This is actually a huge improvement in TTT2. While you can still get “randomed”, the crush system has been fixed (for lack of a better word). A good example is Lars’ u/f+3, used to be a trump card, now it’s properly vulnerable during early frames. This is actually true for many moves in TTT2. As you see the game progress, you’ll notice TTT2 is more about movement and out thinking your opponent than T6, which is a huge improvement. No more, “let me throw something out with high reward/low risk that crushes for days”, now it puts heavier emphasis on causing your opponent to whiff.
It comes down to space and a whole section on movement and ranges takes up an incredible amount of it.
Thanks for the tips. I know I am going to have a hard time because…
“Golden rule #1-
When in doubt, block high. Which means you’ll be blocking high most of the time. If you think you know what the opponent is going to do, do the solution for it. You don’t need to actually remember frames. You just remember how the move looks like, and what move deals with it.”
As a capcom fighter this is against everything I know lol.
#1: For the love of God don’t mash moves like you think you’re playing Ken. #2: Don’t jump. #3: Go to practice mode and stay there for at least 4 hours instead of going straight to online and picking hwoarang/eddy/christie/law/bob and resorting to #1. #4: Don’t fill my inbox with profanity and petty insult ridden messages when I destroy you.