can change plain, wait “the ghost” until it will be near him and than use a plainshift B attack to pass under the ghost’attack (when Sokaku user press D).
In this kind of list above Sokaku i would put Krauser for sure.
So don’t say Tung can do nothing, btw read below
No, excuse me for not being clear, I’m NOT talking about tick-throws, simply OR you use the fast combo OR the empty jump fallowed by a throw. Trust me, for the opponent it’s really hard to predict which of those 2 the Tung user will use (from a low jump), more than like other character, I encourage you to try it in match.
(and btw, I knew about the throw-invincibilty thing before this thread, simply i didn’t the exact number of frames before Josh’s post but this is true for everyone here…)
No, I meant the opposite of what you wrote, it’s beacuse you continue to use the breakshot excuse to diminish Tung’s attack like it would affects only him, it affects EVERY MOVE on the last hit. Really dude, look in your summary post on Tung how often you say it.
I agree and let me repeat i don’t want change your way of thinking and neither start a flame. I’m not interested in defending Tung more than I have already done, simply i’ve enter the discussion because everyone has been able to say what are Tung’s weaknesses but nobody pointed out what are his strengths, seriously, before me who has talked about his pokes? Nearly nobody.
@Josh: First, I divide A+B in 3 categories: those that works well as anti-air, those that works well against frontal attacks, and those that can do well both.
Unfortunately I never played GG much so I do not know what you mean. With banning A+B I don’t mean the game is totally ruined, but something like much more unbalanced, monotonous and first of all scrubs friendly.
Reading again “outside combos I would ban them all” I have understood that it is not very clear what i meant so let me rephrase in “using an A+B and equivalents in chain as the FIRST HIT against the opponent should be banned”. This it would be allowed using Yamazaki’s f+A,C in combos but it wouldn’t be allowed to immediately cancel f+A with C, resulting a single hit as a terrible A+B which make shift the opponent). using this thing, Yama has a dominant corner traps when the opponent is in corner.
It’s all true what you say about low normals and those kind of jumps but not all characters have good ones and those who have must input perfectly while or a double collision will happen.
And even assuming that the A + B does not affect adversely on jumps and the ground game, do you like anyone can stop a lot of moves only pressing 2 buttons? :lame:
IMO it drastically kill the fun and there’s no more need to study all the weakness and strengths of all the characters.
The A+B move in older fatal fury games was much better, it could not be executed if the opponent does not attacked and first of all it was difficult and risky.
I agree the infinities shouldn’t be banned (At most only Bob’s).
@Dark Geese: Thank you for compliments and for the good rep