I thought I ran across how many frames low grabs were, but I can’t find it. And against 11G, I’m guessing it’d be more a case of you whiffing the grab due to range than some built-in OS catering to avoiding reg grabs and mids. Though this could be the case. Someone should test it.
About naked low grabs, they’re going to be kind of difficult to get off unless you can cleanly place them at the right time. Knowing opponent patterns and tendencies. Unless you’ve conditioned someone, they move too much or attack. Unless against certain types of idiots, you’re not going to have someone neutral crouching in your face just to give you an opportunity to say, “Hey let me grab you.” I mostly use low grabs to punish sweeps or off 9P on hit, but I throw them out naked sometimes if I’ve got a decent read on opponent tendencies or there’s someone who is traumatized by Taka grabs that they duck in certain situations, never concerned with also getting hit by mids or low throws. But most people don’t just crouch, they’ll 2P. You’d have to get around that in order to set up for low throw situations where they are willing to duck without attacking.
It’s all about reads. Especially since in FS you cant just low grab off most any crumple or stagger-over like you could before. Now, characters have a move or two that when it connects, they can followup with crouch grab and that’s it for guaranteed. Other option is you just gotta anticipate and attempt to place it raw.
P.S. Also one of my friends was telling me about guaranteed crouch grabs attempts on techrolls, but I haven’t messed with it or played him since to see exactly what he’s talking about. But I think I saw a Blaze video with something like that in it. So idk.
Brahma: Punish sweeps with 4P+KP; remember that’s a mid and it leads into a guaranteed combo. Low throw isn’t guaranteed so it’s risky. I’d only use low throw after a blocked low if my back was to the ring and I could get a ring out from it.
For low throw setups you really just need to watch player tendencies. You can connect with it easily if you pay attention to how people react to your attacks. i.e. if they’re constantly doing 2P after your 2P hits, just backdash and throw them. Or if they’re doing 2P after your PPP hits, then backdash, like in the last round of this match I had with YOU, an SBO finalist.
[media=youtube]uYJmeyS_IgY[/media]
just remember that Taka’s low throws have GREAT range so you can still use them out of backdash. They’re great weapons to keep people honest.
@Reno yeah I always forget I don’t have to cc in this game so I do weird stuff to punish lows. I need to start using 4P+K and 33P+K for sweep punish. I love training mode/replay frame data function, it makes learning matchups so much easier.
What are your thoughts on HCF P? I’ve been using it a lot out of backdash, since it has pretty good range
Also, any reason to use 3P~P+G? I like the move but everything it does 4P+K and 33P+K seem to do better.
Yes, you can block it on reaction, but to be honest I haven’t had it blocked a lot even playing against top tier players. Maybe a dozen times since 2008, for real. I mean yea it’s slow and can be blocked easily but it’s more about placement than anything IMO. The move is best used when you know someone’s going to tech roll or evade in a certain direction so I tend to only use it then, but if I know someone’s going to try to GTE me then I’ll spring that on them too.
This vid of mine is probably the best application of the move (1st round)
[media=youtube]V9Z9K_BT1-Q[/media]
I don’t really use HCF+P that much, it’s not something I think it’s worth it.
I use 3P~P+G A LOT when I don’t know if the other person is going to tech roll or lay on the ground, actually. Maybe it’s just my poor reflexes though. I use it because if they roll and duck I get the hit throw and if they don’t tech roll then I get the down attack.
GGs last night FlyMike. I definitely need to learn some combos on Taka. Really throws me off when 4P+KP doesn’t launch either. I got a pretty good taste of how frustrating it can be to fight against Taka when some of your better tools don’t work, I hope that’s what I’ve been doing to people.
Haha yea bro, good long set. GGs! I think the Taka mirrors forced us to start utilizing his other tools, playing smarter, and mixing up, since seeing that we didn’t have the combos on him lol. So used to that raw damage off a variety of moves and situations, then when you can’t get it anymore it makes you variate and rely on him as a chara, putting his other stuff to use as well.
Jeff v Blaze was hella fun. We could do what we wanted in those lol. I needed that Blaze experience so now I finally have an idea of how his shit hits, alot of it anyway. You play him very well.
Get at me anytime you want more games. Maybe we’ll have the Taka weight followups and combos down by then, but I’m lazy man lol. GGs.
On Goh’s 3KP when blocked, if you can buffer 66P, you can do 66P, 2P, 6KK or 66P, 2K, 6P+KPP
The 6K ender can be teched but it’s hard to do, and it’s probably not possible when playing online due to lag.
After a 6P+KPP combo ender, if the opponent doesn’t tech roll, then standing K is guaranteed. If they do tech roll, you’re pretty safe. If I want to kill off someone, I’ll do the combo ender then standing K, and if they tech roll I’ll just do 2P and people usually eat it lol
Same here obviously. I used standing K as Day 1 ender for cats who didn’t tech, until I found out about 3P+K, which is also guaranteed when opponent floats near wall at end of combos.
Reno, what utility does standing K have over 3P+K in this situation?
Also, I use 6KK as bnb ender for Wolf and Jeff, and also everyone else after certain smaller launchers. Was wondering why it was sometimes inconsistent, but fact that it is possible to tech last hit explains it lol.
P.S., that Goh junk is nice! Will integrate asap. Because I hate getting harrassed by dude and only being able to step some of his stuff on block that he REALLY should be slapped for…
If opponent is near wall and you anticipate a 2P, wakeup low, etc., it’s better to do 9K over 9P->crouch grab launcher, moving them away from the wall. You get more damage and true wall combo with 9K.
If you 46P+G->6P+G them on wall you get a variated version of above combo. It’s shorter, don’t remember exact notations at moment. Now you could’ve HCF+P+G wall grabbed for 85 dmg, but this combo gets you early 90s iirc. Same grab break though.
If your back is to wall and you FC 4+P+G grab, best followup I was able to get was 6P+KPP. I don’t remember if 6KPP string fully connected or not.