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Options Selects - One Input, Multiple Possible Outputs

6/14/2012

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One of the things that new SF players take for granted is that an input will result in the same thing happening every time. This isn't an unreasonable assumption most of the time - if you input throw, you want to get a throw every time, and most of the time you will. However, occasionally there will be some ambiguity in how the game engine interprets inputs based on your interaction with opponents, and this can result in one input giving different results in different situations. Inputs that can give two different results based on in-game character interaction are known as option selects.

Let's examine some of the most common option selects in 3rd Strike, and what makes them useful:


Crouching throw tech - d. + LP + LK

Earlier, I mentioned ambiguity in how the game interprets certain inputs; one such example includes the throw input while crouching. The 3rd Strike engine doesn't allow you to throw someone else while crouching - try inputting d. + LP + LK to verify this if you like. However, it does allow you to throw tech while crouching, with the exact same input. There, the d. + LP + LK input has two different results based on what your opponent does:

Opponent tries to throw you: you get a throw tech.
Opponent doesn't try to throw you: you get a cr. LP. This is because LP has priority over LK if both buttons are pressed and throw can't come out for reasons like the one listed above, that you can't throw while crouching.

It should immediately because obvious why this is a useful option select - instead of potentially whiffing a throw in the second scenario, which is often what your opponent is trying to bait you into doing for an easy punish, you get a fast low poke that can interrupt your opponent's rushdown. Instead of just covering a throw tech with a standing throw, you also cover other options like tick throws, hesitation moves, etc. This is why crouching when going for a defensive throw tech is often recommended.

Of course, there are still vulnerabilities to this option select - no offensive or defensive option is ever foolproof. If you use this too frequently, your opponent can simply bait it and parry the low jab or space themselves in a manner that allows them to punish it with a move that outranges your low jab. You can always mix things up by throwing in regular standing throws, which will punish parry fishing, or simply jump to escape throws and many other offensive pressure chains. The key, as always, is to avoid falling into easily identifiable or punishable patterns.


SGGK - high/low parry, followed immediately by kara-throw

Another ambiguous situation arises when parries are combined with kara-throws. Typically, kara-throws involve cancelling a normal into a throw so quickly that the initial move doesn't connect. However, after a successful parry, the 3S engine only considers the next valid input to determine what comes out. In the case of a kara-throw, the next valid input is the move with which the throw was kara-canceled, so instead of getting a kara-throw you get the move with which you kara-canceled it.

By far the most well-known example occurs with Chun-Li's kara-throw with close st. HK. Ordinarily, one would use far st. MK to kara-throw, as it gives considerably more range. However, after a successful parry, close st. HK is a far more useful move than st. MK, as it can be comboed into SA II. Therefore, the idea with st. HK xx LP + LK is as follows:

No successful parry: Kara-throw comes out.
Successful parry: close st. HK comes out, which is comboed into SA II if you have meter.

Again, this puts your opponent in a difficult position - going for a throw tech is risky because she can simply step out of range and do a standard SA II combo, but throwing out fast low pokes like cr. LP or cr. MK is also risky because she can parry into st. HK with SGGK. Incidentally, this is an excellent counter to the previous option select, since both possible results are either neutral (throw tech) or in Chun-Li's favor (parry low jab, st HK xx SA II).

Below is an example of the SGGK option select in action (occurs at 0:39, 1:57, and 3:30):

D.E.D - meter based option select

Thus far the option select discussed are possible due to ambiguity in how the game interprets your inputs - a kara-throw not being interpreted as such, for example. However, there are also option selects that don't rely on quirks of the 3S engine, just on basic mechanics such as how meter works, and the fact that you get more meter for a move that connects than one that is blocked. This option select only works if don't have a full meter yet, but are reasonably close (~70-90% depending on the normal used for the option select, and the size of the meter).

To explain the D.E.D option select, I'll use a hypothetical situation and some made-up numbers. Say you're playing Chun-li, and you're currently at 85% meter. A blocked b. + HP gives ~10% meter, whereas a b. + HP that connects gives ~20% meter. (These numbers are probably not accurate, but bear with me). What happens if you do back fierce into super without confirming in this situation?

Back fierce is blocked: You're at 95% meter when you attempt to super, so nothing happens. All you get is a blocked b. + HP.
Back fierce whiffs/gets parried: You're at 85% meter when you attempt to super, same as where you started, so nothing else happens.
Back fierce hits: You're at 105% meter when you attempt to super, so the super comes out, and it combos because b. + HP connected.

The end result in this situation is that super only comes out if back fierce actually connects, so there's no need to confirm it in the first place. You can just bang it out without confirming and be perfectly safe in doing so. This is a particularly nice option select because there's no real down side to it - you might get parried, but then it's not any worse than just having a normal parried in any other situation, at least you don't waste a meter in the process.

Now, although it's nice to just be able to do something like back fierce xx super without confirming, you could always just confirm it too, so that's not where the real value lies. The reason this is so good is because you can use it to do combos that would normally be unverifiable, like cr. LK xx SA III or close st. HP xx SA III, both with Ken. Ordinarily close st. HP is an unverifiable normal, and you'd need two cr. LK's to confirm the combo into super, but if you're paying close attention to your meter, then you can just throw these out safely. You gain range on both of these D.E.D option selects since you'd need to be closer to combo two cr. LKs than just one, and to do the MP, HP target combo instead of just HP.

Here is an example of D.E.D in action. Ken does the normally unverifiable cr. LK xx SA III combo by taking advantage of D.E.D (occurs at 24:56): 


Option selects are crucial to becoming a better, more consistent player, and mastering them will help you out in every aspect of your game.
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Best/Viable Super Arts With Each Character

6/12/2012

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Another fairly simple post, this one is intended to identify the most commonly used supers, and separate them from the ones that aren't used in competitive play very frequently. Below is a table containing what I think most high level players would consider the "viable" supers with each character. For many characters, there is 1 super that is clearly the best; however, some characters have 2-3 that are used frequently enough to warrant mentioning, and this is reflected in the table. I did arrange in the supers in my personal order of preference - I would generally use "1st Choice S.A." more frequently than "2nd Choice S.A.". However, whenever there are 2 or 3 viable supers, the choice of super is usually determined by matchup-specific considerations, so it's not always a good idea to pick the "1st choice" super. If a super art isn't in the table, it's generally not considered viable in competitive play.

Below the table, there is a short description of why each super in the game is either considered viable or not. Green text means the super is listed in the table below as viable, red text means it's not.

Character
1st Choice Super Art
2nd Choice Super Art
3rd Choice Super Art
Akuma
SA I
(Messatsu Gouhadou)
Alex
SA II
(Boomerang Raid)
Chun-Li
SA II
(Houyouku-Sen)
Dudley
SA III
(Corkscrew Blow)
SA I
(Rocket Uppercut)
Elena
SA II
(Brave Dance)
Hugo
SA I
(Gigas Breaker)
SA III
(Hammer Frenzy)
Ibuki
SA I
(Kasumi-Suzaku)
SA III
(Yami-Shigure)
Ken
SA III
(Shippu-Jinrai-Kyaku)
Makoto
SA I
(Seichusen-Godanzuki)
SA II
(Abare-Tosanami)
Necro
SA III
(Electric Snake)
SA I
(Magnetic Storm)
Oro
SA III
(Tengu-Stone)
SA II
(Yagyou-Dama)
Q
SA I
(Critical Combo Attack)
SA II
(Deadly Double Combination)
Remy
SA II
(Supreme Rising Rage Flash)
SA I
(Light of Virtue)
Ryu
SA III
(Denjin-Hadou-Ken)
SA I
(Shinkuu-Hadou-Ken)
SA II
(Shin-Shoryu-ken)
Sean
SA I
(Hadou Burst)
SA II
(Shoryu Cannon)
SA III
(Hyper Tornado)
Twelve
SA I
(X.N.D.L)
SA III
(X.C.O.P.Y)
Urien
SA III
(Aegis Reflector)
Yang
SA II
(Tenshin-Senkyutai)
SA III
(Seiei-Enbu)
Yun
SA III
(Genei-Jin)

Akuma

SA I (Messatsu Gouhadou): Lacks a little bit in damage compared to his other supers, but makes up for it by being superior in virtually every other aspect - excellent anti-air, easier to combo into, great chip, safer if blocked. One of the most versatile supers in the game.
SA II (Messatsu Goushoryu): Better damage than SAI, but harder to combo into, and isn't as versatile in terms of chip, anti-air, etc.
SA III (Messatsu Gourasen): Looks cool, but even harder to combo into that SA II, absurdly unsafe if blocked, virtually no chip potential (can be parried after the super flash), and can easily be parried out of if used as an anti-air. Never ever pick this super.

Alex

SA I (Hyper Bomb): Big damage potential, but almost impossible to combo into, low EX compared to SA II, and can be jumped out of after the super flash (unlike Hugo Gigas Breaker).
SA II (Boomerang Raid): Reasonably easy to combo into, good damage, 2 meters = lots of EX slashes/shoulders.
SA III (Stun Gun Headbutt): One small meter = virtually no EX, more or less impossible to combo into, and easy to jump out of or anti-air. Bad super art.

Chun-Li

SA I (Kikou-Shou): Actually a good super - decent damage, easy to combo into, good anti-air, 1 frame startup allows it to punish things not even Ken SA III can. Only reason this super doesn't get picked is because SA II is an overpowered piece of hooey.
SA II (Houyouku-Sen): Absurdly strong super art. Tons of damage, piss easy to combo into, TWO @()$*@($*(@$ STOCKS (why Capcom? why?), long travel distance + invincibility allows her to punish whiffed normals and projectiles with ease, could go on forever.
SA III (Tensei-Ranka): As bad as Houyouku-Sen is good. Awful damage, terrible range makes it very difficult to combo into. One of the worst supers in the game.

Dudley

SA I (Rocket Uppercut): Good damage, and 2 medium-long meters give you freedom for EX moves as needed. Only drawback is it's not as easy to combo into as Corkscrew Blow.
SA II (Rolling Thunder): Good damage and combo-ability, but one stock limits your EX MGBs/uppercuts/etc. severely, and Dudley is one of the most EX dependent characters in the game. The other two supers are better.
SA III (Corkscrew Blow): Very easy to combo into, fast startup, good chip, 3 stocks allows you to EX at will. Damage is a little low compared to Rocket Uppercut, but 3 stocks makes up for that.

Elena

SA I (Spinning Beat): 3 stocks gives lots of EX, but the damage is somewhat lackluster. Not bad, but Brave Dance is better.
SA II (Brave Dance): Good damage, good EX meter, not easy to combo into but not impossible either. Sort of like a balanced Chun-li SA II.
SA III (Healing): Unique super, it's possible to get the full effect off of a mid screen throw, which is nice. It is only 1 long meter though, which limits EX usage, plus you can't use it to full effect while you're above 70% health. Just go with Brave Dance.

Hugo

SA I (Gigas Breaker): Tons of damage, 1 frame startup with good startup invincibility, the threat of getting hit by this will force your opponent to play very defensively and a little more predictably (jumping a lot to avoid it, for example). The 720 motion is painful to accomplish straight up, but there are tricks to make it easier to land.
SA II (Megaton Press): Does good damage, and 2 stocks is nice, but it's virtually impossible to combo into outside of the wall slam. Not bad as an anti-air either, but it doesn't have invincibility and he can get hit out of it.
SA III (Hammer Frenzy): Very solid, consistent super that's easy to combo into and does good damage. Has the best okizeme follow-ups since it doesn't send them flying across the screen either.

Ibuki

SA I (Kasumi-Suzaku): 3 stocks gives lots of EX for kunais and spin kicks, and it does good chip and is relatively safe even on block. Learning to tiger knee for an instant super art will allow you to land it more frequently (i.e. with a throw bait setup, for example).
SA II (Yoroi-Doushi): The throw version at point blank isn't bad, but the meter is very long and is only one stock. The longer range projectile version just sucks, does terrible damage and can't really be combo'ed into.
SA III (Yami-Shigure): Easy to land since only one of the kunais needs to connect for the super art to go off, does decent damage considering the short meter, and great stun. Only drawback is the lack of EX. due to a single short meter.

Ken

SA I (Shoryu-Reppa): Good EX, but it only does a negligible amount more damage than SA III despite the considerably longer meter. Also not as easy to combo due to the limited horizontal range of the initial shoryuken.
SA II (Shinryu-ken): Good anti-air since you can mix up the button mash timing to mess up their parries, but awful range makes it very difficult to combo. One meter also limits your EX usage, which is important for Ken.
SA III (Shippu-Jinrai-Kyaku): 3 stocks = lots of EX, lightning fast 2 frame startup allows him to push lots of otherwise fairly safe normals on block, easy to combo into, decent damage. Great all-around super.

Makoto

SA I (Seichusen-Godanzuki): Very hard hitting super, very easy to combo into, good stun. Very consistent super that will force your opponent to be stuck between two painful choices (karakusa and a combo ending in super) when you have meter.
SA II (Abare-Tosanami): I'm not personally too fond of this super, but it has perhaps the greatest 100-0 and comeback potential of any super in the game. With the standard followup this super art does a TON of stun (~80% on shotos), and there are lots of tricks with resets that allow you to go even further. Only problem is how limited the setups for landing it are - have to land a karakusa on your half of the screen - and how well you can do this determines the super's effectiveness.
SA III (Tanden-Renki): Another very unique super, it's unfortunately too risky at higher level play to be viable. The big damage off of standard combos is fun, but losing the ability to block means you'll be at a huge disadvantage when knocked down, and will have to guess a lot against characters with shoryukens or other ways to get out of your rushdown strings.

Necro

SA I (Magnetic Storm): Big damage, fairly easy to combo into. I prefer SA III, but this is sometimes seen in competitive play. Most commonly used against low stamina characters.
SA II (Slam Dance): Grab super that does good damage, but is hard to land since Necro is all about long range poke and aerial harassment. Stick with SA I or SA III.
SA III (Electric Snake): Decent damage, great stun, easy to combo into. Very consistent, this combined with another standard combo can easily result in a stun thanks to the high stun of his normals and basic combos.

Oro

SA I (Kishin-Riki): The active duration version isn't very good, since you have to telegraph the augmented state by glowing, which will just put your opponents on guard to avoid getting thrown. The PPP version isn't very good either, since it's almost impossible to combo into, and easy to jump out of.
SA II (Yagyou-Dama): Primarily used for unblockable setups where you knock them down at the end of chicken combo, then cross them up for the unblockable. With 3 stocks, you can repeatedly do this unblockable and easily 100-0 some characters. It is character specific though.
SA III (Tengu-Stone): If Brave Dance is akin to a balanced Houyouku-Sen, this is analogous to a balanced Genei-Jin. The shorter duration version allows for huge juggle damage since you don't add to your juggle meter while it's active, and the longer duration allows for excellent chip after a knockdown. The junk that floats around you can stop certain projectiles and normals as well. The long meter is what keeps the super art balanced.

Q

SA I (Critical Combo Attack): Easy to combo into, good range and damage, 2 stocks can allow you to put out some serious damage quickly. Lacks okizeme pressure since it launches them across the screen, but gives you time for a free taunt. Has the added bonus of not forcing your opponent's character to stand up like a lot of supers do, so this really hurts if they're crouching.
SA II (Deadly Double Combination): Huge damage, pretty easy to combo into, and actually has follow-ups unlike SA I. Most commonly used against low stamina characters.
SA III (Total Destruction): Total crap. Almost impossible to combo into, and you have to telegraph it by glowing for the duration, so they'll just run away and wait it out. Never, ever use this super.

Remy

SA I (Light of Virtue): Decent in almost every aspect - damage, chip, comboability, etc. It's also much safer if blocked than SA II, and occasionally sees use in competitive play. On the whole though, I consider this a borderline super art, and would strongly recommend SA II over it.
SA II (Supreme Rising Rage Flash): Good damage, tons of EX (very useful for Remy), easy to combo into. Not as safe as SA I, but I think the other advantages more than make up for that.
SA III (Blue Nocturne): Cannot be comboed into in any situation, completely relies on guessing your opponent's moves to accomplish anything. Doesn't even do full damage if used as an anti-air. Basically a worse version of Dudley's Cross Counter turned into a super, it's complete rubbish.

Ryu

SA I (Shinkuu-Hadou-Ken): Primary draw is the tons of EX it gives, great for EX fireball spamming. The super itself isn't bad either, does decent damage and isn't too hard to combo. Very safe, consistent super.
SA II (Shin-Shoryu-Ken): Everyone who's seen this super knows what it's capable of - massive damage that can turn the tide in one shot, which forces your opponents to play defensively. Unfortunately the short range makes it hard to verifiably combo, and it's very easy to punish if blocked. Viable, but probably the worst out of the 3.
SA III (Denjin-Hadou-Ken): Probably the most popular of the 3, the fact that this can't be blocked makes it very difficult to deal with if set up properly. Fireball --> SA III after a knockdown can force them to red parry to get out, and the massive stun it does can set up easy dizzies and follow-up combos afterwards. Downside is that this can be parried or jumped out of, so it's somewhat inconsistent compared to the other two options.

Sean

SA I (Hadou Burst): Pretty much just a fireball on crack, it does decent damage, is easy to combo, and can be repeatedly used with 3 stocks. Another safe, consistent super.
SA II (Shoryu Cannon): Bigger damage than SA I, at the expensive of being harder to combo into due to its shorter range. Has the most invulnerability frames on startup of any super in the game, so something like parry --> SA II will beat parry baits virtually 100% of the time.
SA III (Hyper Tornado): Big damage on a single long meter, this is viable since Sean's damage output more or less sucks without meter, so doing a ton of damage in one shot is ideal. However, it's also the least recommended single the long meter takes lots of time to build (during which he sucks), and limits your EX usage.

Twelve

SA I (X.N.D.L): Twelve's most consistent super, it does decent damage, has 2 stocks for good EX, and isn't too hard to combo into. It also does good chip and is hard to parry out of.
SA II (X.F.L.A.T): Looks cool, but has only one way to combo into, which is hard to pull off. The startup is too slow for punishing whiffed moves or anything of the sort.
SA III (X.C.O.P.Y): Really only useful because it turns you into a copy of your opponent's character, and it's a safe bet that your opponent's character is more useful than Twelve, even without meter. You do gain their stamina modifier permanently (I think - definitely for the duration of the super, I might be mistaken after it ends), which can help compensate for his bad stamina. He takes double damage during the recovery animation of X.C.O.P.Y, so you'd better be sure you can finish them off before it happens.

Urien

SA I (Tyrant Slaughter): Actually not a bad super, it does good damage and is fairly easy to combo into. Aegis Reflector just happens to be a lot better.
SA II (Temporal Thunder): Also an ok super, it does less damage than SA I, but more stun. Both of these supers just pale in comparison to Aegis Reflector, though.
SA III (Aegis Reflector): Great super, this is what Urien is all about. Mid-screen you can use this to set up unblockables, either off of throw or his bread and butter launcher combo. In the corner this keeps them locked down long enough for 2 high/low mixups, which can lead into further Aegis Reflectors if they guess wrong. There's also character specific unblockables in the corner as well. Great super art.

Yang

SA I (Raishin-Mahakken): Big damage, but one stock really hurts his EX usage, which he needs for EX slashes. Can be parried after the super flash, so it's not very useful for chipping out or wakeup.
SA II (Tenshin-Senkyutai): Primarily used for the 2 long meters, which allows you to do EX slashes at will. The super itself is ok, but rarely used aside from finishing off opponents or going under projectiles.
SA III (Seiei-Enbu): Creates shadows which imitate your moves with a delay, turning your unsafe moves into safe ones, and allowing for very long combos involving chaining slashes. Doesn't do all that much damage due to scaling, but does offer great chip and is on a very short meter, so you'll have it up frequently. Doesn't give you much freedom for EX slashes, though.

Yun

SA I (You-hou): Ok super, does good damage and has follow-ups, but SA II does similar damage with 3 short stocks, and Genei-Jin is just a broken piece of poo.
SA II (Sourai-Rengeki): Solid, balanced super in almost every respect - 3 short stocks for lots of EX, good damage, easy to combo into. Unfortunately, solid and balanced don't count for much when you have Genei-Jin available to you. I have occasionally seen Mester use this in competitive play, presumably just for fun.
SA III (Genei-Jin): Hands down the best super art in the game, this single handedly turns Yun into a one man killing machine. Virtually all of his moves gain absurd stats - reduced startup and recovery, increased priority, better juggling ability, you name it. He can easily get 40-50% on shotos if he combos into it, and 20-25% if initially blocked. On top of all of this, it's a very short meter, and you can replenish almost 1/3 of it with juggle hits after the super art runs out. Much like Houyouku-Sen, this just renders all of the other supers worthless by comparison.
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List of Top Players With Each Character

6/5/2012

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This post will be fairly short, as it doesn't concern mechanics or character specific tactics. For players who have the basics down and are trying to learn more advanced tactics, it often helps to know which players are considered to be elite with each character, as they can go find footage of these players and see what high level play with those characters looks like - mixups, spacing, etc.

In the table below, I've provided 1-3 players who are widely considered to be among the best at their respective characters. Some notes about this table:

  1. This is no way intended to be a comprehensive list. Just with Yun alone, there are at least 7-8 famous, world-class players - K.O., Mester, Ochibi, Nitto, Yakkun, Boss, Momochi, Matsuda, etc...and that's just with a few seconds of thought. All of them are worth watching, I just don't want the list to get unwieldy or out of hand.
  2. The players aren't arranged in any particular order either - "Player #1" isn't necessarily stronger than "Player #2", they're totally randomly arranged. This isn't a "top 3" list either - there may be other players with that character who others would consider stronger or more worthwhile watching.
  3. The list is somewhat biased towards players who are active today, since it will most likely be easier to find footage of such players, both at present and in the future. There are still some older "retired" players on the list though, either because very few people play that character at an exceptional level, or because they were sufficiently well-known during their active period to be worth mentioning now.
  4. This is list also biased towards characters that players used competitively today - for example K.O. has a very famous Yun and used to use him in competitive play very frequently until 2005/2006, but nowadays he mostly plays Yang, so I put him down for Yang and put down other players for Yun. Same goes for other famous older character/player combos like Boss/Yang, Tokido/Urien, etc. Of course, if you see a video with K.O. Yun or Boss Yang it's a safe bet that it's worth watching anyways.
  5. If in doubt, Kuroda is a safe bet for virtually any character. He released DVDs of himself playing every character, so if you can find footage from them or get a hold of them, then they're pretty much guaranteed to be worth it. I didn't list Kuroda aside from Q because I didn't want this list to just be peppered with his name on the majority of the characters.
  6. For the characters with only 1 player listed (Remy, Twelve), there is 1 player who outdistances the rest of the competition by such an enormous margin. In addition, they're both low-tier, fairly underplayed characters, and I don't know who else to put (I'm happy to take suggestions). I didn't include Sean because there are no notable Sean players AFAIK. He's pretty much a shittier version of the other shotos in every respect, so you could just go watch a good Ryu or Ken player and have a pretty good handle on how to play Sean as well.

Character
Player #1
Player #2
Player #3
Akuma
Yuki Otoko
Match
Uraken
Alex
Genki
KSK
Zangoef
Chun-Li
MOV
Nuki
Rikimaru
Dudley
Kokujin
Fujiwara
Aiku
Elena
Teppei
K.O.
Hugo
Hayao
YSB
Ibuki
Aruka
Xiao
Higa
Ken
Deshiken
Nuki
Chinta
Makoto
J
Boss
Haitani
Necro
Sugiyama
PinoAB7
Oro
Dirty ♪
Thanatos
Hirochan
Q
Kuroda
TM
Remy
Pierrot
Ryu
Ruu
Vanao
Namijin
Twelve
Yamazaki
Urien
RX
Ushi!?
Pierre
Yang
K.O.
Roshihikari
Tokura
Yun
Nitto
Ochibi
Mester

Also, a tip for beginners watching videos of these players in the hopes of getting better: don't get hung up on the flashy stuff. Yes, it's really cool when MOV breaks out some insane lightning legs setup, or Hayao does a standing Gigas, but these things are only a tiny part of the reason these players win so frequently. Focus on more fundamental things like spacing, rushdown mixups, defense/okizeme, etc. You can spend all week trying to master a true kara/Jiro demon, but you'll just get stomped before you even reach 2 meters if your fundamentals aren't solid, and a demon by itself only does ~40% damage, so it won't win you a round or a match single handedly. Same goes for kara palms, double-fukiage 100% stuns (although these do win games single-handedly), and other flashy, tricky stuff in the same vein.

Happy viewing!
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    Author

    My name is Arindam; many in the 3S community know me as Al. I've been playing this game since 2006, primarily through the Austin and Chicago 3S communities.

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