stagger escape fastest makes it possible to turn around.I've been staying away from 66T~6PKP because I've had it fail on me... The difference between 6PKP and 3PPP+KT is something like 30 points of damage (at least when the opponent is mashing and you land it Counter Hit).
Turns out, if there is any pause between K and P (i.e. 6PK~P) then the opponent can turn around and not get relaunched. Is this the only situation where this happens? Can I get some confirmation from someone else?
Nice! I see your video contains Ryu's teleport moves vs Rachel's /. I think that I can expand this for a little. So startin: Most of Ryu players think that Rachel will just avoid his teleport moves with Rollthrough, but they don't know that they're in real trouble when she do it. Rollthrough is now ending further from place where it was started and it's definitely easier to punish Ryu. She have a lot of guaranteed options for Ongyoin , and . So I'll try to describe every option:Hey guys, decided to make another video, this time for Rachel
Hope you enjoy/like it and that theres some useful stuff in there.
The quality gets a tad choppy at times, but thats for my crappy dated recording software to blame for being crap :L