The Next Fist of the North Star/Hokuto no Ken thread

Indeed… It’s just a shame the game isn’t so popular here.

too many people can’t help but whine about it being ‘broken’

I hear ya man… I went to a local tourney on Sat. and it was for Guilty Gear Accent Core and Hokuto No Ken… There were over 20 people for GG:AC and less than 5 for HNK.

I wish more people around here played…

cheers for putting the final up tianyuan. And yeah, there’s literally about 8 or 9 people who play this game in the UK. It’s tough to improve when there’s no one to play.

The game has never been really popular here : there are like 10 regular players, few occasional ones, and mostly spectators. And it’s starting to calm down due to the end of the tournaments wave (and summer holidays).

Ranking Battles & tournaments are planned for fall.

just to clarify, the 8 or 9 people all live in london, 250 miles from me, lol and I don’t think anyone actually takes it seriously. Although I do like the game, I haven’t touched it since that tournament. With no comp and nothing to work towards I find it difficult to keep playing.

Errr… Problem solved?

[media=youtube]eYBH24bqSoU[/media]

:mad::mad::mad:

Well, once ASW release HnK 2, things might change a bit… HnK already got enough buzz without any major arcade/tournament supporting it in foreign countries. Sega should promote the game outside of Japan too, if the sequel comes out.

cough cough

Same, I actually really like the game, but I’m dissapointed no one is really playing. So I took the decision to stop playing and work on other games… However if anything pops up or if you want some challenges I’ll probably pick it up again… To be honest I’m not even liking AC all that much, I’d much rather be playing HnK…

i have stopped practicing for a while until i finish the anime series…again.
almost done, already into hnk2 part.

Okay, since I will stop using Raoh for some time, I thought it was a good idea to post up strategy for the character, I’m also following Tian’s suggestions. For combos and such, refer to the guide 6 With Cheese posted in Other Games Strategy.

Q : What is your opinion about the character ?

Raoh is a very strong character when placed between hands of players who understand that they will need to break as much as possible the recovery times Raoh has on most of his stuff. It’s not the “no-skill” character people tend to think when watching videos. Raoh is probably one of the hardest characters to master in the game, and probably the only one who can kill you straight with one combo that requires NOTHING in terms of aura / boost. But to perform it, there’s a long long path. Raoh deals a lot of damage, becomes a lot more aggressive with boost & aura stocks, he has a wide range of pokes to use, and is ranked A to A+.

Q : What should any Raoh player learn to use before even thinking about playing against another player ?

1. Crouching LP after Sai.
It’s an essential piece of Raoh’s combos. There are 2 ways of perfectly linking it : you can either wait for the sai sound to play, then press the button, or even better, wait for the sai to lighten up. As soon as it’s enlightened, press the LP button.
You can try by performing 10 times a ground sai then link the LP. 2 Strikes if succeeded.
Afterwards, try to link it after a jumping Sai (QCB + HK).
Consider that you master it if you have a success ratio > 80 %

2. Vanishing Strike after far standing HK
Another very useful link to learn as it will give you a free wall combo starting from any basic attack (let’s say crouching LK x 2, standing HK, Vanishing Strike). The Vanishing Strike after the far standing HK is performed by using a karacancel : when you press HK, perform Down then HP+HK x 2. That command makes the engine perform HK then crouching HK, immediately canceled into Vanishing Strike.

3. Instant Air Dashes
This can look dumb, but lots of Raoh’s combos & pokes are based on Instant Air Dashes (IAD). The IADs Raoh can perform are very fast considering his height & weight, allowing you to attack rather quickly. There are 3 ways to IAD

  • Up then Forward/Backward twice
  • Up-Forward (9) or Up-Backward (7) Diagonal x 2
  • Up-Forward (9) then Down-Forward (3) / Up-Backward (7) then Down-Backward (1)

It’s up to you to choose which is the best for you. I personally use the 1st.

4. Muso Tensei
QCB x 2 + LK. Try to activate it as soon as possible, as it is very useful when pressed in the corner for example. As you may know, it works the same way parries are done in SF3. There’s another way to perform it, the “safe” way (thanks to Ganesh for sharing the trick) : instead of performing Forward or Down, input Forward x2 then Backward / Down-Forward x 2 then Down-Backward. Using this trick, if the opponent attacks, you will teleport behind, and if you mess up your timing, it’s not a problem since you are in guard state. :slight_smile:

Q : Can you tell me what can I use to start with ?

1. Basics

Air

Jumping LP
Fastest Raoh move (3 frames), you can use it to counter opponent in the air, but is useless against a ground enemy. The most common use of it is to clash another opponent move then continue with the jumping LK.

Jumping LK
It’s fast, reliable, can easily crossup, has a great range and is the most common opener. Almost all IAD attempts should use this move.

Jumping HP
Has a slightly slower activation time, but has awesome block/hit stun, and deals some nice damage. Can be canceled into itself, too, which makes it useful after a Grave Shoot.

Jumping HK
Main use of it is to connect to another Sai during combos, but this multihit move can also be used as a multiple crossup using a REGULAR jump. Do not high jump or IAD with it, you’re open to some heavy punishment.

Ground

Standing LP
Far & Close : It’s fast, but the lack of range rather kills it.
It has no real use except for avoiding being thrown by Toki.

Standing LK
Faster than standing HK, can be canceled into itself.
Far : has a decent range, can even be used as a tricky anti-air move (!)
Close : limited range but looks like it hits low (and thus will scare opponent)

Standing HP
Far : is identical to Kenshiro’s one, with more range (pretty normal). Rather slow.
Close : has a nice anti-air hitbox, specially in the corner, but it won’t hit low. Main use is to connect Vanishing Strike or crouching HP.

Standing HK
Close : A fine move as 1st hit will prevent opponent from jumping, it can also be used as anti-air like once in a match (haha) and 2nd hit must be guarded low.
Far : excellent range, can hit low attacks without being hit (useful against cLK spammers), and opens you the Kara Vanishing Strike combo, for awesome damage. But be careful as it has some recovery, unless you prepare some Muso Insatsu cancel.

Crouch

Crouching LP
Fast (5 frames), has decent range, can be canceled into anything, sometimes acts as an anti-air, can clash or own most moves, it’s a must-use.

Crouching LK
Awesome range, rather fast without being like Thouther, opens you standing HK combo or crouching HK combo. Boosting it to poke opponent is a wise choice usless opponent predicted it and jumped.

Crouching HP
The move in itself is slow, but its properties make it decent to use. It’s jump cancelable and acts as a mini-launcher move. Those will make it useful in pokes like cLP -> cHP or in wall combos like cHP -> IAD -> jLK.

Crouching HK
Its incredible range is the main strength of the move. First whiff frames of the move can be canceled. Not to be used alone, prefer using it after cLK / cHP / sHK etc …

Other

Grave Shoot
Another great range move, vertical range this time. Its activation takes few frames, but it can be used as an anti-air. Be careful with clashes on the move as you can’t do much against that (unless you have Muso Insatsu, once again)

2. Jump Cancel Moves

Very few Raoh moves are jump cancelable, meaning that you can jump upon contact. So far, crouching HP, Muso Insatsu (HCF + HK on connection or recovery time of any move) and Hokuto Tenshoraigeki (DP + LP, only on Counter Hit) can be canceled.

3. Powered Up Moves

Raoh has the ability to power up some of his basics & specials using the Hokuto Donryukoho move (QCB + LP). You can charge up to 3 times, the charges are displayed as flames above Raoh’s boost bar.

  • Standing (both far & close) / Crouching / Jumping HP & crouching HK become chargeable & unblockable on full charge, launching opponent on wall (jumping & standing HP) or in the air (crouching HP & crouching HK)

  • Hokuto Tenshoraigeki (DP + LP) becomes a 2 hit move, both hits are jump cancels & launchers on counter hit.

  • Hokuto Raretsuken (DP + HP) has more hits and removes a star on last hit

  • Ground Sai (QCB + HK) gains an autoguard & removes 2 stars on hit & 3 on counter hit

  • Hokuto Goshoha (QCF + HP, air & ground) gets stronger.

  • Tensho Honretsu (QCB x2 + HP). Too slow unless you know what you’re doing.

IMO, only jumping HP should be used as a powered up move. Other ones are too dangerous & are open to punishments anytime although they have autoguard.

4. Autoguards

It’s often a forgotten property, but Raoh has some autoguards here and there.

  • Air Sai attempt.
  • Ground Sai attempt.
  • All powered up basics.
  • Hokuto Mettenba Fatal KO move (best autoguard ever).

**
Q : There must be moves I should avoid performing. Which ones ?**

Tosshin (Forward + A). It’s absolutely USELESS. Be careful as any missed Tenshoraigeki (DP + A) attempts often result in Tosshin being performed, in other words : work on your execution or you will hand your ass to your opponent.

Hokuto Goshoha (ground version, QCF + C). There are very few cases the move can be used, but the startup & recovery times are too long, making the move useless. Even the powered up (which has shorter startup) doesn’t really help.

Crouching HP (charged version) : the move is clearly visible, and it launches way too high for Raoh to link before opponent air recovers.

Q : Any hints on strategy and paths to use against other characters ?

Generic

Anti-air : Grave Shoot (LP + HP) / Hokuto Tenshoraigeki (powered up version, DP + LP) / Cape Super (QCB x2 + LP) / Jumping LP / Standing close HP (corner only)
Anti-ground : standing HK (anti 2B spam + anti jump start)
Anti-projectile : Hokuto Goshoha (QCF + HP, air version), Hokuto Raretsuken (DP + HP, last hits erase air projectiles)
Anti-throw : standing / crouching LP, standing HK (close)
High-low games : Muso Insatsu then boosted crouching LK (works most of the time since opponent thinks you will jump cancel) / jumping LK or crouching LK after a crouching HP (same reason). / Forward + LK overhead then boosted crouching LK or another overhead.

Specific

I will not really enter detailed strategy, since it can be retrieved by watching matches on Youtube, but I’ll try to explain few essential points.

Kenshiro
Kenshiro players perfectly know that they’re in a tough situation when facing Raoh. As Kenshiro collision boxes are gigantic, Raoh has better combo abilities against him, specially the now famous Reversed Sai / Urasai / Wall Street combo, which is very easy on Kenshiro. Raoh has a psychological advantage on that match.

1st thing to do when you have one aura stock : perform Muso Tensei.
Kenshiro users tend to rely on standing HK (which has insane range) to prevent opponent from jumping/moving and usually link with the HCF + DK special. This is where Muso Tensei is useful : teleport during the standing HK or HCF + HK then rape Kenshiro ! In general, Kenshiro users also try to stay on ground since Raoh has the advantage in the air, and they often jump with LK as it is rather dangerous on Raoh and offers him a big combo if it hits. Your generic strategy will be to Muso Tensei any strong move he will try to perform and punish him.
But, be careful : Kenshiro also has Muso Tensei ability. Meaning that you can also get owned the same way.

Raoh
The mirror match is rather difficult to play. Basically, if you know your character, you will be able to face him too. You will have to watch carefully the aura/boost bars of your opponent to know what options are available to him. Also take note of the Muso Tensei activation and/or charged power flames. The main concept is to pay attention to those and enter the Wall Street Combo since Raoh is also a perfect victim for it (just like Thouther, Mr. Heart, Jagi & Kenshiro).

Toki
Here comes the toughest matchup. Toki has everything to kill Raoh.
Be careful on this when defending :

  • teleportations that change your guard side
  • Forward + HK which is an overhead if you block it while crouching, but doesn’t hit if you don’t block when crouching (i.e hitting or idling)
  • the fucking god-like throw Toki has
  • his jumping HK which has tons of block/hitstun
  • his Hokuto Tenshohyakuretsuken (in air, QCF + C) which can be used as an overhead if you’re crouching
  • his deadly crouching LP and his very fast crouching HK which can prevent you from jumping forever
  • his Sekkakou super (QCF x2 + LK) which is a 0frame SAFE super, removes 3 stars on counter and sends you on the wall
  • his counters moves, specially the standing one which acts like you’ve been thrown on the wall
  • his only low move, the crouching LK, which is a launcher and a jump cancel

There’s already a lot of stuff you need to take care of.
Here’s what I suggest you to do against that damn character.

  1. Muso Tensei AS SOON AS POSSIBLE. Not having it will mostly lead you to death.
  2. Try to keep standing instead of crouching, and watch out for throw & crouching LK.
  3. As you will most likely being pressed in the corner, try not to be cornered.

How can you beat Toki’s crouching HK ?

  1. Agility Defense (when you have no Muso Tensei). Best choice when you have nothing, since you can hit Toki afterwards if he ever tries to teleport. Always perform crouching LP after an agility defense, it’s the most safe move to use + it has decent hit confirm.

  2. Muso Tensei. Probably the best choice once activated. Teleport behind Toki if he performs crouching LP -> crouching HK pressure. After that, press crouching LK, standing LK, standing HK, then rape Toki as much as you can, you probably won’t have much occasions to do so.

  3. Hokuto Tenshoraigeki (DP + LP). Regular version has to be ANTICIPATED i.e you must be sure that Toki will perform his crouching HK, otherwise you’re already dead. The regular version of the move has upper body invincibility, and thus Raoh will hit Toki without being hit. It’s rather scary to use because of the short time window but it will counter Toki, launch him in the air, removes a star, and opens a big combo. Once again, rape his ass as much as possible.

The powered up version of the Tenshoraigeki can be launched lately since it has an extra invincible hit at the start of the move. It’s that 1st hit that will own Toki most of the time. Properties remain the same as the regular version.

How can you beat Toki’s crouching LK attempt ?

  1. Jump. If you can, of course.
  2. Regular Tenshoraigeki will hit him if you’re not too close.
  3. Muso Tensei works, but due to the fact that Toki’s move is very slow, don’t mess up the timing.
  4. Guard it. Better if you’re unsure.

To beat Toki’s teleport game, be sure to master agility defense, and keep in mind that the hitbox of Toki is located on the ground when he teleports. You can prevent him from randomly teleporting by performing crouching LK for example. Pay attention to the fact that Raoh can hit in the wrong direction due to the teleportation, so be accurate with your timings.

Try to corner Toki and make him mess up his guard cancel timing by delaying your moves, but don’t do that too much or Toki will press you again, and you don’t want that to happen, trust me.

There are more specific things that can be written as well for this matchup, but I can’t recall them right now. I’ll try to recover them, but you can already watch my vids against Toki players to understand how I play against the character.

Jagi
Nothing to write home about. There are no Jagi players right here so I can’t tell you much about it.

Rei
Another tough match. Rei is filled with jump cancels so you can’t really know when your opponent is going to IAD. Or boost crouching LK. Or throw. Or … you’ve understood that facing Rei is hard. As usual, Muso Tensei, and try to escape Rei’s corner pressure quickly. Rei also has to pay attention since Raoh has a childish specific infinite on him, so do not hesitate and USE IT WHEN YOU HAVE THE CHANCE.

Shin
This match is at the advantage of Raoh. It’s probably better to read Tianyuan’s Shin FAQ to have hints about how to fight against Shin, but in general you have air & ground advantage, since Shin has lots of trouble approaching Raoh.

Juda
No Juda players around too. You can pick up things seen on White VS Msin matches on Youtube.

Thouther
Most of the time, you will be running after feeling Thouther. Thouther players have a tendency of turtling with Nanto Bakuseiha when you’re not cornered. As Thouther main strength is his mixup game in the corner, do not get cornered.
Activate Muso Tensei to avoid all his projectiles.
There’s a hole between crouching LK -> QCF + LP | QCF + LP -> QCF + HP | QCF + HP -> QCF + HK when guarding, take your chance, muso tensei in the gap.
Thouther has a guard bar, Raoh easily takes advantage of it by spamming Hokuto Raretsuken (it removes half of the bar alone), so you can try to guard break Thouther and own him with a good combo, knowing that Thouther has a weak defense and loses lots of life.
Be careful on clash attempts with crouching HP, you will never win the clash as Thouther’s Vanishing Strike move is the winner. Jump, make the opponent think you will try to hit him with a basic move, then send him a good air Hokuto Goshoha to make him understand the pain.

Mr. Heart
It’s either kill him or be killed. Heart-sama has the most stupid infinite combo ever made, and it works flawlessly on Raoh. On your side, you have the size of Mr. Heart, which gives you a good opportunity to wall street his ass or crossup him.
The main problem with Heart is that you have to break your pressure to avoid his powerful guard cancel that sends you on the wall and offers him a damaging combo. You can’t press him much, unless you know how to own him.

There are various ways to play against Mr. Heart : spam Hokuto Goshoha like G.X did at Tougeki, Tenshoraigeki his ass whenever he tries to counter you etc … but be careful.

Mamiya
No Mamiya players = no strategy. :confused:

Q : Any other advices ?

Hokuto Tenshoraigeki is a move that punishes guard cancel attempts. If you can see the moment when opponent performs it, do your DP + LP and see the opponent being sent to heaven … or hell ? :smiley:

Watch lots of matches to understand how the character works, what is commonly used, note down things you don’t see often, test and apply.

With lots of practice, and a working brain, anyone can have a good Raoh.
I don’t mean that I have a beastly Raoh, and I surely have things to learn about him, but I do everything to get better.

You can post this anywhere you want, you can complete it, correct it, illustrate it, as long as you mention me. :slight_smile:

It’s pretty good… on some character specific stuff though, against Rei, Raoh’s air spike will actually completely go through Rei’s forcefield. So if you tries to do it, jump up and put your foot through it. Against Juda, a good trick is that if you suspect a charged CD is coming, just do a Tensho Honretsu.

Here are a few things I want to add:

  1. Muso Tensei
    About the defense trick, it’s also mentioned in Atwiki too (I printed both strats yesterday for comparison:D) It seems a bit different. This technique is also called Muso Agility Defense (MAD??) Put all the confusing description aside the commands are:

a) forward > back, for standing parry

b) down > downback, for crouching parry

One way on another you opp is screwed if you’ve done this right. You will either get warp or agility defend. It’s low risk high reward move. So you don’t need to tap foward twice, once is enough.

  1. Get rid of that crappy 6A
    Atwiki mentioned that 6A often comes out by mistake when you do 623A. To prevent it from happening you simply do foward > down +A > downforward for that move. For example, when you do the move from crouching state, you input 2162+A>3. Hopefully this helps.

  2. vs Kenshiro
    You can punish Kenshiro if you agility defend his HCF HK. So it’s must in Japanese textbook when Kenshiro abuse it with far standing kick from mid distance. With MAD, Kenshiro will have to be very careful with that move.

  3. vs Toki
    Toki has a 100% combo after 6A overhead hits that only works on Raoh, OUCH! Follow Pharaon’s advice, stand guard all the time, amen.

  4. vs Rei
    Stuck in the corner you might try agility defend 2A when you dont have power up/muso tensei stock. Still get your power up and muso tensei ASAP. Without them you will have a difficult time against Rei.

  5. vs Juda
    Watch Taji Juda vs Msin Raoh gatchi matches:
    [media=youtube]ZIbYyE6wgWY[/media]
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  6. vs Mr. Heart
    Due to the riskness of missed 2A after air spike, (Mr.Heart is going to do 214A GC most of time no matter it connects or not), you might want to consider combos without too many air spike in it since you can’t afford to messed it up at all.

The rest of Taji Juda matches:

Taji Juda vs DK Ken
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Taji Juda vs Kurenai Toki
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Taji Juda vs Tetsu Rei
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watch the last combo for hokto hakurets ken goodness

Is it me or this game doesnt support 480p? ;(

Is this #R hacked on the PC or something?

Can any of you guys who are pretty good with Raoh help me with some important questions? 1: its about getting behind the opponent after the boost then TK then airspike. i do an set up combo 2a,2a,2b,5d,cd then an additional 16 hit combo, before i start 2a,2b,8x2a, 2b, 5c, 5cd, boost now comes the problem some time i do get after the opponent but most of the time i dont. Is there a specific timing after boost? i heard something about hit pause… Or is it because i begin with 2a,2b then 8x2a? And a nother question how long did it take you guys to perform IAD then jb + boost then airspike in some of the combo’s and to get behind the opponent after boost? days? weeks? months? Can someone help me? Thanx in advance

It’s either 2A x9 or x10, won’t work with 8.
Also, boost must be performed right before the CD, when Raoh pushes his arm forward.

Thanx for the reply PHARAON. I now have a better understanding, to get behind the opponent.

I haven’t seen it mentioned, but anyone seen the stupid bug where Rei teleports to the other side of the screen?

I have only done this in training mode, not sure if it works in game or against other characters (too lazy to test all that). Rei vs. Raoh.

Position Raoh in the right corner with just enough space for Rei to jump behind him (the distance is tricky). With Raoh in position, super jump then IAD instantly right over him. Instead of what should happen… Rei will “teleport” to the other side of the screen where he is holding the wall (44).

It looks to me like the game gets confused of what side Rei is on and can’t decide between an IAD or grabbing the wall, and it forces the bug to occur.

I have no means right now of capturing this or I would have put a video together, but if anyone who is capable of capturing wants to give it a try the bug is not to difficult to reproduce.