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File:EXD.2 vs low getup kick and no tech.mp4|EXD.2 beats low wake-up kick and hits grounded opponents | File:EXD.2 vs low getup kick and no tech.mp4|EXD.2 beats low wake-up kick and hits grounded opponents | ||
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[[File:(Steve) TFA1 wallbreak.mp4|thumb|right|TFA.1 guarantees iPKB.f+1+2 for a wallsplat/break]] | |||
It's most likely not worth going for this setup very often, since it requires your opponent to get up immediately, but | It's most likely not worth going for this setup very often, since it requires your opponent to get up immediately, but | ||
Revision as of 21:10, 1 September 2024
for sandboxing
Media Format Stuff
- wall
- 2+3 1 f+1+2,H.f !HD df+1,2>1
1,1,1
tect teasdasd
test collapse
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[[File:Feng H.3+4 shockwave.mp4]]
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test test test |
Stuff
Two-Faced (TFA) Setups
... T! (Heat Burst) LWV.1,2~f+3 DCK.f+3 H.EXD.1+3_2+4
Compared to the standard combo ender, this setup sacrifices about 7 damage for an opportunity at Two-Faced okizeme, which can net at least 50 damage. A successful TFA.1 does 15 damage and leaves you at +14 for a guaranteed follow-up, while TFA.2 does 50 damage and swaps sides.
This setup catches tech in all directions, since H.EXD.1+3 is homing, and counterhits mid wake-up kick. It loses to low get-up kick and whiffs on any option that leave the opponent on the ground (like side-roll.) However, you can do EXD.2 to counterhit and launch low get-up kick and also hit a grounded opponent for 16 damage.
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Catches techs and mid wake-up kick
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Loses to low wake-up kick and staying grounded
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EXD.2 beats low wake-up kick and hits grounded opponents
It's most likely not worth going for this setup very often, since it requires your opponent to get up immediately, but