The reset is possible because of the PPKK's recovery. The PPKK got a recovery boost because it's creator wanted the PPKK kG to connect.
It actually is. That and how much the attack moves you in the air which is why certain resets easier or only possible on declines or inclines like moon bridges etc.
Makes sense but here's something I wanna understand let's say u have a move in your scroll that brings the opponent high and has enough recovery to catch them like tkds pp but when u try to hit them again even with a wall the punch doesn't hit even if u see it connect
I dont think anybody fully understands the 3hit rule except for the devs or somebody who had it fully explained by a dev because certain things goof it like Blackout's 1st kick despite that things like Mystic Arts have resets that are still affected by it.
I think that it goes way back to when the game was in beta the old people on ogp said there was some kind of don combo that utilized pure physics to make the reset happen but got patched before release it also says Jin tekkyons reset used speed instead of physics (but how does speed alone make it happen) he also said the way Zin taekwondos reset work was by using the charge to cancel the delay of the pkk. The reason some scrolls can't reset are maybe because in the old days of the don combo things like a pp reset with tkd would be possible the devs saw this and patched making the reset dependent on how the scroll works im guessing by what the old site says there has to be q certain combination of things Which would be speed recovery and being able to lock the opponent and stun them in place mid air The reason some resets could only be done once is if they can't keep the requirements consistent while adding 2 punches for example after doing K kg on mystic arts reset will make it fail since it must be considered it's own hit because of the fact it's only a single kick which makes it applicable to the 3 hit rule
I think I know the reason behind mystic arts 3 hit rule maybe it's because The system doesn't count the The kg component And only sees it as K kg K kg which is 2 hits which means if u do it again that's 3 separate kicks and we've learned 3 kicks applies to the 3 hit rule so it's only K kg K kg kppppk
good tier list considering current meta. got any gameplay of akido though? really doubting its placement.
-It's combo launcher is punch based -It has no short combos because all combos are 4buttons -Doesn't have the best angling on many of it's inputs
Kingpin does have high damage, Yet its movement is horrible. Its angles with the movement is horrible. It has a incredible high damage potential with Launcher>Punch Junggle>Breaking Grab for Advance Nanmu>Cancle Nanmu to Start Launcher>Juggle>Ground Hit, But it is extremely hard to pull off. The scroll is too hard to use for what it can give. You will never feel like you have an A+ scroll fighting real A+ scrolls. Requires to much concentration for this type of game.
Indeed it does have sub par hit boxes and angling but it's one of the few scrolls that can end a match in 3 combos while it also has other extras like a reverse counter and a stun launcher protecting it's ground hit.