From what I've seen it is a very bad AA and likely to lose to any jump attacks with a decent hitbox.
From what I've seen it is a very bad AA and likely to lose to any jump attacks with a decent hitbox.
"Wasn't good" in 3S is kind of moot since half of the cast was awful if I'm not mistaken.
Maybe because he's the only one besides like Dudley who spoke English, and command grabs build hype. I dunno.
And yeah c.Hp is so slow you have to predict a jumpin for it to do anything better than trade or get stuffed. Which it still might.
I guess I'll be at Wizard World STL for SFV this weekend if anyone's going
Lol this game
https://mobile.twitter.com/vryu123/s...79323370106880
Street Fighter in the year 20XX
Yeah that's right, I made a smash reference in a SF thread
Yeah I think the issue is that performing the same actions leave you at a different spacing depending on the side, Laura players are saying this is consistent and only in right corner
Apparently it's Chun only?
So deciphering that, Chun's hurtbox changes depending on which direction she's facing?
Better example:
https://twitter.com/vryu123/status/7...548608/video/1
The problem with the power bomb thing is that people could very quickly learn to just not hit a button on wakeup unless they see a dash forward or jump. Setups with St HK or elbow are negative on block
On meaty it might not be. They look active as fuck so you could probably make them safe or plus. Also, people don't respect shit on their wake up in this game, so forcing them to block or lose the round will net you free damage in the process and set up your oki game for later.
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If I had one critique for all the people I play against on here, would be for you all to pay attention to how much damage you give away on wake up. There's no scenario in this game where you should be eating something that isn't 100% avoidable. I'd say 90% of the player base doesn't know how to block on wake up, and players like Du and Infil get away with it too. As a former Dudley player, that shit it annoying as hell to watch and is one of the reasons why I have such an easy time running through people with Ken.
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Even if the St HK or elbow (looks like MK version) was hitting on the last active frame, they would still be negative, though at least safe. St HK only has 3 active frames, despite how beefy it looks. Most moves in this game honestly have very few active frames, usually just 2 or 3 for most normals.
Lol it's not just you, I get away with this against everyone
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