[media=youtube]N8oIZzbaXSw[/media]
Works on ryu ken akuma chun rufus guy cammy viper.
If they block in front it hits crossup , if they block crossup it hits in front.
Only way to block is to neutral then block crossup but u have 1 frame to do that so lets just say its not practicable.
Doesnt work in the corner for the moment but ill do some research later.
Cammy : back throw >far mp > jump lk or lp (can be ducked)
Ryu : back throw > forward~mk > jump lk or lp(can be ducked)
Ken : back throw > forward~mk > jump lk or lp(can be ducked)
Viper:back throw > forward~mk > jump lk or lp(can be ducked) , can lose to hp thunder knuckle reversal (depending on how u hit her u can have it get stuffed though)
Guy:back throw > forward~mk > jump lk or lp(can be ducked) , loses to reversal ex senpukyaku
Chun :back throw > forward~mk>jump lk or lp(can be ducked)
Rufus :same but couldnt find a way to link jump lk into cr lp or cr lk . So the old one with fierce is better.
Thanks for sharing it really. Other players would keep it secret but you always contribute to the community, with that said cammy is now even more scary lol
It works because blocking causes your character to enter a block animation which - in this case - shifts the hitboxes in a way you will be hit on the other side.
Thus, blocking in the “right” direction will open you up, except when you only start blocking at the frame of impact.
man in the days of sf2 the only way to scape the throw loops (i.e sim slide into noogie) is with a reversal, and the window for that is ONE frame, why blocking in one frame is that complicated?, damn ssf4 only shows that do something tight is just impossible? just saying