PANDA
[12] Conqueror
oh ugh i meant the sweeping low that leads to a rolling combo followed by a kick and tail poke. I think its b/d+3 my tekken notations still very poor atm lol.
Anyway few things i want to say:
I agree with jaxel. The lag often isn't that much worse than SC but its the strict timing in juggles etc that seems to make it look worse. In SCIV since i played Algol there wasnt really much hard inputs or strict timing for anything.
In Tekken im playing Bob atm. His juggles arnt exactly hard but online so many things don't hit.
CH df2 d+2,3, 2, uf+1+2,1 B! dash df+1,b+1+2
Even on a 4 ill hit the d+2,3 that d2 will register but the 3 never will lol. Even if it does its hard to finish of the juggle. Then realising this ill try simplifying it maying doing two jabs instead of d23. Then the uf+1+2 comes out too late lol. I really miss the buffering in SCIV :(
vertical notations first. so its d/b+3. this move doesn't combo into ROC+1+2. however it does combo into d/f+4, 1+2...etc or d/f+1+2 B! ROC+1+2...etc
as for the Bob juggle you listed. its much more easier to connect the following from CH d/f2 and its only a 3 damage difference. 68 instead of 71 i think:
CH d/f2, b+4,1,B! ff+3, d+2,3, b+1+2
where-as online its very difficult to connect the u/f+1+2,1 bounder. However, I hit with this combo everytime. =D