I'm pretty sure they're comparable to Sagat's Tiger Knee, in that it all depends on distance. But either way, 1st hit on block is certainly safer than the 3rd hit on block though, although none are fully safe.
WTF? He seems like a real good guy. But like everything I read on the internet, I assume it's not true.
His last replay was uploaded yesterday. Some people in BN said that the rumour is false and that he's OK.
ThnX 4 thiz yall im juz gettin started. ThnX HarlequinRouge 4 ya qoute info by juz readin thru,reminds me of Newchallenger warriors
Yeah, you guys were right, a couple people just spoke with Javier and he's been in Mexico with no wifi this whole weekend. He didn't know people were saying anything about him. This rumor already had a LOT of us on Line convinced, because some of his teammates and his buddies were confirming it, and they even had false web reports about it. I don't know whether it was an actual mistake, or whether it was started as a prank, but if it's the second one, that shit is seriously ####ed up. False alarm everybody. This one's on me.
Yea this was found long ago. Good job finding it yourself. I didnt know it until someone told me it existed. I did find for viper (her best damage) corner Cr hp (ch), ex tk, cr.hp, ex hammer, sj, bk, ultra
Just when I thought that SFxTK was already buggy with black screen and off/off bugs... sigh... Anyway, GGs Kaboom. Laughed so hard with my failed SRK, FADC, Ultra at corner that I had to save that replay hahaha
Man my DJ can play rush down all those BN lame DJs are playing him wrong He's not suppose to do FB then kicks for chip! Mix them knee shot and jump MK for a front/back landing mix up and do standing jab for frame traps!
On Block First rekka is safe to all. Second rekka is not safe to fast startup moves. (Example, Ken srk) Last rekka is not safe. I know what you mean about the distance. When max distance i think second hit rekka recovers faster, but im not sure.
At the corner u can do srk FADC back and ultra This is useful coz if u land, free ultra... If not it still puts u safely on the good anti air distance, or even ex fireball into ultra range
Too bad that there's no way to store CH for next move in this game. I think I never performed one of those CH only combos online in Volt.
Capt I don't think 1st hit Rekka is ALWAYS safe, if u do it point blank (right next to opponent) they can still SRK it But I really wanna know the frames of them so I can set up counter hit, like how TenOnez plays his Fei
Now here's something SFxT doesn't have... Frame traps! You can't store CH but u can set it up. You can deliberately use certain normals to set up counter hit, if ur opponent tries to tech throw or press a normal. Example: Akuma can do jab, then walk throw, tricking ur opponent to press P the next time for tech. The second time u do jab, then standing K, u leave a small gap of time (frames) allowing ur opponent's jab to start but not enough to be active. And we all know if a move is beaten on start up, u get a counter hit watch how the pro hit their normals! In SFxT I don't think u can do this since all normal can cancel into each other... No frames gap
That is what I mean, on block they can still mash srk and u will be punished if the distance is wrong Edit: I just tested in lab that jab, jab xx Rekka (1 hit) is actually NOT safe on block and I have been using that all these times lol Loses to SRK and even well timed jabs
Storing CH is way better than that. By setting that trap for st.HK you only get a bit more damage for that combo. Nothing else changes. There's no way to start that Makoto combo I posted earlier by using frame traps or cool things like st.HK (2nd hit=CH), st.HK, etc. In SFxTK frame traps also exist. The fact that normals can't be canceled into other normals doesn't mean that you can't do jab pressure and then another normal. Throws are also waaaaay slower there. Of course you won't get a true blockstring with jabs, but it's something. Try Rolento. In SFxTK you don't need any of those things though. No one knows that Paul and Hugo can be punished between normals, that Nina can be punished after her first standing kick, that Mist Step avoids King's and Hei's st.LK, that Dragon Uppercut and Tatsu are armor breaking moves and so fuc**** on. There's no real competition in that game. I can be spamming chainsaw kicks after cr.LK all day without getting hit at all. Here in Volt is not only that competition is way better than in SFxTK, but also that lame players are somehow rewarded. Ken's SRK with almost no recovery... How can a move with invinc in first frames and high priority be that safe? And then those runaway spammers... That's why I like more SFxTK. Those kind of things are heavily punsihed there. There's no way a spammer could win in SFxTK when playing with a pro, and you can't FADC a SRK there. If it's blocked, you're done. But lag, no competition, almost no players, almost no chars, sending data, gems, that stupid partner gauge... I'm cursed with loving a dead game that sucks.
Agreed, I'm also able to punish a single rekka with Vega's crouching jabs, even against a Fei as precise as TenOnez'. It convinced me that the move had an opening when done too close. But it's such a short recovery that, if I'm just a few frames late, I get hit with whatever comes next. I don't know actual frame counts, but to me it feels like the first and second rekka have the same recovery time, and then obviously the third is much longer.