Rolling Kick and Super Punch can both be held for extra damage, and can be combo'd into each other. Personally, I go for Super Punch into Rolling Kick, as that seems to work better for going into Tenks's level 3. Also, if you use Tenks's Rolling Kick-H, it will be able to move around the screen to the player's control. Although it is an almost perfect way to secure safety on block, it usually isn't worth it for this since it takes a bar of meter.
Both moves medium varients, if used on the ground, will force Tenks into the air, meaning it does count as an overhead, so it can't be low blocked.
Rolling Kick and Super Punch can both be held for extra damage, and can be combo'd into each other. Personally, I go for Super Punch into Rolling Kick, as that seems to work better for going into Tenks's level 3. Also, if you use Tenks's Rolling Kick-H, it will be able to move around the screen to the player's control. Although it is an almost perfect way to secure safety on block, it usually isn't worth it for this since it takes a bar of meter.
Both moves medium varients, if used on the ground, will force Tenks into the air, meaning it does count as an overhead, so it can't be low blocked.
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