… or rather, how to get that old chicken-combo off consistently? (Novice Oro convert here, I stress)
Aside from getting a window for the cl.MP launcher (which I seem to find tricky enough as it is), I always seem to have trouble getting the timing right for consecutive launchers after landing from the first qcf+K.
I tend to find I’m constantly hitting the follow-up cl.MP too early, and so what comes out is the second cancelled-into qcf+K of the juggle, but not the crucial cl.MP hit that keeps 'em airborne.
Any tricks for getting the timing spot on so the second/final cl.MP always connects?
It galls me highly that what seems to be a key component of Oro’s game is eluding me… grr…
Also, am I right in thinking that specific match-ups require specific ‘strengths’ of K in your qcf+Ks to keep particulary characters airborne? Hugo, when not in a corner, for instance?
Thanks for any advice you can give, skilled Oro-ists!