@EdmundHHS the best answer to your question is to try it yourself. In my experience, it has not been reliable enough to burn the meter, and in most instances (i.e. against non-cmd throw characters), just blocking correctly is more cost effective.
Someone told me that there’s an option-select for target combo axe/cr.mp where if the TC axe only goes if there’s a counter-hit. Is this true? Does this option-select exist?
So Dogura was trying to show that Bison has a small kara throw on Mixup Night
You plink fierce with throw to get the grab, otherwise you whiff
The best example to show the range is off HK Knee Press. You’re +1 on hit so there’s some extra pressure besides pushing them off with jab xx LP Psycho Blast
If you counter hit you don’t need to plink, you’re already in range for the normal grab.
Probably just buffer the down forward fierce in poke range into s.mp fishing for counter hits ? Kinda like how a cr.mk xx fireball only comes out when it connects. Sounds good to me though gotta check it more. I’m pretty sure a CH ONLY OS doesn’t exist, it should come out on hit or block as well, just probably needs spacing to be in the sweet spot range that s.mp counter hits often.
That’s a pretty big discovery, with Bison’s walkspeed any extra range in throw helps a lot. I could swear when I first used Bison I tried plinking all buttons into throw and didn’t see him moving forward at all, will check this as well.
Yeah saw that he does move forward a tiny bit, still looking for more setups that allows you to throw with kara when normal isn’t possible.
As for the target combo OS on CH, it’s as I expected, just buffer down forward fierce into s.mp in poking range fishing for counter hits, it will combo from what I checked even at max range then end with the usual cr.mp xx inferno.
Does anyone have a decent way to space lp inferno so it’s safe against most things? Even if the normals that set it up can be interrupted I’d still like to know. I’m not currently near my PS4 or I’d test it myself.
Best that comes to mind is tip of c.MK xx LP Inferno, but from what I recall, it doesn’t connect all the hits. Like 1 or 2 hits of the inferno connect.
I do that kara-throw quite a lot after RH knee press and it does indeed catch a lot of people.
A not very safe way to space for lp inferno is cr.lp cr.mp st.mp st.fp xx inferno. I mostly just do a far spaced st.mp>st.fp xx inferno which causes a lot of chars to miss their sweeps.
Is there a way to force that spacing after some blocked normals or something? that’s pretty much what i’m after. I’m going to start experimenting with meaty inferno after hard knockdown too, see what I can get out of it.
Cool ill try this one too, but I wonder if there’s one that ends with the tip of cr.mk like supernovax is mentioning.
I started using that kara throw yesterday and it’s pretty good actually.