I also avoided Chun li's super by using Mist Step sometimes, but of course I canceled it into Rising Uppercut. I'll try that. It seems very funny
This won't have iCade support, just like Volt. If you're jailbroken, I think there is an app that enables iCade support for any game.
@Varo's replay I'm so surprised at the number of people who do ppp, Launch, ppp team super. Don't they realise how bad the damage on that is???
Have to say, the SF Volt thread is impressive compared to this - but then, i'm not surprised because personally i am sorely disappointed with this game. Bought it and barely played it. I doubt they'll release an update for this with new characters.
Exactly, the game needs more fixes, and Capcom is not going to solve problems releasing a huge update! It's more easy to release a completely new game SFXTK Volt, with more characters! It's more convenient to Capcom cause a user must pay again for the same game with more options like a dlc!
Remember that Cross Art removes recoverable health, so it's still useful even when it does low damage. But well, just an advice: using it after a single attack does 100% damage for the whole combo. For example, doing lvl 1 Charge Cancel for counterhit and using Kaz's Demon God Fist for crumple and then Cross Art is way better than doing cr.hp, Rising Uppercut, cr.mk, Cross Art. Only chars and gem system disappoint me. I think that the gameplay is really fun and original, and it's still very deep, but those stupid gems+damage scaling destroy it. I'm still not so sure about SFxTK Volt. They do lots of versions for each fighting game, but I don't think they will follow the same path on iOS. Volt added online features like online matches, tournaments, replay downloading/uploading system, etc. It was more than just an update for SFIV.
BTW Harle, if you also play this game, Hei is in grabbable state while using Raijin Stance. He "disappears" while using this move, so it's a bit strange.
Im pretty sure there are better ways to combo into cross art without just using 1 hit. EDIT: example: nina to chun-li, (nina) charged blonde bomb or ex, crough high punch , launcher, (chun-li) crouch high punch 2 hits, cross art is 599 damage without gems 900~950 with max gems EDIT #2: chun-li to nina, (chun-li) jump neutral kick, crouch high punch (2 hits), launcher, (nina) crouch high punch, cross art is 669 damage without gems 900~950 with max gems
You're right. Hwo/Paul cross art combos (no gems and 100% partner gauge): Flamingo, pk, Cross Art -> 502 Dynamite Heel, Cross Art -> 520 Air Raid, Flamingo, pk, Cross Art -> 572 Air Raid, Flamingo, pk, Dynamite Heel, Cross Art -> 627 (Corner only) Air Raid, Flamingo, pp, Hunting Hawk, Dynamite Heel, Cross Art -> 656
I doubt most folks play fighting games like we do here. PPP is simple, it looks cool, and it does a few hits. They don't even think about it in terms of damage, they just want to DO damage and look cool doing it. It IS too bad this game seems to have been mismanaged by Capcom. It's a fun game.
0 bars combo, max gems, chun-li nina Imagine this scenario is very possible, you knockout the opponents partner with nina launcher, (chun-li damage gem) charge level 1, dash cancel, jump neutral kick, crouch high punch (2 hits), launcher, (nina damage gem) crouch high punch, skull splitter, crouch high punch, skull splitter, bolde bomb 800-850 damage around without any bars.