From what I’ve noticed, Powered-up sweep tends to come out -slower- than non-powered up. It makes no difference if you hit either after knock down, but I recall trying outside of knockdown and having it miss, when the non-powered up didn’t. I specifically remember that, and I though it was odd. I could be wrong.
My latest project with Roll was comboing into launcher. There’s a VERY SPECIFIC distance at which you can combo Roll’s launcher off a standing C. It’s very difficult, seems almost impractical because the distance seems to be so specific, but it certainly is possible. Anyone willing to experiment, try this against Ryu in training:
stand RIGHT NEXT to Ryu and do the following: :snkb:, :snkb:, :snkb:, :snkb:, :d::snkb:, :snkc:, :df::snkc:
You’ll see it comboes, but you need that EXACT hit sequence. If you change or remove any of the attacks, the :df::snkc: won’t combo. I’ve not been able to do it consistently from a jump-in. You can do this combo from a dash-in if you do :snka:, :snka:, then the rest of the chain mentioned above. Try it out for yourself.
(btw, the person amazed at the speed of Roll’s standing :snka:, should be amazed at the speed of her standing :snkb: too… just that no one uses these attacks)
If we can figure out how to combo into Roll’s launcher, her damage potential could be greatly increased. If you’re powered up, you can do air combo of :snkb:, :snkb:, jump :snkb:, :qcf::snkc:, then relaunch once you touch the ground, for a second air combo (air combo should always end in either form of :qcf::snkc:, as it’s more damage than jumping :snkc:). From what I tested, relaunch works anywhere on screen, not just in the corner. It requires practice, but that’s why we’re Roll mains, isn’t it. :wgrin: I think it would be a great alternative to good damage without meter, though obviously not as easy as the knock-down ground sweeps.
I’m going to keep experimenting on this, especially on jump-in options. If anyone else tries these combos and has any observations or variations, let me know.