Just want to point out that it's generally unwise to combo into (or even use) Roundhouse Rolling Sobat (Double-Kicks) as they leave you at a severe disadvantage on block (and a minor disadvantage on hit, but I guess if you like SRKs...). The only rolling sobats worth using are short and EX, with short being safe and causing knockdown, and EX sending them to the corner and beating out fireballs.
@TetraCortica It's just the raw concept he's showing. Combine it with an assist or condition your opponent to expect it one way and then you know the trick to being good at fighting games. You don't want to just throw all your cards on the table and show all the possibilities in a real match. Like many pros would say, use it until it stops working and when that happens, do something else.
@PimpWilly Ahh I see, I don't actually have the game (or want it, didn't like 3 much and have pretty much lost faith in capcom fighters) but I still enjoy watching tournament/combo/new tech videos of it so I thought this was the only thing you could do after.
@SqueeksoAo Yup, however you can go low or also into his overhead kick into rekkas. The overhead doesn't 100% with no meter, but still does solid damage. You can also get really tricky with cross under/uncross unders thanks to his insane dash. This is just a simple demonstration that it is at least feasable; down the road if Iron Fist stays a viable character, you'll see people come up with some nice mixups. But at least he makes a solid battery
@stopsignpeep It doesn't work, the startup on Objection is too long. However if you XFactor with IF right after the crumple hits, you can tag in phoenix and hit objection, but that's the only way I got it to work
Awesome! Doom+Iron Fist looks pretty good! Hows this for a team.... A good point character that can benefit from Doom's assist and Iron Fist's assist (almost anyone) then Iron Fist and then Doom anchoring.....nice or what?!
With the new upgrades in the arcade version coming out, will anything be different for ibuki? I know their even considering changing bisons's second ultra input and have it be a charge move again. She shouldn't be messed with anymore, because despite her amazing infinites and combo options, her health is way too low to be taken seriously in tournament style.
@TheDimsh Yes, it's on auto block. The timing is tight, make sure to set the dummy to crouch because it makes their hitbox a little wider, and also any opponent who gets hit by that move is probably crouch blocking
@RushDownTV Just wanted to ask if all this is into Auto Block since im having trouble connecting LP after the LP/MP Oroshi even in training mode ... is it even possible ?
@urtoosmall Actually, whether Zerg's timing is off or not, at those positions on Metalopolis, if the Zerg goes hatch first, a fast 2 gate from Protoss in those start positions is/was (even faster before the recent patch) almost guaranteed to take down the expo and do sick damage. among other builds This wasn't even that quick of a 2 gate, as it was reactionary
@maaden00 This is actually pretty tough to time. I've spent a good few hours in training just practicing this particular kara. When you hit forward plus light kick, Makoto moves towards the opponent. If you Karakusa IMMEDIATELY after she starts this animation, she will move forward quite a large amount and grab. Being able to consecutively time Kara Karakusa also allows you to repeatedly grab the opponent after the previous kara Karakusa. Doesn't do much dmg, but it's fun :)