I just want to know if it jails.
I have this horrible sneaking suspicion they might have given him a non jailing single input two high move. Just to you know troll us or something.
Originally posted by Morninglord
I just want to know if it jails.
I have this horrible sneaking suspicion they might have given him a non jailing single input two high move. Just to you know troll us or something.
Are you using the confused smiley because you don't understand what I said, because you already know if it jails or just because it looks like an unhappy face and my thought is a horrible one?
I tested a number of things today. I was at the arcade for 22 hours. However, the machines were basically full up the whole time (2 machines made prolly $1000 in their first 24 hour period), and only got to test quickly for a couple matches yelling over to the other side of the machine for what to do.
ff+1+2 does appear to jail, though I didn't test in depth. Not sure if it's + or - on block.It basically serves as a whiff punish. They fly a little higher through the air, so you can hit them a bit away from the wall and still get a splat. TBH, I wasn't using this much today.
For silver tail I need to do more testing. Anyway, recover is better than it was. I'm not sure exactly what the recovery on block is now, but it's at least better than 16 in both normal and HMS cancel versions. ST~B block's Kaz WS+2. ST~3+4, [HMS]b+1+2 parries Kaz WS+2. Granted that's i16. Where it actually falls, 11-15, will make a big difference in it's usefulness. I still need to test frames on hit, too.
b+2,4,3 does not jail for the 3 even when the first two hit.
3,3 still jails at its fastest input.
Infinity kicks remain unchanged.
Have not found any JF's thus far.
Low parry, ff, 4,u+3, b+2 no longer works. Weakened low parry combo makes me a sad panda.
Performing a mist trap works in tag assault, but unfortunately it does not continue the tag assault (instead of the original character tagging in, it just stops with Lee in).
e.g.
Lee: d,d/b+4,5
Ogre: u/b+3~f,1, 3,2, d/b+1,5...
TA begins
Lee: 3~3:4...
TA stops with Lee still in.
Though I didn't test specifically, sway+4 did appear to be plus, now.
f+1+2 is safe on block. The 2,2 version is still -13
f+1+2,3 is too slow to connect from mist in combo.
fff+3,4 is safe on block. This is his best improvement IMO.
Overall I feel Lee is weaker in TTT2. He lost some of his combo juice and his carry is less special now that you can get good tag assault carries with many teams. The real place he loses a lot IMO is oki. I used to get so much of my damage out of oki. Now, in most situations you get max damage from tag assault. The time you'd mainly avoid this is when you would lose a lot of red life losing the oki off his [CH]2,2,3 hurts too, IMO. Basically, as far as I can see now, he's gained a little but lost more. T_T
Sorry if anything didn't make sense... I wrote this mostly after 24 hours with no sleep... and fellt asleep in my chair, then woke up and posted it.
IMO, there's no real reason to do WR+3 unless it's unpunishable. Perhaps if your red life is hurting and you can't spare a tag assault you can milk slightly more out of it or keep the bind for wall. Though, I suppose it also depends on your team. With tag assault I'm doing:
Lee: WR+3,4,5
Ogre: u/f+3,4,3+4
Lee: FF, b+2~f,N,b,N+2,3
... why I say "oki: is after WR+3,4 as a non,bound, or at least that late in a combo, they are at the very tip of your foot on d+4. However, frame-wise, they can stand-block the d+4. If they try rolling back or getting up late it floats.
Originally posted by Murakumo
f+1+2,3 is too slow to connect from mist in combo.
Which Mist combo? 1,2ms or b+2ms or perhaps both?
Originally posted by Murakumo
Oh yah, also, [CH]d+3,4, [HMS] qcb~d+4,N+4,(3),3 no longer works on bigs... they stay face down, now.
Maybe try it without HMS? (d+3, cc, d+4, etc.) If B is no longer an option, d+4,4,4,4 might still connect for some damage.
Also, this is just an idea, but experiment with different stages. Some pick-up juggles act differently on floor break and normal/infinite stages in BR. Perhaps it is the same in TTT2...
Oh...I forgot to ask, might be answered sooner though, any unique throws (apart from Bruce/lee which I've seen) that Lee can do with any specific partner?
Updated a few stuff for first post, cleared away the beta footage tests now..
Damn..Ogre's u/f+3,4,3,4 sounds nice.
EDIT: oopsie...there's a nicer thread for lee in TTT2 forums,...*hops*
AZ