Block
backdash
attempt a throw escape
TT (if you KNOW they’re gonna throw)
EX TT (If you predict an attack)
EX roll (hit invincible, but not throw invincible)
That’s all you need. Don’t use a regular roll on wakeup, you can get hit during the startup.
if they do a late cross-up jump you can also just forward dash, it looks really cool too for some reason, you can catch people unawares, plus you’ll be in range for a stepkick
When Abel c.jb’s a hurricane kick does he have enough time to dash under while the opponent flips back to reset? Could be interesting in terms of crossing up.
Of course rolling is always an option but the recovery off of that isn’t as quick I don’t think.
EDIT: Tested this out yesterday. You can do this anywhere on the screen. You have to wait until he’s right in your face otherwise you won’t be able to dash under.
when he means reset shenanigans he means doing resets and mixing them up like after a cr. fp you can do so many types of resets with it here a thread about abel’s resets http://forums.shoryuken.com/showthread.php?t=191730
Edit: Scratch the original question, checked the wiki. TT does stuff the opp throw attempts.
I would like some advice on when to use the TT properly, and what version works best when. I seem to use fierce a lot, but whiff it because I misjudge the distance. Any advice would help.
If you’re whiffing they’re either not in range, they’re jumping/invincible, or you’re trying to grab them out of hitstun/blockstun. That’s why off a jump-in I usually still throw in a cr.lp before I tick throw, because that makes the timing of the tick throw more consistent and I’ll never whiff if I link the TT.
For tick throws, if you want to be 100% consistent while not giving away free damage, use these rules on strength:
[LIST]
[]After 1 cr.lp/cr.lk, do HP
[]To grab people out of kara throws, use MP
[]To grab people out of normal throws, you can use HP. Versus characters with stupid good throw range like Chun, you might still want to use MP.
[]To grab people after 2 cr.lp/cr.lk, use LP
[*]After a step kick or a blocked focus, you can do cr.lk, cr.lk, cr.lp -> lp TT. This is basically the maximum range. I think you can do cr.lk x3 -> lp TT reliably off a jump-in, but I’m not sure.
[/LIST]
I’m messing around with Abel online (I never play Abel, ever) and match up vs a flowchart Ken. I block his wakeup super and try to answer with my own super. Ken’s in recovery and standing right next to me, but the grab fumbles. Wtf happened here?
ps: yes, I should’ve used that meter on a CoD FADC ultra setup or something