Finally got the game, still messing around in aracade mode and training mode.
I actually missed Kikosho several times because I tired to do it too early, you have a lot of time to do it, more then you even need probably. I also really love the fireball effect, very pretty.
Got Crossed-Up when I wanted to AA Kikosho… The Ryu player did a Metsu in my back and I DID NOT!! get hit… the Kikosho swallowed Ryu’s Hadoken… Litterelly… AMAZING SHIT!
yoo shizza…good playing against you today…i learned a lot just by watching how you play…you too dime…you didnt use chun today but your ibuki is pretty sick too
I mean you can punish so hard and so easily now. Baited shoryu ? Ok, cl. HK xx EX Legs > Kikosho, 440 damage ! I mean, HP shoryu FADC to Metsu Hadoken is only 400 and something, and two bars ! Even HP TU > FADC > f. HK > Tiger Destruction is 500 and two bars (and it has to juggle the full hits, otherwise it’s only 410) ! I compared it to others, it hurts as much as Rufus TC to Ultra.
Chun with a bar and Ultra is as scary as Ryu and Sagat were in vanilla with two. Use the Swedish Firecracker st. mp xx EX legs > Ultra and you land around 430 damage using a 7-frame (I think it’s 7) godly poke.
Another great tool that has been buffed with this new ultra is the Nemo CounterHit-fishing string. Just do df. HK, c. lp then delay a little bit then cl. HK xx MK HSU > c. LK > EX legs > Kikosho for about 450 damage. It is very easy to mix-up this string with df. HK > c. lp > delay > c. lk, df. HK > c. lp > delay > throw (rinse repeat), or simply df. HK > c. lp > bait shoryu and then punish with the above punishment.
Add it the df. lk anti-air buff and juggle to Kikosho, even if it trades, and you get tons of ways to land it.
I compared old sf4 frame data from srk wiki with new ssf4 prima framedata
these are the changes, not the new values.
Far st.HK +1f startup, -1f active, +1f block adv, +1f hit adv
df+LK +2f active, -2f recovery
FA2 used to be “18+13” now “17+14”, -6f block adv
HK.LL +1f block adv, +1f hit adv
lk.SBK -1f block adv, -1f hit advantage
hk.SBK +2f hit adv
ex.SBK +8f block adv
notes:
Hk.SBK leaves you at +2f on hit now but i think it is a typo from prima
ex.SBK is safer on block but still easily punishable (now -10f block adv)
lk.SBK has less hit stun so the infinite loop probably don’t work anymore?