You might want them fullscreen instead of close to you or not want to deal with their oki e.g goro dumbwalk.As a non-Kotal player, is there any advantage to ending a combo into the soul spark, instead of just the grab to get the extra level anyway?
I like how you chose punchwalk as the example.You might want them fullscreen instead of close to you or not want to deal with their oki e.g goro dumbwalk.
its matchup dependant. Some yes and some no.Do you get enough hit advantage from the command grab to charge afterwards? @Qwark28
I like how quick you are on the tech...saves me time and energy.
F12 is not a hard knockdown.Don't forget that f+4 or f+1,2 on hit gives you enough time to Soul Spark twice. (The rolling knockdown takes forever!!) You can even use it to Soul Scorch, then start charging over again! F+1,2 is now -6 on block so run people over with it!!
If you're refering to F12, no.Can you cancel the first hit into soul spark and double dip?
No, the big uppercut stuff.If you're refering to F12, no.
There are reports that it can be punished by some reversals and it's -8. But I'd rather do a command grab mixup anyway.114/4 soul spark is safe on block like -2 or -3 I believe.
NoNo, the big uppercut stuff.
Even a b1 tic throw or a d4 tic throw?Every tick throw that fails was an opportunity where you could've converted into 45% dmg.
Yeah.Even a b1 tic throw or a d4 tic throw?
I'm missing something haha. If you aren't in the corner you can only get b122 db2 midscreen or ex sunstone? And d4 you can't get a comboYeah.
B1, they jump, d1 b14 ex throw f2 b14 sun choke should do 38I'm missing something haha. If you aren't in the corner you can only get b122 db2 midscreen or ex sunstone? And d4 you can't get a combo