Unlisted Changes in USF4

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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Pushback on jabs was disproved, it was merely because a specific combo didn't work as consistently due a change in the frame data on the ending move (MGU).
    sMP is unchanged in any update other than ultra digital release.

    EX jackknife may not be a product of auto correct but rather the physics change making it easier to jump over because it doesn't start moving upwards as early in the move thus situations previously where you'd have hit in the front they cross up instead rather than an issue of the move not turning around. The details on Deejay's EX Jackknife have been listed under the 1.04 unlisted changes as well as the official released change log. Auto correct stuff is in-engine or related to a specific animation root point (which can't be changed without a whole new animation) rather than in the character file itself AFAIK.
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    @Doopliss I still have a couple of old things from digital release if you could check for me by comparing USF4 -> AE2012 characters in edition select

    Seth
    L/M/H Super - Recovery on whiff reduced by 1F. *TEST REQUEST

    Balrog
    Hits 3 and 4 of UC1 (PPP or KKK) Balrog moves 2F sooner than before and the opponent is frozen 2F longer than before (4F total change) *TEST REQUEST*

    Oni
    EX Demon Slash recovery on whiff increased by 1F *TEST REQUEST
    Medium Airdash blockstun reduced by 2F vs crouching opponents *TEST REQUEST*

    Confirmed stuff

    Hugo Change
    1.04
    Bug fixed to allow Hugo to properly cancel his pre-jump frames into focus, red focus, and HP Giant Palm Bomber

    Elena
    1.04
    Reeling animation changed when a M or H Lynx Tail connects
    crouching MK hurtbox very slightly expanded in height, notes only mentioned width expansion towards foot. [note: pink line added by me to show differences.]
    CES_DBAW0AArZcQ.png:large
    HK Scratch Wheel hitbox expanded upwards and in width. Patch notes specifically stated hitbox expanded downward. No mention of other changes. Pink lines added by me to illustrate difference in width. Check top ankle to see difference in height.

    CEV7DcZUUAElEEZ.png

    Poison
    1.04
    L/M/H Aeolus edge - Bug where counter-hit damage was taken after attack startup, fixed

    Rolento
    1.04
    FarHP hitbox on 2nd hit expanded in width very slightly. Notes had only mentioned expanding it upwards. [note: pink line added by me to show differences.]
    CETDI1SWADcOkbR.png




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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Here are thing that were changed in the files but I'm not 100% comfortable calling "confirmed" until someone tests and can give precise verification of frame data changes, preferably with video. I'd do it but my computer sucks and I can't run hitbox viewer with frame trapped running plus I'm a little busy updating the wiki to record videos and frame count everything.

    STUFF THAT NEEDS TESTING, CONSIDER IT A RUMOR UNTIL CONFIRMED!

    1.03->1.04 Rolento
    HP First Patriot Circle. Frame data on recovery changed. It looks like they adjusted his frame data and the final hit on HP 1st Patriot seems to cause 2F more blockstun but the move remains -6F on block. Should be relatively easy to compare, record a video of 1.03 Rolento doing HP Patriot Circle then jumping. Record a video of 1.04 (or 1.05) Rolento doing HP Patriot Circle then jumping. See if they match up.

    1.02->1.04 Guy
    It looks like the speed settings hitbox timing on his EX Tatsu were changed. The move still retains a 4F startup but it may hit on a slightly different animation frame. In addition I'm not sure his frame data for the active portion is still 2(5)1(6)1(5)2 I think it might have changed. This one is a bit harder and one I can't ACCURATELY test even if I had the time. Easy test suggestion: Record 1.02 guy and 1.04 guy each doing an EX Tatsu and compare the animations frame by frame to see if they match up their positions on every frame or if they animate slightly differently. This wont tell us precise active/time between active frame data but it's a start. Harder test: Record the same thing while using Frame Trapped 3 and count the number of frames for the total move, each active frame, and the space between each active frame. Post a video showing the two side by side if possible.

    AE2012 -> USF4 Digital Release (Remains unchanged since)

    Seth
    L/M/H Super - Recovery on whiff reduced by 1F. *TEST REQUEST

    Balrog
    Hits 3 and 4 of UC1 (PPP or KKK) Balrog moves 2F sooner than before and the opponent is frozen 2F longer than before (4F total change) *TEST REQUEST*

    Oni
    EX Demon Slash recovery on whiff increased by 1F *TEST REQUEST
    Medium Airdash blockstun reduced by 2F vs crouching opponents *TEST REQUEST*
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  • Ambassador FoxxAmbassador Foxx Joined: Posts: 27
    So here's something that I noticed with Elena back when 1.04 hit, but I'm still not sure what exactly changed: you used to be able to connect U1 after LK Spin Scythe midscreen on Zangief, T. Hawk, and Balrog, but after 1.04 it now only works on Balrog (unless I'm crazy and just can't hit it anymore). I skimmed over the changes in ultradif, but I didn't see anything in particular that would have caused this.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    So here's something that I noticed with Elena back when 1.04 hit, but I'm still not sure what exactly changed: you used to be able to connect U1 after LK Spin Scythe midscreen on Zangief, T. Hawk, and Balrog, but after 1.04 it now only works on Balrog (unless I'm crazy and just can't hit it anymore). I skimmed over the changes in ultradif, but I didn't see anything in particular that would have caused this.

    By product of a listed change
    LK/MK/HK/EX Spin Scythe - Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

    They increased the pushbox on her lower body. Now if you look at the two images you'll also notice that Zangief has a slightly wider pushbox on his lower body yet Balrog does not.However with Zangief/Hawk they have wider than normal pushboxes on lower body. If you look at the front+Bottom of Elena you'll see that her pushbox was expanded slightly forward as well as backward. Likely she pushes Zangief/Hawk a little farther away when she does LK SS up close now which ends up preventing the combo. It's also well known fact Balrog floats a little higher than most so that is possibly also why he is still able to be comboed even if the pushbox addition on Elena's SS still changed how far she is. They had to expand her lower body pushbox that much in both directions because she shifts her upper body so much during portions of the move. :

    zVn5sIR.png
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  • b0tesb0tes Kunoichi in training Joined: Posts: 78
    Eternal wrote: »
    I have not gone through everything on Dantarion's ultradif. He only got it updated today so that I could go through everything. I still have to verify some stuff and now that Frame Trapped 3 is updated I should more easily be able to. Gimme a few days though as the new USF4 chars have a lot of changes and I'm currently going through some real life stuff.
    So looking at the Ultradiff tool, have all the files been updated for each character for the 1.05 patch?

    For example, Hakan, Honda, Hawk and Ibuki sites no changes past 1.04--does that mean they have zero changes in the most recent patch?

    Also, will we be seeing updates for all the incremental ultra changes from 1.00-1.05?

    Thanks!
    "The great mistake is to anticipate the outcome of the engagement; you ought not to be thinking of whether it ends in victory or defeat. Let nature take its course, and your tools will strike at the right moment.” - Bruce Lee

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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    b0tes wrote: »
    Eternal wrote: »
    I have not gone through everything on Dantarion's ultradif. He only got it updated today so that I could go through everything. I still have to verify some stuff and now that Frame Trapped 3 is updated I should more easily be able to. Gimme a few days though as the new USF4 chars have a lot of changes and I'm currently going through some real life stuff.
    So looking at the Ultradiff tool, have all the files been updated for each character for the 1.05 patch?

    For example, Hakan, Honda, Hawk and Ibuki sites no changes past 1.04--does that mean they have zero changes in the most recent patch?

    Also, will we be seeing updates for all the incremental ultra changes from 1.00-1.05?

    Thanks!

    Every character that was updated in 1.05 is on the ultradif site, some chars had files included with zero changes some it was a change like tweaking a sound effect during their round start or a facial animation here or a slight tweak to a specific graphical effect. Lots of stuff that you can't even tell was changed just changed because someone on the art team had a some spare time I guess. Any character not showing an ultradif didn't have a file for them included in the latest patch at all so they still use the old patch version. Note: Rufus still uses 1.04 even though they included a 1.05 file, it's the first time ever they've done that.

    All unlisted changes (that have been found) from digital release -> 1.05 are currently posted. I don't think we'll find any more but I can't say I'm perfect, I missed the rufus move list order change which occured in digital release. Whenever anyone suspects a change I usually try and check it out as you'd see if you had the time to go through previous pages in the thread. However this thread is only dedicated to the unlisted changes. So I wont be posted the listed change log stuff here, that will be eventually added to the official srk wiki SF4 change list page: http://wiki.shoryuken.com/Changelist_StreetFighterIV#Cody (I already did Cody since he is my main and I have like almost all of his changes memorized because I'm totally not OCD *taps fingers 3 times*
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Taking a break from the wiki for a lil bit, gonna post pictures of a few of the older unlisted hitbox changes!

    Akuma - AE2012 -> Digital release: LK Tatsu hitbox WIDTH also increased (only mentions height) now reaches farther allowing new combos.

    CEe-97CUMAA5os1.png:large

    Ibuki - AE2012 -> Digital Release: F+MK Hitbox expanded backwards in width and flagged to allow for crossup. Notes only mentioned expanding downwards.

    CEfTmaUVEAAM5qb.png:large

    Rose - AE2012 -> Digital Release: closeMK hitbox expanded in width. Notes only mention slightly expanded downward.

    CEfWG3SUIAAK_AG.png:large

    Chun Li - AE2012 -> Digital Release: DF+LK hitbox reduced in width. Notes ONLY say "hitbox expanded" but it was only expanded upwards.

    CEfaPwUUEAM_75l.png:large
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Yang
    AE2012 -> Digital Release
    closeMK hitbox moved VERY slightly down and forward. Notes only mentioned downward expansion.
    CEjk2UbUgAEvYFO.png:large

    Oni
    AE2012 -> Digital Release
    All SRKs hitbox expanded in width 5F~14F
    CEj3p6aUEAEOwuW.png

    Makoto
    AE2012 -> Digital Release
    EX Fukiage New hitbox added to hit both air and grounded opponent, notes only stated "now hits grounded" about the EX Fukiage change.
    CEjsJuqUsAAWbRt.png:large

    Sakura
    AE2012 -> Digital Release
    EX Tatsu pushbox expanded downwards 7F~32F, hitbox expanded downwards on hits 3 and 4.
    CEkGuHCVAAA_zv1.png
    CEkGuIjVIAArbPb.png
    CEkGuHYUMAAI3_V.png
    CEkGuBnUgAEFXmG.png
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Vega
    AE2012 -> USF4 Digital Release
    Hurtbox on new crHP active frames 3~4F were not expanded to match frames 1~2F
    CEkTPg4UEAArGFm.png:large

    Poison
    1.03 -> 1.04
    EX Rekka Main hitbox moved backwards reducing horizontal reach. Additional hitbox added on lower body. Notes only state "Hitbox expanded"
    CEn3UqYUUAECXk-.png:large
    L/M/H Hitbox expanded downward only, also moved down and forward very slightly. Notes only state "Hitbox expanded"
    CEn9S1JUMAEPV0S.png:large
    CEn-kj9VEAA2Wp8.png:large

    Chun Li
    AE 2012 -> USF4 Digital Release
    L/M/H Super hitbox expanded downwards on second hit.
    CEoK-BkUUAAhWcC.png:large

    Guy
    AE2012 -> USF4
    EX Tatsu active frames changed from 2(5)1(6)1(5)2 to 2(4)2(5)2(5)1
    USF4 1.04
    EX Tatsu Active frames reverted from 2(4)2(5)2(5)1 to 2(5)1(6)1(5)2
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  • Ambassador FoxxAmbassador Foxx Joined: Posts: 27
    Eternal wrote: »

    By product of a listed change
    LK/MK/HK/EX Spin Scythe - Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

    They increased the pushbox on her lower body. Now if you look at the two images you'll also notice that Zangief has a slightly wider pushbox on his lower body yet Balrog does not.However with Zangief/Hawk they have wider than normal pushboxes on lower body. If you look at the front+Bottom of Elena you'll see that her pushbox was expanded slightly forward as well as backward. Likely she pushes Zangief/Hawk a little farther away when she does LK SS up close now which ends up preventing the combo. It's also well known fact Balrog floats a little higher than most so that is possibly also why he is still able to be comboed even if the pushbox addition on Elena's SS still changed how far she is. They had to expand her lower body pushbox that much in both directions because she shifts her upper body so much during portions of the move. :

    Thanks for the explanation! I hope I didn't trouble you.
  • starstar Bleed for me! Joined: Posts: 616
    Unlisted Vega changes in v1.05:
    UC1 Juggle potential reduced from 1 to 0 on dive portion after reaching the wall. Hitbox height on dive reduced to ALMOST AE status (very slightly larger than AE but WAYYYY smaller than AE2012)

    This was again increased to 1 in 1.05, so it is back to AE2012 status. Not sure about the hitbox though
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    star wrote: »
    Unlisted Vega changes in v1.05:
    UC1 Juggle potential reduced from 1 to 0 on dive portion after reaching the wall. Hitbox height on dive reduced to ALMOST AE status (very slightly larger than AE but WAYYYY smaller than AE2012)

    This was again increased to 1 in 1.05, so it is back to AE2012 status. Not sure about the hitbox though

    http://dantarion.github.io/sf4tools/characters/BLR/Ultra v1.03_TO_Ultra v1.04.html#change-BLOODY_ATTACK_NEWBLOODY_ATTACK_NEW

    1.04 not 1.05, I missed that one when I originally posted because I had forgotten that they changed the move setting to bloody_attack_new from Bloody_attack in ultra so I kind of glossed over it thinking it was one of the MANY unused new scripts that they occasionally tweak for no apparent reason, I actually realized it earlier today when looking into the issue with Vega's super posted in the buglist thread.

    That said, there is no way I missed anything in vega 1.05 because as I'm pretty sure I've stated in a couple of places (not 100% sure here) zero changes happened to him in 1.05. I mean literally zero.

    http://dantarion.github.io/sf4tools/characters/BLR/Ultra v1.04_TO_Ultra v1.05.html

    Thanks for reminding me to add it though, I'd probably have forgotten since I've been super busy and in a ton of pain today.
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  • starstar Bleed for me! Joined: Posts: 616
    1.04 already? Shows how useful that change is for Vega ;)
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Found something earlier today working on wiki. Sort of one of those unlisted things that isn't a change but something they said they changed but didn't.

    USF4 Console Release:
    Viper's MP Thunder Knuckle - Retains 200stun when hitting crouching or airborne opponents.
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  • supersquaddysupersquaddy Joined: Posts: 155
    Has akumas close stmk always been +6 on counterhit?
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Has akumas close stmk always been +6 on counterhit?

    It gained +1F hitstun vs crouching opponents in USF4. On CH that ended up doubled due to how the target animation time is setup so it becomes +6F on crouching instead of +4F. It falls under the listed change of Akuma's closeMK forcing standing as force standing always results in +1F hitstun and the CH advantage just increased more due to the timing on the animations. I think there are a couple of other force standing moves that give +4F on CH.
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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    decapre´s cr.hp
    CARACOLES
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Malvadisco wrote: »
    decapre´s cr.hp

    Lol this was posted with so little context I thought at first there was something unlisted with decapre's crHP I needed to find. Took me a minute to realize you were talking about force standing moves that are +4F on CH.
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  • DooplissDoopliss Joined: Posts: 3,181
    Dudley's s.HK also nets you more than +3 on CH, I think it's +5. As a result, I was wrongfully lead to believe that he would be able to combo it normally into EX SSB when EX SSB became four frames faster in USFIV.
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    yomi
    CARACOLES
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Doopliss wrote: »
    Dudley's s.HK also nets you more than +3 on CH, I think it's +5. As a result, I was wrongfully lead to believe that he would be able to combo it normally into EX SSB when EX SSB became four frames faster in USFIV.
    yeah in 2012 they made it gain 5F additional frame advantage on CH so now it's +7F. Of course before USF4 it also caused a ton more pushback severely limiting link options and some specials would whiff.
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,911
    did they change balrogs f.jump hurt box or chuns hit box ln st.hp?

    in previous versions if balrog tried jimping a fireball chuns st.hp always hit, now it seems you have to be more concerned with spacing than before because im seeing it whiff sometimes where as before i never saw it happen.
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    did they change balrogs f.jump hurt box or chuns hit box ln st.hp?

    in previous versions if balrog tried jimping a fireball chuns st.hp always hit, now it seems you have to be more concerned with spacing than before because im seeing it whiff sometimes where as before i never saw it happen.

    No and no, at least according to character files they are both unchanged in any version from 2012->current version which I've checked.
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  • b0tesb0tes Kunoichi in training Joined: Posts: 78
    Most Ibuki players already were aware but in 1.04 update, her far st.HP is no longer Kara cancelable on whiff, only on hit or block.
    "The great mistake is to anticipate the outcome of the engagement; you ought not to be thinking of whether it ends in victory or defeat. Let nature take its course, and your tools will strike at the right moment.” - Bruce Lee

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  • pepopulopepopulo Eternal's groupi Joined: Posts: 633
    I think that was listed
    Nueva tecnología!!!
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited June 2015
    b0tes wrote: »
    Most Ibuki players already were aware but in 1.04 update, her far st.HP is no longer Kara cancelable on whiff, only on hit or block.
    Combofiend wrote:
    Backhand Punch - Fixed the issue where she could cancel the move on whiff.

    http://www.capcom-unity.com/combofiend/blog/2014/12/15/usfiv-version-104-adjustments

    If you look closely at the OP you'll see I haven't removed any unlisted changes that had listed fixes. This thread is more like a supplemental change log to the originals, that is also why I include the dates and numbers for each version.
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Noticed an unlisted change in 1.04. Elena's crLP reaches forward slightly farther. Notes say "Increased the size of the hitbox for the attacking leg up to her thighs." meaning only backwards.
    CGZ1nVgUcAA9eTS.png:large

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  • exogenexogen Joined: Posts: 510
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    exogen wrote: »
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.

    Weird, it does in the digital prima guide I've been using to supplement my testing for updating the wiki. It has pics of a bunch of hitboxes/hurtboxes. Sure not ALL frames but a ton of em.

    Sadly you can't d/l the prima guide free anymore.

    Yours doesn't have stuff like this?

    dKUyvGR.png
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  • Nobus3r1Nobus3r1 #RiseUp? Joined: Posts: 5,278
    Eternal wrote: »
    exogen wrote: »
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.

    Weird, it does in the digital prima guide I've been using to supplement my testing for updating the wiki. It has pics of a bunch of hitboxes/hurtboxes. Sure not ALL frames but a ton of em.

    Sadly you can't d/l the prima guide free anymore.

    Yours doesn't have stuff like this?

    dKUyvGR.png
    The dead tree edition of the USFIV bible has plenty of details on hitboxes. Maybe not as much frame-by-frame breakdowns as would be nice but definitely enough to get an idea of where stuff is going to hit.
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  • Spirited_AwaySpirited_Away Joined: Posts: 513 ✭✭✭✭✭ OG
    Maybe it's just me but I've noticed that some characters can do their close heavy attacks from a little farther distance than previous versions for example E.Ryu and Akuma's cl.HP !?
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Maybe it's just me but I've noticed that some characters can do their close heavy attacks from a little farther distance than previous versions for example E.Ryu and Akuma's cl.HP !?

    Against some characters the distance appears farther than the game actually states it is, that could be what you're experiencing, There isn't any actual difference I can find from any other version,
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    New unlisted change I found
    1.04 - Juri - HK Fuhajin Release blockstun reduced by 2F. Frame advantage on block reduced from +6F to +4F
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited June 2015
    1.04 - Poison - Ultra 2 heart spawn location and way it floats away when attack whiffs was changed. Also the exact range of her U2 was increased from 0.649 to 0.91 (notes just say range was increased)

    CIu57bWUcAQhnjS.png
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    1.04 - Sakura - Level 2 and Level 3 EX Hadoken charge times were also reduced by 4F. Notes only mention level 1
    EX Hadoken
    ・ Reduced the recovery frames by 4, going from 48F to 44F.
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  • DelayedWakeUpDelayedWakeUp Realest Nigga Joined: Posts: 117
    edited December 2015
    @Eternal
    i know you read all my posts, ps you smell
    d3v wrote: »
    Well the primary goal when you engage in a footsies battle is to out space your opponent to create an error so you can punish in a way that allows you to continue to press the advantage. Common examples are whiff punish into knockdown for follow up pressure or mix up, whiff punish into super for high damage while also potentially getting pressure and or mix up afterwards as well.
    False.

    LOL
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