I'm favoring damage from stray pokes (jab and 2LK) because tech roll makes doing crossups for oki a pretty shaky prospect, and Jaoh in particular can just walk you down + threaten an infinite at corner.
I'm favoring damage from stray pokes (jab and 2LK) because tech roll makes doing crossups for oki a pretty shaky prospect, and Jaoh in particular can just walk you down + threaten an infinite at corner.
Like this Yamato corner combo!
j.HP c.LP (x2) c.MK 5MP xx 623MP
Like this Yamato corner combo!
j.HP c.LP (x2) c.MK 5MP xx 623MP
This guy is the designated grappler. Low jump, awkward buttons, 360 and all. I gotta admit I struggle w/ 360s in SF2 rules (have to end in up) so I can't show much for tick throws
Has some fun combos, if finicky to connect sometimes
he also has an instant overhead...!
This guy is the designated grappler. Low jump, awkward buttons, 360 and all. I gotta admit I struggle w/ 360s in SF2 rules (have to end in up) so I can't show much for tick throws
Has some fun combos, if finicky to connect sometimes
he also has an instant overhead...!
Also one of the better crossup buttons in the game with j.HK
Links woth 5HK, the double kick, are unreliable outside of the corner (except against Jaoh) - picked this up watching an old combo video
youtu.be/tRSRWMJIhs4?...
Also one of the better crossup buttons in the game with j.HK
Links woth 5HK, the double kick, are unreliable outside of the corner (except against Jaoh) - picked this up watching an old combo video
youtu.be/tRSRWMJIhs4?...
He's armed, so his punch counter doesn't disarm the opponent... but his specials give him better damage (and KD) compared to Kodama
His Super Bomber is two slow fireballs, and if the first hits, it seems to guarantee a grab?
He's armed, so his punch counter doesn't disarm the opponent... but his specials give him better damage (and KD) compared to Kodama
His Super Bomber is two slow fireballs, and if the first hits, it seems to guarantee a grab?
On hit and block it's actually a strong tick option though (not sure who has true reversals in this)
Kodama's Super Bomber is hilarious btw, it's hard to punish and you can even to combo into it sometimes
On hit and block it's actually a strong tick option though (not sure who has true reversals in this)
Kodama's Super Bomber is hilarious btw, it's hard to punish and you can even to combo into it sometimes
No good grounded special to cancel into, but plenty of fun links. Head stomp is a tracking charge move that can be real ambiguous (inc. whiff into throw)
He shares his Bomber and counter moves with Tekkamen.
No good grounded special to cancel into, but plenty of fun links. Head stomp is a tracking charge move that can be real ambiguous (inc. whiff into throw)
He shares his Bomber and counter moves with Tekkamen.