I know i'm preaching to a brick wall here, but Some people actually know there is nothing they can do while their character "gets pounded into the ground". They lost that instance, but use that time to weigh the options once the next instance begins.
Basically the length of matches were too long. Additionally, you'd see more time outs at max time in Tag due to the bar length as it means it was 600 hp that had to be dealt on a regenerative bar. Post patch it's now 540 which is more complete-able in a tag match.
Basically the total life % of...
Fun for you is seeing animations and attacks.
Fun for someone else can be entirely different, for example many people on this site have fun with playing other players to the systems up-most limits. Some people have fun doing long combos and making the opponent's life bar decrease while...
First of all, the male characters have half the memory requirements than the females. I believe their poly count or their textures aren't as high as the females. That's why the male packs have always been cheaper, as seen in the Santa packs.
He was given that to model Bruce Lee:
Cool, I'll check those out. I was finding :k::k: to have a better hit box than :4::k::k: with similar relaunch. WIll try :K::2::k::k:
If you tag him with a juggle ender of BND :K::K::4::K: or what I do: :K::K::5::h4::K::K::K: which causes a hard knock down he can't follow up with but a team...
It's not that they throw it out the window, when you reach that level and all of your major opponents know all the setups that you know then you just are playing a much higher stakes guessing game.
Just a heads up, apparently in tag they really did keep the glitch. what I mean is that even if you set the AI to fastest stagger then they will be able to stagger out of the sit downs which you will not be able to stagger out of. Just keep in mind that on a human the stagger is always off on...
Rig is obviously a good character for starter combos what with his :7::p:, :7::k:, :6::6::k: all being a guaranteed combo into CB!.
However, I need help in finding his best juggle relaunchers when tagged in. Anyone know?
Been trying to find the most damaging combos off of super launcher. Weight Class and Counter Level determines the most damaging.
Singles
Normal Hold
Middle Weight
:p::h::3::p::3::p::h+p: - 107 + possible wall/ground
Counter Hold
Middle Weight
:p::h::3::p::3::p::h+p: - 126 + possible...
And if you high/mid hold you risk being thrown by an 80 * 1.5 damaging tag throw.
Bayman/Bass has a tag throw off Bayman's Offensive Hold
Bayman/Busa has a tag throw off Bayman's tank roll.
I think you seriously need to look over what you just said and the image you stated.
To me, shifts in momentum and a back and forth kind of action is required for juggling effectively.