No she can’t, you can throw her out of her break recovery time or JD the next set. Also if the d + A + B is blocked the qcf + B/D wont come out.
I know about the block situation, but how do you throw/jd when all three of those kicks combo?
If it hits then you have to be ready on wake up, if they use stand C into qcf + B/D then break you can throw her out of it or counter or JD the next set if they try again. Are you talking about her dive kick with d + B/D or her qqcf + B/D break move?
Well thanks for that, I assumed that was safe, but I was talking about her down+ab move, the side kick. I was asking if you could infinately do that in the corner since it moves her forward and combos on hit.
?dude are you playing the prototype?
cause the shit your talking about sounds like the probs I had. I found sooo many lockdown patterns in that version its crazy.
If it hits you it will knock you down but it doesn’t mean she can do it forever unless your not blocking or your not trying to JD.
No ps2. Go to training and try it, (down+AB, feint cancel) repeat, it combos and is pretty damn strong.
Also, I know you can jd Hotaru’s super, but can you actually block it?
Yea you can combo 2 d + A+B with her but you cannot do it forever it pushes you back. Yes you can block Hotaru’s entire super.
Oh I thougt it counted as a grab all this time. How would I punish Jenet’s dow+b/d with Gato or Terry?
Best bet is to JD the dive kicks then counter with qcb + B/D with Garo or dp + B/D with Terry. That or if you know it’s coming do a super qcfx2 + B super with Gato or qcfx2 + A/B with Terry to coutner it.
So obvious:sweat:
Does Butt have any one frame reversals other than his S/P power DPs? I need a move to counter Tizoc’s grab attempts when I wake up, he just grabs right through normal DPs.
*REVERSAL!.. “HEEEEEEEEEEAVE-HOOOOOOOOOO”
I swear he says “BIIIIIIIIIIIIIIIIIIIG…FAAAAAAAAAAAAAAAAAALL”
If anything try backdashing away on wake up since bach dashes are quicker than most reversals. Just be carefull doing in the corner agains’t Tizoc unless you know they plan on doing the wake up grab.
I think the AB move is pretty useful in this case, too, because you’re not on the ground when he does it, so the grab can’t connect… i guess, anyway that’s what the CPU did to me some time
Or just jump…
I have a friend that owns the old asci mook for MOTW, and I read a little japanese.
I can find out the start up for the justice hurricane the range and see if Marco has any invincible moves that are invincible on the first frame an the start up on AB command. Have to go by his house, will have info by tonight.
Good Match,
SaiSyu Won.
Yes! I hope all goes well.
If you do right on the ground, Tizoc can grab you out of it before the A+B fully comes out though. So best option is backdash since it has invicibility so anything that you do will whiff through the backdash. Again it all depends on the player using Tizoc if he thinks you’ll backdash he will wait and counter, etc.
Just got in, wild night. Anyway hope this helps.
Basic info translated by me… The African-American Genius
Normal throw start up= 1 frame/38 dot [all characters]
Normal Air throw start up= 1 frame/40 dot [all characters]
Jump activation:Jump Start up/ 5 frames
Computer recognize jump command on frame 1/ visual conformation by player[ off ground frame 2.] Can not be thrown out of jump command.
Back dash start up= 0 frame/ 3 frames invincible. Total back dash animation 5 frames.
Frame activity: [0 1 2]invincible (3)invinciblity goes away, can not gaurd ([4] landing recovery) can not JD on frame 4 but can gaurd.
Griffon info
Justice Hurricane command grab start up and range
JH / A version: 3 frames / 75 dot
JH / C version: 3 frames / 67 dot
Arctic Storm
DP+A OR C
AS / A version: 6 frames/ 40 dot
AS / C version: 7 frames/ 40 dot
Big Fall: Super Grab
BF/ A and C version: 1 frame / 80 dot
Air command grab/ start up 6 frames/ dot?
Marco Rodriges info
Ko-ho /upper cut [invincible on frame 1)
DP+A or C
A version: 5 frames
C version:6 frames
Hienshippukyaku
QCF+ B or D
B version:6 frames
D version:7 frames
Rush Counter[not invincible untill teleport animation]
QCB+ A or C
High version :6 frames
Low version:6 frames
(Ko-Ho S-Power)
7 frames/ D version invincible only
(Ko-Ho P-Power)
7 frames/ D version invincible only
Good Match Man,
SaiSyu Won.