Yes, they become instant overheads. Kid Buu has the lowest hop (and probably the best mobility in the game) so it could be used to very annoying effect with his long-ranged normals. Vegeta covers a lot of ground with his short hop B (the hitbox on that thing is unbelievable) and can actually set up a vortex of sorts after knockdown using short hop setups (becomes even scarier when he has access to his desperation move). Piccolo can instantly cancel his short hop into dive kick (It would appear that his dive kick has the best recovery out of all dive kicks in the game). You can actually cancel it even earlier than I was doing it at the session, so with practice, it can make him even more mobile than he already is. Vegitto's short hop covers a lot of ground, so you can set up jump ins after his qcb+A which is a really powerful projectile. So there are multiple applications for short hops in this game and it adds another welcome layer of depth. Short hops also allow you to avoid projectiles which is really cool. I don't think it applies to the larger projectiles, but the smaller projectiles can be avoided with relative ease. Another thing to note (which is unrelated to short hops but relevant for countering projectiles) is that the X move is typically used for negating small projectiles. The X moves seem to be punishable on block. On Mon, Feb 3, 2014 at 9:54 AM, Ashraf Barendse <ashraf.barendse@xxxxxxxxx>wrote: > And in other news, The Seattle Seahawks beat the Denver Broncos, 43-8, > to claim the 2013 Super Bowl in American Football. > > 43-8? That shit was free. > > I can see what you meant by KOF lite, SAP. if you double tap forward, > they do a short jump. I wish the game had extra training options, but > i'm assuming that those allow you to do instant overheads. > ========================================================================= > You are subscribed to the Cape Town Fighting Game Community mailing list. > > //www.freelists.org/list/cpt-fgc >