HeartSeeker: Speed High - Delays High - Recovery Decent - Stun Average - Pressure High Basic Info: Omni Grab: Front: Keeps Close > Gives Back Back: Keeps Close > Quick Wake up Counter: Keeps Close > Gives Back Combos: PPPP: Fast basic punch combo. PPK: Very quick leap simular to BWN Cz move. Safe KKKK: Very fast kick combo with fence. Safe. KKC: Very basic launcher strong on range, Unsafe however. KP: No charge acts as a fast close range hit. KP(Charged): With charge it lunges far, great mobility and it can dodge moves. Cz: Fast and ranged hit. Juggle 1: KKC P P PPK Cz - Can give you back or placement Juggle 2: KKC P P KKKK Cz - Damage combo Reset Juggle (Wall) KP P P KP P P KP P P KP Stun/Recovery: Punch Combo > Quick > Low stun > Decent recovery P: Regular low stun single punch PP: Slightly High Stun - Regular Recovery PPP: Low Stun/Regular Recovery PPPP: Low Stun/Low Recovery > Can be punished PPK > High Travel Range > Safe if used with Range > Punishable from Close Kick Combo > Very Quick and Very Delayable > High angles K: Regular stun/Recovery > Can only recovery to block KK: Regular stun/Recovery > Can only recovery to block KKK: Regular stun/Recovery > Can only recovery to block KKKK: High stun/Recovery > High recovery but not to combo again. KKC: Low Stun/Recovery > Punishable KP: High delay/Charge > High Travel Range KP(Semi Charge) > I frames > More stun/Decent Recovery > Can block after > > High Travel Range KP(Full Charge) > I Frames > Guard breaker > High Travel Range Cz > Ground hit > Wide Range > Quick Hit (Surprised Clip)
Do you think da heartseeker considered met or acceptable of the old school 1v1? because some niga ima new gen cuz heartseeker da new gen they had to ban it. I love heartseeker because its really easy to play it. very super simple and easy win.