F23 comes out faster and I find it easier to input 'cause you could semi-mash it.
And I recall it doing more damage(not sure
TONY-T ),
In some combos this is the case. F23 is 1 frame faster than 12, there's pretty much no combo that they cannot be interchanged.
This combo for example...
B3, Ji3, Ji2, 1, 323, 12, Sword Flip
...only works with 12 as the link before Sword Flip. Like I said, it's only important for combos with over 4 hits after the launch (Tony-T revealed this to me himself). So if you get to the 323 and you've done too many hits, 12 will safely assure ALL your Sword Flip hits land. F23 will make a few hits of Sword Flip miss.
12 also leads more reliably into MB guns.
I think you covered pretty much everything with 3231.
The best non-meter I could find is 323, 12 xx Machine Gun (29%).
If your 32 is blocked maybe it's a good idea to xx Sword Spin against most the cast. Get that chip, extra meter, and push them back a bit.
...well thank you for that good sir. This is exactly why I want this discussion. That 29% beats my 26% meterless bnb for 323, and even gives you a real reason to use MG
But Sword Flip after a 32 on block is probably a no-no. That stuff is mad punishable on block.
damn I must be the dumbest and least tech educated DS fan in here. I meant 1,3,2.
Mistakes happen. I was thinking of getting a discussion on at least 1 single move and 1 special move before going back to the combo strings. When I do get back on that though, 132 will be first!