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ph00tbag

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  1. Applejack looks to me like she's going to suffer from lasso doing light knockdown as opposed to heavy. She doesn't seem to get much frame advantage from it, considering the whole point is to expose her opponent to her mix-up.
  2. He does better when he can actually get in close, but that still doesn't solve the fundamental problem that he has major issues getting in close without having to commit to some predictable trajectory.
  3. From what I've heard, FRKZ is more or less unchanged. Seals are just harder to pick up now, and TK Astrals are more fun.
  4. I'm pretty sure the black and white was done later by the uploader. There's some kind of in-joke going around that Akigetsu does not play Tager, he plays God. In that video, the video pauses while some voice says "God is here." I'm pretty sure it also has to do with why the announcer keeps saying, "arigata ya!"
  5. I feel like Carl kept his extremely tight resets, which were his biggest strength to begin with. Losing max damage doesn't hurt the kid so bad because CS1 Carls were getting more damage off of resets anyway. Although I've seen a lot of Carls get bit in the ass by not having a lot of doll time. I think that will hurt more than damage nerfs in Carl's case.
  6. The way I see it, [h] j.D j.#C (j.#C) j.D is going to be a big part of Valk's approach and punishment game. Use it far enough away from opponents, and you have an option to block, because you're moving at wolf speed in human form, and falling. It's like a glide throw without the throw, meaning no CH state. And when you do that you have j.B and j.214B at your disposal, as well as just landing and going from there. He's going to require a lot of inputs to be used safely. But that doesn't make him bad.
  7. Owait. It's only unlimited Valk. I got my hopes up for nothing.
  8. Has anyone noticed yet that Valk can tech into wolf form by using D to tech? I've only been able to backwards air tech, but I haven't tried ground techs, rolls or quick standing.
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