Hmm - RCing is way out of my depth for a while. I’m still catching up after SF2 Turbo.
Never even seen that combo, MCTek - I’m pretty much the only one I ever see playing Kyo (makes it tricky to learn fast!). I’ll give it a go…
Here’s a question:
Is there (long term) milage in his punch chains? The main reason I started using him is for these - I always was a fan of Fei Long.
So, I’m generally getting in close and varying which chain I go for - mainly switching the time I do the overhead, or staggering long chains of them (punch, punch, wait, punch, wait, punch, punch, blah), learning the patterns of the opponent, and sticking in a super when I think they’ll go for me (I play C groove).
But - ultimately, will I need to abondon this? Or to put it another way, does the opponent have the edge in this kind of guessing game once the learning curve bottoms out a bit?
I have to admit, I don’t use his kick specials very much at all. Mainly I’m using his j.RH or his magic elbow to get in and then just trying to stay in their face.
Hmm - another question
I noticed that if you jump in and cancel s.FP into his punch chains, the second hit in the chain doesn’t combo anymore. This is right, yeah? it’s not just that the timing tightens up or anything? Obviously the enemy realises this quick since they hold block and find themselves blocking the last bit. Initially I’d super their counter, so now they block a little longer, and I start the guessing games from there.
What about poking? I seem to find myself using s.RH all the time. But still, I’m not finding much sucess in poking games. I’m thinking maybe I need a short jump to keep the pressure up…