haunts said:
Yeah I think that is how it essentially works so you wont see it all the time, but it could get lame to where every 3rd round of this game its just ending with neutral throw into charged saving strike into nasty super combo you know..
Also, with the tech rolling aspect, if that is indeed the only way to get out of it, what happens if you're in the corner? Cant tech roll out of the corner... so.. Back throw into corner, dash up, charge saving strike, boom... the end. :\
Actually now I think they have it where the revenge meter does reset every round which i guess isnt so bad, but anything unblockable I tend to worry about..
Another horrible situation to think about, you beat this guys ass, he is fully raged, nuetral throw, charged saving strike, nasty super combo.. bam.. all your hard work down the drain.. :lol
This is how Saving Attacks work right now.
SA has 3 different levels, and actually it seems like there is a Just Frame version that's unblockable, but only available when you absorb a hit. Remember that... ONE HIT. Any multi-hit attacks or target combos will knock you out of the SA. For the situation that haunts described (throw into corner, dash, charged SA)... that may work once or twice against some people... it ain't gonna work all the time, guaranteed. All I have to do is throw out an EX move if I have meter, or throw out certain special moves to nullify SA. Yes, some special moves can knock you out of SA even if they aren't the EX version. It seems (and I don't know cuz people haven't thoroughly tested it) that any special move where the attacker leaves their feet cannot be absorbed. This means a fireball is okay because Ryu/Ken/Chun don't leave their feet... but this means that Blanka's ball, Honda's headbutt, and dragon punch/flash kick cannot be absorbed. So yeah... you wanna throw me into a corner and do a charged SA? That's cool, cuz I'll just shoryu that shit outta there lol. But then again you could do a fake SA by letting go early, blocking the dragon punch and then charging SA again... mind games galore here yo.
Anyway, for SA you hold down MP+MK for however long you want... hold it for a little bit and you get level 1, half a second for lvl 2 and a full second for lvl 3. There seems to be an unblockable version that occurs when you absorb a hit and you release the buttons at the correct moment. Your character will flash when this happens.
SA doesn't reduce Revenge Gauge, so you can use it right from the beginning of the match. When you absorb a hit with SA, you still take damage but you aren't in hit stun... this damage is
recoverable over time, so theoretically you can SA every non EX-fireball (because EX projectiles are two-hits and SA is nullified) in a round, have a completely greyed-out bar that regenerates and still be in a good position for a comeback. Health regenerates at a healthy clip too, so it's not too slow. Oh yeah, and if you take a clean hit or block an attack that does chip damage, say goodbye to that regenerating health lol. The only time SA uses the revenge gauge is when you're doing a dash cancel...
Take this situation...
you do HP Dragon Punch with Ken but it's blocked or you think it'll be blocked, so you do MP+MK just before he leaves his feet to cancel the dragon punch and then dash forward or back. This is when your revenge gauge decreases. BTW, that Ken flowchart was really popular at a previous location test lol. Some fool was doing counterhit HP EX Dragon Punch to pop dudes into the air, Dash Cancel forward, EX hurricane kick for a nice combo. It took 3/4 of a meter to do all of that (EX x 2 takes 2/4, dash cancel takes 1/4) but it was flashy and really showed people what you can do when you got your game on here.
And if you're wondering... yes, you can stuff an SA with your own SA too. Something I saw at the last location test... Sagat player was using SA to counter jump in attacks, and then stunning people as they landed, then dashing forward into EX Tigger upper (lol tigger upper

), or into super. One dude adapted to this strat and did an empty jump-in as Sagat charged an SA, charged up his own SA, and countered it perfectly into an ultra. The next time this happened? Sagat saw the empty jump in and saw the other dude charging up his own SA, so he back dash canceled the SA to safety, putting everything back to square one again. Looooots of mind games here yo, and they're all pretty simple to execute.