Nice guide, would add that his level 3 has 30 frames of invuln which is notable and the shoulder tackle used as an ender instead of hp flash, results in a safe jump setup mid screen. j.HP is p good to mess with AA timings and j.HK can be useful if you use a few empty jumps at the proper range because they will stop DPing/AAing the empties, but then you can start j.HKing into pressure with its wide hit box.
@TeknoOdin Жыл бұрын
Thank you, this is why I ask if people have anything to share it as I won't always know or remember everything the character has to offer
@TeknoOdin Жыл бұрын
just some things ..while i only highlighted the medium jumps.. dont shy away from the heavy jumps as they are great tools jhk is a good virtical jump lead in (this was the jumpin i used on the 07:57 snapback into super)