>>715123106Oh shit, I left off the "stuff I find" part of this post. I've made a couple in the past about how input buffers are less forgiving than the likes of KoF '98 which only necessitates you deviate by a single direction to throw off the game interpreting your button press after a motion as a special move (for instance Kyo doing qcf, b+C, qcf + C to buffer super without getting rekka, the back input throwing it off). That won't work here. It will however be thrown off if you move TWO directions apart from your initial motion and still store it, so you get this weird shit that's like cranking a gear shift doing 236 61+(crouching) button 236 super confirm. You can also do whole motions in between segments of a super input, so you can do shit like vanilla Kyo 63214D 623C 63214E to get standing D x DP x leader super. Speaking of half circles, they're pretty strict in this game, unless you're Ryo. Ryo likes saying HAOOHH
Luckily, for the attached clip, the jump-in makes it so you can just buffer one qcf into that then do 2C36E on landing.
>>715123583>challenge mode I like this mode a lot, and how unlocking relevant characters is tied to it. The one where you unlock Robert by essentially playing Rose ball with King and can't move so you have to use specials to negate or avoid her fireballs is really cool.