you can combo after a regular air throw cant you? im pretty certain it has to be from a certain height though and i cant remember if i saw blue sparks when i tried it either. if you can that has to make it a lot more valuable than the grab bag.
The only advantage I can see is the ability to cancel a normal into the grab bag. If there’s an air normal that doesn’t have much hitstun but has too much recovery to throw afterwards it could be useful.
Devil horns would like a word with you. :smokin:
If it does work, I think it needs to be really, really low to the ground. At least I never managed to combo off her normal air throw at normal jump height. Most of the time, she falls off too late to follow up and they get a free roll.
I believe you can hit an elbow drop of an air throw.
If you’re high enough you can combo people’s elbow from the airthrow. Do that+assist should get you a full combo.
a very nice reset in the corner. Launch then j.LP>j.MP>j.MK
If you do delay the j.MK you can land and combo a s.HK into whatever.
if you dont delay it you can do a grab/c.lk mixup or just grab the opponent as soon as they land.
Also, c.mk jump Grab bag is a very nasty tick. I havent seen anyone get out of it yet.
One last thing, if you have Merry-Go-Rilla assist you can pushblock then call it and it’ll put them in the perfect distance for it everytime.
Say if you do a cr. mk, jump, regular air throw. Is that high enough for an elbow drop to combo to be followed by an assist or super?
Can you shortcut the 360 motion for her super? I can only seem to get it out a few times.
If you interrupt cerebellas super with an assist it can break the opponent out and cause them not to bounce, allowing for some free hits. Just watch what you use.
[media=youtube]2eBY-uZI8rc[/media]
Not that I know of. I think the trick is to do a proper 360 hitting all directions in order and press throw buttons quickly as you reach the starting direction. I play on circular gate so I got my work cut out for me. If you’re on square gate or pad you might need to grind on that motion more. Also if you start with a horizontal direction then go down first it makes your character less prone to jump as you get to the top semicircle.
Anyway, just found out today that the 360 grab super not only cancels run but also (some) of its followups. I only did it successfully with mk followup (thousand years of pain) and timing is pretty tight. Can’t really think of any particular use though. Run cancel into 360 super should give the same utility while being much easier to execute. If the headbutt can be cancelled, too I guess it can be used against people with very fast blocking reaction.
I had an idea for grab bag, but I’ll need to test it in matches to see if it’s useful. As an incoming mixup in the corner, jump to the edge calling double assist, then do grab bag. If they hit the grab bag first they have to tech, if double hits first they have to block, and training mode makes it look quite ambiguous. If the double assist could make a teched grab bag safe as well that would be a pretty nice mixup I think.
Headbutt is airborne so you cant super cancel it. Cancelling Run into either super or Lk~ Diamond Drop is awesome though coz you basically get an armored command grab.
So I can do stuff like LK/MK run into Diamond Drop? I will now abuse the HELL out of this.
Also what are you guys doing against Tech-Happy people?
You have to do run then LK (to stop) then immediately Diamond Drop.
Tech happy? Command throws cant be teched and I dont see why you would be regular throwing with Bella >___>
No I meant like after a QCB+LK/LP
after Merry-go-rilla o.O? as In wakeup tech?
Well you can OTG with c.lk into whatever after merry-go-rilla, if you’ve already used up your OTG and they tech usually I just walk a bit forward and see where they teched (back or forward) then Merry-go-rilla again. If they tech back they should be in perfect range for it, if they tech forward a dash cancelled into merry-go-rilla will catch them.
You can also neutral jump then d+MP low to the ground and its wide hitbox will cover both sides.
Are there better followups than titan knuckle when I land a diamond drop mid screen?
I think it’s better to do c.lp, c.mp, c.hp, qcf hp (to give you enough time to see if they pushblock), 360 super. They either throw out a hit and you soak it, or try to block and you connect. Anything else, and you’d see it before you input (If you got a sharp eye).
I don’t think it’s ever unblockable. I predicted someone was going to jump and inputted the grab, and they blocked it before they were over her head, at the very lowest point of the grab box I think.
qcf Super? Without meter, I don’t think so, by the time you can move, nothing she has will reach that far.
Some setups for landing the 360 super grabs:
whiff c.mp cancel into 360 from mid range -> the kara range is ridiculous. This is great after you scare your opponent from random LnL or other pokes in midrange. Then they block -> kara 360. Make sure your c.mp whiff though or your 360 will miss due to block stun.
Launcher into rapid-fire lp into ground s.lp x 2. If the s.lp gets blocked due to shitty execution hide your 360 in the second lp. If they didn’t push block or chicken block they’re pretty much fucked. Hell, even if the s.lp hits the hitstun is so short the 360 will still catch them almost immeidately after.
Diamond drop -> dash -> 360. If you time this right you’ll be at just the right range to grab. You can substitute 360 with Merry-go-rilla, too. If you’re not sure the range is right combine this with early whiff c.mp to trick your opponent into blocking and kara-grab.
Medium/heavy strength LnL -> cancel into 360. People usually get scared into blocking when they didn’t expect you to do LnL. So after doing a couple of say s.hp into light LnL change into heavy LnL instead and cancel into 360. Unless they’re very familiar with LnL timing they will get grabbed.
I can almost always land an ultimate showstopper after lock& load.
c.hp flying painwheel