I only read the top of the the thread and ZAR's commandgrab post thing, so don't kill me if this is discussed elsewhere.
I'm picking up F-Koha for fun and profit. I have a few questions in case someone knows.
1. One of the more interesting things I'm noticing is that you can have a lot of your options covered at a given time. For example, it seems possible, with minimal risk, to toss a 236B as AA and supercancel on whiff to a 214C, Which will both cover you if you fell for an empty jump and, possibly, give you a little cancel that lets you combo more easily/less situationally from air CH (Or at least that looks like what TN is doing, I only glazed over the frame data in the wiki so I'm unsure if it actually saves you any recovery time, so maybe he's just covering his options) You can also throw a zoning 5[C] and, on whiff (That is, sometime before the projectile will necessarily arrive), cancel to a 236B in case they jump it. I've even gotten a pretty strong wall against a situation I was unsure of with 5[C]->236B->214C (Opponent ended up hitting the counter after getting past the other two). I'm wondering if there's a downside to this (Besides the meter cost, for 214C) or if it's less useful than I'm thinking it is. You know, that "Playing people who can't deal with it" syndrome.
2. Another thing I'm wondering is, how does superfreeze work with respect to projectiles in this game? Reason I ask is, in GG (Which I play more of), superfreeze allows projectiles to continue traveling while the game is frozen, which essentially means that you can set up situations where tossing a super to follow a projectile means that the opponent has to eat the projectile if they weren't blocking before the superfreeze happened, since the projectile travels while they can't move. Does that happen in some form in this game, such that I could, for example, sacrifice some meter to get a 5[C]+236C (or 2222C or whatever) trap going?
3. The frame data claims that the 214 counters start up in 0, 8, and 11 frames respectively. Is that the startup from activation (Someone hits your counter) to hit? Or is it the startup from input (You hit 214+Button) to activation (If they hit you, it'll counter)?
4. Is there a trick to getting multiple molotovs out in one jump? I see TN do a pressure game with like... Cactus + TK molotov, but he gets like 3 or 4 out and flies in different directions, and I assume it's the B molotov he's using, but I can't seem to get more than one in a single jump. Is it just a matter of getting a timing down and doing it right, or is there some special thing you have to do to accomplish that (Maybe a double-jump in between or something)