His uppercut has a very weird collision area. His sweep has slightly longer range than some and his ducking LK is quick and pointy, very good for escaping run jabs. His standing HK and RH are excellent anti air, his standing LK has somewhat less range than others. His LPs are good for run jabbing but as to what you can do when they release block is limited to his 3 hit kick combo. His HP can be used as anti air to set up the damage protection-free version of his infinite, but you have to commit to that HP connecting, and it's not so easy since it doesn't hit quite high enough for most characters.
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