Notes: Sakura remains as combo centric as ever as her damage output from single moves is a little low. Learning how to combo into her EX Hurricane Kick is essential as the last hit sets the opponent up for your Ultra. Make sure to wait until the last moment to connect with her Haru Ranman Ultra.
Notes: Seth’s combos involve using his EX Tanden Engine vortex to suck people towards him, so make sure you buffer it to hit immediately after an attack. Tanden Typhoon is great for catching launched opponents as they fall which makes it a great fit for Seth as he has a ton of launch options.
Notes: The EX Tomahawk Buster into Condor Dive of Trial 24 is deceptively simple, just press all three punch buttons after the EX Buster and T. Hawk will dive out of the buster into the falling opponent.
Notes: Vega relies on the range of his claw for a lot of his combos, and like other charge characters, it’s important to constantly store a down or back charge depending. Vega’s Bloody High Claw, now hits on the way up, and you can control which direction it goes by pointing towards the wall you want him to bounce off of as soon as you’ve input the command. This will make trial 16 much easier.
Notes: When trying to do the motion for Zangief’s Super and Ultra it can be difficult to not have Zangief jump around. The easiest way to pull it off is to buffer the move into other techniques like dashing, while in the animation for another move like the lariat, or while recovering. It takes some practice, but remember that the game isn’t super strict about the two full 360s, one and a half will usually do the trick.
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