|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Hecko Xtalk - blog - anime rants 11:53, 27 May 2008 (UTC)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Not to my knowledge. Assuming that after a launch, you do not juggle, and the the opponent therefore drops down right in front of you (the closest s/he can get), one of the following things will happen:
- Opponent tech rolls = Dragon Uppercut whiffs and you're at a disadvantage
- Opponent does a spring forward (and you guessed that s/he would do that AND got the exact timing right) = Opponent gets hit
- Opponent does a spring forward (and you didn't guess that s/he would do that OR got the exact timing right) = You get hit while in the air and opponent gets a free juggle
- Opponent does a quick backroll (and you guessed that s/he would do that AND got the exact timing right) = Opponent gets hit
- Opponent does a quick backroll (and you didn't guess that s/he would do that OR got the exact timing right) = Opponent gets away and you do no extra damage. I can't lightdash or even wavedash, so it might be possible to "catch up to them", but by then, I believe that the opponent has enough time to get up and simply block.
- Opponent stays down = Attack whiffs and opponent gets a free getup kick while you're in the are.
- You wait and see what the opponent tries to do, before attacking = no dice, attack is too slow and will either whiff, get blocked, or even punished.
As you can see, the only two times it actually connects is if the attacker is lucky as hell and guesses correctly (assuming the opponent isn't a complete idiot and does a forward roll) and in all other cases, you're more or less screwed with the opponent having a free attack or even a free juggle. So why chance a possible hit, when you have a launced opponent that you can juggle for guaranteed damage and without risk to yourself?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|