User:Soup

1,749 editsJoined 7 November 2022
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for sandboxing

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wall
2+3 1 f+1+2,H.f !HD df+1,2>1

tect teasdasd

test collapse

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[[File:Feng H.3+4 shockwave.mp4]]


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Stuff

Two-Faced (TFA) Setups

... T! (Heat Burst if not already in Heat) 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.

TFA.1 guarantees iPKB.f+1+2 for a wallsplat/break

This setup is useful if you want to leave your opponent just outside of Rage, after which a successful TFA.1 or 2 will almost certainly kill. It can also be used to try to force a mix-up when in range of a Stage Hazard when the standard combo wouldn't get the opponent to wallsplat regardless. Since TFA.1 leaves you +14, you can Sonic Fang into a Heat Dash followup, or even get iPKB.f+1+2 for a wallsplat if you're fast enough. TFA.2 does 50 damage, and the opponent may be less likely to break the 2 option with their back to the wall if they know you can wallsplat off of TFA.1.

On the downside, if your opponent doesn't get up, does low get-up kick, or guesses correctly on the throw break, you've wasted a chunk of Heat and return to a neutral situation. Due to the opportunity cost, it's most likely not worth going for this setup very often, but it can be a good option to surprise your opponent with every once in a while.