XXFleshtrapXX
imma eat choo!
Okay I've been experimenting with the above Anti-air combo using the f4,4 and discovered your best case scenario "If your actually going for the combo that is" is for the first hit of the f4,4 to whiff and the last connect. If this happens you can b3,1 b3,1, 4, blade charge for an easy 7hits 34%. And it's hard to pull off but you can also, b3,1, b3,1, B1,1 blade charge for 8hits 36%. So it sums up like this. If you connect with both hits of the f4,4 as the opponent is jumping in you can go for a difficult 34%, an easy 31%, or a 23% reset. If only the last hit connects you can go for a difficult 36%, an easy 34%, or a 26% reset. My point is that anything over 30% is more than practical damage wise off an AA. That's more then enough damage to decide the end of a round believe you me. And obviously any reset well help keep your pressure going, and keep the opponent guessing.
With damage potential like that, and the option in either situation "The first hit whiffing or both connecting" to reset the opponent high off the ground, I think its fairly safe to say f4,4 should be our go to AA.
With damage potential like that, and the option in either situation "The first hit whiffing or both connecting" to reset the opponent high off the ground, I think its fairly safe to say f4,4 should be our go to AA.