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Version A released today

Discussion in 'Arcade' started by raoul, Oct 17, 2006.

  1. ice-9

    ice-9 Well-Known Member

    Ah OK...that's not so bad I guess but basically nothing is sitll guaranteed. If the opponent escapes Tsukame [P]+[G] nothing is guaranteed. So now Goh has 5 options from Tsukame instead of 4 in the first round of inputs.
     
  2. Jerky

    Jerky Well-Known Member

    Well, think about when Wolf goes into catch - it's the same thing. Escape push and he gets nothing, but then again that's the guess...
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
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    Myke623
    [ QUOTE ]
    Jerky said:

    Well, think about when Wolf goes into catch - it's the same thing. Escape push and he gets nothing, but then again that's the guess...

    [/ QUOTE ]

    Escape ~ Push gives Wolf +20, so [4][P] is a guaranteed combo starter.
     
  4. Sithlord

    Sithlord Well-Known Member

    Hey Myke. Any chance we could compile the changes in Ver. A as we get them on the 1st post or even a seperate thread?? Update it as info comes in as well.

    good idea, yes? Thanks.
     
  5. Jerky

    Jerky Well-Known Member

    Myke, I worded that wrong sorry. I meant when push is escaped as in Jeff put in his example:

    [ QUOTE ]
    If the opponent escapes Tsukame P+G nothing is guaranteed.

    [/ QUOTE ]

    (no advantage) So referring to when Goh gets some guaranteed damage from his push - so does Wolf.
     
  6. Makatiel

    Makatiel Well-Known Member

    Some small Goh items:

    [3][K]+[G] [Counter]- [6][P]+[G] - sobers Shun by one dp
    Basara - opponent recovers more quickly so there's no possibility for a down punch anymore
    [4][3][P]+[K] sabaki change is what I thought - after a successful sabaki, you cannot throw (the opponent is in a weird stun that is unthrowable). Obviously clutch and [4][6][P] are still options.
     

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