ShinMaruku
Well-Known Member
Thanks for the pointers. I will try to add more thing to mix it up. I'll keep your things in mind. Are there other teleports I should be weaving in as well?
1PP Chifu and 66PP Chifu.Thanks for the pointers. I will try to add more thing to mix it up. I'll keep your things in mind. Are there other teleports I should be weaving in as well?
You're right. I usually use 3P and PPP like you said, but sometimes I opt for P6P instead just to keep them on their toes. If I keep doing PPP to extend stun they'll eventually catch on. It's just a personal preference thing.imo 3P~chi and PPP~chi are the best stun extenders. Quick, easy, and the stun is huge. P6P and P+K aren't worth the strict input and idk why people use them other than against sidesteps. Someone who does use these to extend stuns, can you explain the benefits over 3P and PPP? I must be missing something. 3P and P+K are both mid P's and PPP and P6P both start high with PPP being much much harder to hold after the first hit.
A little Phase 4 action in my scene this week.
Be gentle...
Edit: *hildaisahooker*, That wouldn't happen to be Yurlungur would it @Chapstick? xD
I think an issue I find is that there is a little too much autopiloting with moves that are quite frankly hitting more often than they should be (like 6PP), and can definitely get blown up by an opponent that knows how to defend against it. It's like me starting my offense with Ayane's 6PP everytime I get some sort of opportunity. It's great when it hits, but can easily become a liability against a competent opponent. However, in perspective, defense is a bitch online...3 times you did 6PP after launching, muscle memory?