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Nice guide hax, however you have missed out comeback attacks and keeping momentum whilst coming back. I guess i'll cover them.

Comeback Attacks:

ah yes the mighty comeback opener, to all those who don't already know, it is when you jump backwards or sideways to avoid an opponents opener and then comeback when they have run out of momentum and are less dangerous. In a comeback opener, returning to your opponent can be just the same as any other comeback, all the methods already described by hax would make a decent base from which to form a punch or kick. However the methods described above do focus on propelling yourself towards the target with linear force, sometimes to gain to power you want for your opener something extra is needed.

Rotation is a great tool for adding some more venom to your comeback openers (i use all those jumpback helicopter kicks that I've seen in my time to testify this fact), it can also be used in regular comebacks but is not always certain or easy to pull off so generally it is more suited for your openers. The main thing to think about when using rotation is planning ahead, 9/10 times it's better if you begin rotating before the actual push off to comeback occurs, and rotating one way and then the other gives you a wider arc of rotation to build up speed.

attacking comebacks are simply just for openers, consider contracting elbows/knees midair to ready yourself for hitting the enemy on arrival, contracting these parts also will make you rotate faster in the air (the speedometer won't say so because you give yourself a small diameter but you will spin faster), and the joints will already be near enough ready to push off the ground if you need that extra boost to reach your opponent.



Momentum:

This is a big one, in a traditional wushu game of 500 frames t can be difficult to comeback in time - especially if your opponent is doing everything in their power to get away from you. So retaining momentum is very important. My tip would be to get into position to comeback and push off before you hit the ground. It's too easy to: let yourself fall, balance yourself, get into position, then comeback; but it's not very fast. Keep close to but not on the ground, the aim will be to keep close enough so that you can push off whenever needed but don't let yourself simply fall to the ground as so you don't have to stop to prevent yourself dqing. That said, sometimes you need to let yourself fall in order to get comeback, so you'll need to practice and gain the experience needed to judge each situation for yourself.


Replays

Below are 2 replays of me performing one of my comeback openers, the first shows the effectiveness of a comeback opener can have on other forms of openers, and the second displays most of the other things I have spoken about.

P.S: copy my opener and i shall not hesitate to leak out it's counters to the general public, I don't use it much anymore anyway - 4 turns is alot to remember for an opener.
Attached Files
1ballbuster.rpl (52.2 KB, 183 views)
1getover here.rpl (68.6 KB, 137 views)
Last edited by Nikelaos; Jun 24, 2009 at 06:46 PM.
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