I hit Dudley's whiffed HK with SRK online recently ON PURPOSE, so I just wanted to see what kind of leeway Ken has to punish it. I mess with kara LP SRK a little here mostly at first to get a feel for the distance; same with Shippu really - just testing distance and timing. At 0:37 I pause the game and advance frame by frame until I see Dudley's HK hitboxes disappear. Then, I briefly pause again before advancing again frame by frame to check how long Dudley's dirtbox stays out.. surprisingly longer than I thought!
I also messed around a little with anti-air cr. HP, LK Tatsu, HP SRK vs Dudley and found that LP SRK damage is more than HP SRK (might be able to get an extra hit to make it do more damage, but I recall only landing 2 here); MP SRK +1 dmg/extra stun; EX SRK does the most dmg (potentially worth it for the kill/situation). I found it interesting that HP SRK tended to drop a hit since Ken can usually get all 3 hits to air juggle like after crossup air EX Tatsu. I may make a vid on this (?)
(first hit LK Tatsu,) SRK: damage
LP: 32
MP: 33
HP: 28(30)
EX: 38
Also while dealing with Dudley, I quickly tested to see if Ken could land a full jump in punish after an IAP of the upper part of EX back swing blow. I only tested jump back (IAP/OS for Uppercut) and found landing j. HK (, Shippu) a little inconsistent and sometimes a potential punish for Dudley on Ken. Definitely want to test more if I haven't already made a vid (?)
song: • Street Fighter III: 3r...
linkssss(?)
Негізгі бет September 19, 2024
Пікірлер