Very much just Sims build mode without the Sims. Intuitive controls. Good music. Free play or with customer requirements. Let's you do a walk through after.
Here's my 2 hours tonight. Meant to be an abandoned 80's Vespa showroom and garage.
Very much just Sims build mode without the Sims. Intuitive controls. Good music. Free play or with customer requirements. Let's you do a walk through after.
Here's my 2 hours tonight. Meant to be an abandoned 80's Vespa showroom and garage.
Used to be +0 before the last patch. There's even a few frames of lenience but +2 seems to be the max.
If we can find one more frame it's a true loop.
At +2 sMP is your best option since it trades with jabs +10.
Used to be +0 before the last patch. There's even a few frames of lenience but +2 seems to be the max.
If we can find one more frame it's a true loop.
At +2 sMP is your best option since it trades with jabs +10.
There's a regular up kick ender that doesn't burn you out and is only 40 less damage but sharing for info purposes.
sHP xx H Chop, DR sLP xx OD up kick (X2), L chop xx Lv3
There's a regular up kick ender that doesn't burn you out and is only 40 less damage but sharing for info purposes.
sHP xx H Chop, DR sLP xx OD up kick (X2), L chop xx Lv3
Might be new in the patch. I don't recall jab xx OD up kicks working before. Either too slow or passed under them?
Regardless, super cool, even if the damage is crazy.
sHP xx H chop, DR sLP xx OD up kick, DR cLK DR sMP xx up kick, L chop xx Lv3
Might be new in the patch. I don't recall jab xx OD up kicks working before. Either too slow or passed under them?
Regardless, super cool, even if the damage is crazy.
sHP xx H chop, DR sLP xx OD up kick, DR cLK DR sMP xx up kick, L chop xx Lv3
+0 cMP double can restock
cMP variant for use after sMP xx sHP xx run slide.
H can
cMP, sMP xx sHP xx H can
DR cMP xx Run Slide
OD restock, H can (+0)
At +0, opponent can hold up to avoid throw but cLP hits their grounded pre-jump frames.
sMP xx run slide does not juggle.
+0 cMP double can restock
cMP variant for use after sMP xx sHP xx run slide.
H can
cMP, sMP xx sHP xx H can
DR cMP xx Run Slide
OD restock, H can (+0)
At +0, opponent can hold up to avoid throw but cLP hits their grounded pre-jump frames.
sMP xx run slide does not juggle.
+0 sHK double can restock combo.
H can (after wall splat up kick starter)
sHK, sMP xx L can
DR sHK, sHP xx OD restock
H can (+0)
All Auto-timed.
At +0, they can jump out of a throw attempt but cLP hits pre-jump frames.
+0 sHK double can restock combo.
H can (after wall splat up kick starter)
sHK, sMP xx L can
DR sHK, sHP xx OD restock
H can (+0)
All Auto-timed.
At +0, they can jump out of a throw attempt but cLP hits pre-jump frames.