Its probably the best uppercut in the game in terms of hitbox.Speaking of his uppercut, it's definitely not emphasized enough just how amazing it is. It's not really fast or anything, but my god, the hitbox on it! The thing practically reaches all the way behind you. This has now become my primary anti-air instead of D+1, particularly for crossups. The fact that you get TKS to a combo afterwards makes it a ridiculous tool. I think a lot of other people don't realize just how sick his uppercut is yet.
Yeah, I saw you using it well in the recent frontpage videos where you got 2nd place. I was happy to see you using it so often. It really is ridiculous.Its probably the best uppercut in the game in terms of hitbox.
I try not to use anything that requires mega-strict timing as a bread and butter. I'd rather hit it 100% of the time.You can even add 3,1 before f+4 for more dmg, but timing&dashing is strict.
Hmmm... one thing I have noticed with adding even the "1" in there though is that you may barely connect the F4 thus making an immediate grab much harder because there is more space between you and your opponent. So essentially... a raw F4 might be the best way to go.You can even add 3,1 before f+4 for more dmg, but timing&dashing is strict.
It will work everytime, however the timing is very strict and is even more strict if you do it from a raw TKS.I have a random question:
Why doesnt B1,2,F1 work always against the wall? It works flawlessly midscreen, but when it comes to the wall sometimes, it just wont work, the F1 doesnt flash green and the opponent drops straight the ground. I've seen this happen in some videos of STORMS as well.
Nothing is useless. Thnx for bringing that up Qjon.Training mode is really stupid - you can do a b3 OTG after u+4 (making his overhead basically a combo starter); set dummy to always crouch block, midscreen do a u+4, dash b3~TKS and if timed well, b3 will OTG for a standard TKS juggle. But of course, it doesn't work on living opponent holding block, whiffs on roll, gets beaten by wakeups. Even worse, b3 doesn't pick up enemies staying longer on the ground after knockdown (I hoped that it would at least pick them up like d3). It also doesn't work in b2b1, d3 otg wall juggle ender setup. I thought that maybe it'll give me something after untechable knd (Ex TKP, throws into wall) but nope.
Just a random piece of useless information
OTG means Off the Ground.Question what is OTG?