I know Tina can't get one from hers.
Some characters can chain two sit downs into a ctitacal burst..... with the help of a ceiling you can get a guaranteed road to CB or atleast a single guess to CB.
LoL.... ah yes the Critical Burst.... he's got some crazy deceptive reach on that thing...... how on earth does he make it connect during that sit down stun. :o
Okay I think I have all the moves now, 6 in Total. I was tripped up by the fact that in VF 5 there are two more strings that allow Step Cancelling....
All right I guess the only thing left is to write up what you can actually do while in The Step Animation..... its quite stupid really...
But its such an awesome move... :(
I figured if Mila can use hers then why can't Jan Lee do it too...... I don't mind the damage loss (even though you only get one power launcher)..... this would be so much easier if he had Jacky's Flash Kick.
I managed to land DS :6::p+k: after a Power Launcher but they plummeted straight to the floor right afterwards..... theres gotta be some way to give this move the neat and tidy Ender it deserves.... luckily you are left in DS after landing this move...... any reccomandations ?
That sounds fair... obviously I was going for an extreme case. :p
Ofcourse theres still a few minor kinks that need to be reworked.... realistically, the best time to grab someone is right after you stun them with a hit, but in several games you can't grab a stunned opponent. Thats just one...
Does Sarah have any Guard Breaks ?
She doesn't need them but if she does have one I'd certainly like to know what they are...... the number one candidate would be her Wild Cat (Forward Slide :h+k:).
Edit: allright so it looks like Sarah has at least 4 Guard Breaks.... thats actually quite alot...
Why do they have "Special Barriers" Why not a simple standing and crouching Block ? You know, promotes more mix ups instead of "Ima do the samething over and over and eventually it will break".
This is under the assumption Barrier Guarding Stops everything.
Yeah that move does look weird even by VF standards..... maybe its just because I don't see it enough. For a fighting game thats mostly realistic, I think its weird she can slide back and forth across any surface as if it were ice. :p
Its one thing when its for special attacks and that kind of stuff..... its another thing when its simple things like Back Dashing and Blocking, why would they wana limit that ?
Why would you want to Cancel into her Step you ask ?
Well entering The Flamingo Stance does give you + Frames on block and from there you can get more use out of her Offensive Holds.... shes the only VF Character who has them... why not show them off. And now you have another tool to mix up...
So i was playing VF5 and I noticed something. I don't know how many of you already know this but it Looks like Sarah can Cancel into her Step Stance (:1::p+k: in Flamingo Stance) without having to go into Flamingo (or immediately after going into Flamingo, which ever makes more sense to you)...
And thats pretty much it.....
One last thing.... Rig is similar to Sarah, they get they're safety from Entering their special stances, if you can spot the ins and outs of these stances then you will know when to hold your guard and when to go for the punish.
Rig's TLC (Turn Leg Cutter)...
I get the feeling like he's the type of character who can Taunt and get away with it. :oops: lol they all do something: One parries mid kicks, one crouches and the other enters DS.
I think in a realistic fighting game, you'd try to punch someone and they'd break your arm...... then you can't fight as that character for 10 weeks while they recover from the injury because of realism..... actually I'm not even sure if its 10 Weeks, I've never broken a single bone in my...