Like another way to launch or a way to work towards the launch? That reminds me, we still haven't had some matches in yet XD. I'm trying to incorporate 236P into my playstyle because of it's new close hit properties and it leads to pseudo FT setup
another way to launch, its 44p, and then 7k, 7k, and you can usualy get 3 and then 2p, but bigger chartacters you can do 2 max. i think you can do 2pp after but im not sure, havent fuly tested it, and i know, i can do tonight if you want, but also im going to be at my dads this weekend, well i can still play i forgot i have my hotspot. :3
Interesting, launching with that requires them to be at max threshold, right? I'll get on after I finish this chapter for homework, shouldn't take long. How does that limbo setup work? I'd like to try it.
i usually launch after a CB, and ive found it better to work with 44P than 4K, but you do 44P, K, then 3K (havent found how to make this always hit) and then 236 and ground grab.
So it's 44P launch, BT K, 3K, then 236P ender? I'm trying to visualize it right now so I can understand correctly. Didn't know that would give a high enough launch.
Oh ok, thx I'll try that out in lab. If you use 236P before the max threshold, you can put them in a FT situation, specifically using (3)P to tech them up if they choose to stay down. If they tech from 236P, it will be obvious that they did as they roll back from the hit, and from there you're still at an advantage to continue your offense.
There's a way to escape the (3)P tech if they choose to stay down, but it requires precise timing. Mashing out tech or rising kick will only get them FT'd by (3)P.
oh wow i didnt know that, ill try it out now (in lab) im learning so much new stuff im not sure why i havent done this sooner honestly. Tina also has a little blender of her own ill have to show you. its counterable but all usually are.