Someone is rather hard to impress :v
Anyways, the reason why I recommend 3 turn openers are because I see lots of people using 2 turn kicks, and after their kick (usually at the end of the 2nd turn) they are in a vulnerable position. Not everyone, but many. With a 3 turn opener, you are ready to attack on the 3rd turn, when your opponent is in a bad position. Which is convenient
Btw, Maldiluna has really cool 3 turn moves, watch out for him if you want to get an idea of how effective it can be.
Btw Sunny, I tried editing your moves on the second turn onwards. Check them out.
I made your kick a bit faster and reach uke.
I couldn't edit your punch well so I kinda made it into a kick. It's not fast, but it will probably hit something.
I hope this helps at least a little
Thanks for mentioning me schecz <3
Btw, 2 turns moves < 3 turns moves, imo. Fights where both players impro or even use premade 3 turns starters are usually way cooler than those boring fights where both opponents dq in the 3rd turn cause they don't know what to do if they don't get a dm with their copycatted opener.
Wushu is not about jumping to the opponent as fast as possible, there are 1273 other mods for that. It requires more strategy, rushing kills the game, that's why the elite server mf have been changed to 650 and that's why when we make private wushu rooms we always play with 750+ mf.
But, if you use a 3 stage move, and your opponents 2 stage move has a huge reach like my boomkick, you are pretty much screwed. My kick can hit at 275 ed, so to dodge it, you would have to move hella back.
That wasn't what we were discussing :P
No one is arguing that. That's why you must never stick to one dogmatic way of doing your move and adjust your approach accordingly.
You can still do the same thing for both types. Its just that 3 turn moves are less reliable in ensuring your survival.