Touche.
Also @
Bushido, I left something out of my old post about 1K.
Basically the other argument is range. After any form of 3K2P on NH (+6 - +2), tell me what moves can check sidestep (If they were given the properties to track) and still land from the distance created by 3K2P.
1K is the only answer needed though I think 7K might touchdown as well.
Point being, it demands respect. Wanna whack buttons after getting hit by 3K2P? 66P will clean your clocks everytime. Want to SS the main options, 1K demands the respect and might even out range a jab (I'll check later when I wake up). Also there's the 1KK follow up which I guess some others want to track including myself, which would demand even more respect and recognition as a tracking mid.
At the wall though, 1K is less viable and you're better off with 16i 2H+K even though it's still a bit too slow to cover everything but that's probably TN's intentions of making 3K2P only +6 with no SE.
I'm also aware that you can simply back dash all these options without a wall to trap your opponents, but you'll at least get a better player to not whack buttons or impulsively sidestep because it's Kokoro.
#KokoroCanTrack2013
Anyone know what the fastest tracking mid in the game is? Hit me up with the info. If it's 14i, then I'm on board with pk and 3k tracking but right now it doesn't look necessary for something that quick to track.
I'm still promoting the similar kick to 6H+K (Hitomi), that is for one thing safe (like -1 to -3), about 17i - 19i (Probably 19i), and can transition into Heichu. The stun will be ok but the trade off for using this one over H+K is that it gives a holdable stun and H+K doesn't, whichh of course we all know can lead to guaranteed damage, but getting that first hit is the issue... it's possible to slow escape H+K right?.