cd+3,2 never lost its bound. What's different is that it is back to being a launcher again. The first hit lifts the opponent off his feet then the second binds them.
Is SS1+2 still the same?
d/b+2 does not flip opponent in juggles no more? Does this mean if I do his wall splat throw d/b+2 will not make them re-splat?
Originally posted by 2PP
Is SS1+2 still the same?
d/b+2 does not flip opponent in juggles no more? Does this mean if I do his wall splat throw d/b+2 will not make them re-splat?
I think it'll still resplat. I don't think the flip property affects the float property of db+2
Originally posted by 2PP
Is SS1+2 still the same?
d/b+2 does not flip opponent in juggles no more? Does this mean if I do his wall splat throw d/b+2 will not make them re-splat?
ss1+2 is the same except that you don't get a free d1 after hitting them off axis or from behind.
db2 still flip aired opponents and can follow that up with b41 where b41 wiffs in BR.
Originally posted by tekkengaijin
Question. nobody seems to be using this juggle but can u still link f3+4, 4 (hold),ws 2,1, uf1+2, 1 on TT2?
That's a very dangerous combo. If the 4 is blocked, then all hits withing bob's recovery animation would be a counterhit, and that's a long window. But yes, it still works.
So anyone been using unlimited Bob? I'm curious. Is he good solo? What do the changes really mean? Any buffs/nerfs? What does "rigidity of the side guard" mean? (sad R2D2 voice....)
Originally posted by WeaponX
What's a good combo for db1+2? This doesn't put you in crouch anymore and ws21 is not fast enough to juggle after hitting them with db1+2.
db+1+2, ff+2~5 (TA)
ff+1+2 ff+2~5 (TA)
Most Bob users do this to get the most damage out of the launcher since immediately following it is a hard hitting move, after that with the TA and teammate coming in you could do another hard hitting move which flips opponents. Otgf with hei comes to mind, but you could actually do any tgf variations with any mishima then follow up the juggle with Bob.