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Well, considering it's all highs, they can't be hit by it if they're crouching, so...Does 4AAAAAAAAAAAAA force the opponent to stand if they are hit by it? Or can they simply duck after blocking it? If the latter is the case, what is the point of nailing the Just Frame?
I'm interested in learning how to move like that Signia. Does it take much practice? I can do all the moves right hand no problem but after watching EVO and playing others that seem to be able to step everything, I feel my movement lets me down a lot. Also a stick player, actually felt like changing to pad for a while as I think that would be better for movement but at the cost of iMCF and a:B+K performance
I'm interested in learning how to move like that Signia. Does it take much practice? I can do all the moves right hand no problem but after watching EVO and playing others that seem to be able to step everything, I feel my movement lets me down a lot. Also a stick player, actually felt like changing to pad for a while as I think that would be better for movement but at the cost of iMCF and a:B+K performance
LOOKS LIKE SIGNIA SHOULD HAVE BEEN ALLOWED TO GO FROM FORUM TO FORUM TO COMPLAIN, AFTER ALL.Signia was right to highlight that point. I will not, however, allow him to go from forum to forum to complain essentially about not being picked for the podcast himself.
YOU'RE TRASH.Weird that I start thinking I suck and then I start winning.
So anyway, FC K does 4 more damage than 2K. That's a pretty big deal in my book, turns yoshi's weak ass 2K into a normal 2K, complete with a different sound effect. 2K is 12 damage and FC K is 16.
Same frames as well, other than being one frame faster. Good find, although I can't really find a use for his 2K.
I figured it'd be good for following up FC 3K for those who aren't very used to RCC but FC B does more damage anyway.
Any ideas?
More practice is in order, but it's rather frustrating to not make correct reads and fall into bad habits.
Any help/advice is greatly appreciated.
I'm by no means a Yoshimitsu expert (just kidding I'm the best) but I've found 7_8_9K to be a very good "panic button" for Yoshi. Safe on block, tech jump (which sort of eliminates all mixup because obviously it avoids lows, and combos tend to get ruined by the jumping state). On hit (even NH) it's a knockdown, and gives you perfect distance for 8A+B2 > 66A+B.
All in all it'd seem that there's very little risk in using it even at -, and the reward for landing it could potentially be quite huge. (around 1/3 health or more I believe - and after the techtrap the enemy still has to deal with Yoshimitsu's kinda scary okizeme.)
E: Just realized I didn't even get to the point of what I was trying to say. What I'm saying is JUMP KICK = GOOD