Awesome :tup:
It could be useful for setting up eventual netplay too!
I’ll try coming by later then, even though I’m not that IRC-savvy :wgrin:
Anyway, I tried another character for a bit:
TANAKA (fat dude with a club)
Corner Infinite: Yes, but a redizzy combo. Does not seem to be able to do the jab-walk-infinite.
Edit: THE REDIZZY DID NOT WORK
Comboable Super: I don’t think so, because of slow startup. But since it’s unblockable and covers such a large area in front of him, it’s hard to get out of anyway in the corner. You have to time a counter to avoid it in that situation.
Normal notes:
crouching A is a slide that knocks down.
Y seems like a good fast poke.
jumping punches are very bad at cross-up, kicks are so-so.
Club Hammer (HCF+A/B) [19 damage(A) or 14 damage(B)]
No combo potential imo. Too slow start up, pushes too far away. B version knocks down. The A version has good damage though, so not entirely useless move.
Club Spin (HCB+A/B) [10 damage(A) or 13 damage(B)]
Good for combos, B version knocks down.
Club Press (charge down, up+A) [see notes]
Fast. Hits one hit on ground, then he jumps up and comes down with a second hit. If close enough, the second hit crosses over! This means you have to first block the first hit normal, then block the second hit in reverse. Tricky!
damage:
first hit connects, second misses = 15 damage
both hits connect = 24 damage
first hit blocked, second hit connects = 19 damage
[super] IMPACT (QCF+X) [42 damage]
A kinda simple super, he hits in front of him and does massive damage.
Unblockable.
COMBOS
A/Y -> Club Spin [B spin knocks down, A does not]
B -> Club Spin [only A spin works here]
A -> B -> Club Spin -> c.B [corner only] = re-dizzy infinite
Edit: THIS DIDN’T WORK, SORRY
A(hold down) -> Club Press [this is not a true combo, the club press can be avoided by dashing backwards or blocking the wrong way, since the club press does a cross-up]