New Technique: Kara Throw Strat

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A little while ago I put up this vid on Youtube about a technique that just dawned on me one day. Put simply, it’s a throw that kara cancels into a special attack. I had a number of cool instances of the technique in action, but my attempts to convert the files failed, so I put up the only one that worked out. In general, the technique is very doable but there are hard exceptions, depending on the special you use. And in this video, I’m probably working with the hardest special of all. The match is Dhalsim vs. Ryu.

The technique works w/ virtually anyone and it can be done a lotta different ways depending on the special. In this case I’m using Dhalsim and the special I’m cancelling the throw with is the Yoga Teleport. The motion I used is Back, Down, Down-Back, Back + Fierce, 3K. If you watch carefully, you can see Dhalsim cancel a throw (Back + Fierce) which Ryu counters, and does the Teleport before Ryu reaches the 2nd frame of his DP. So the situation’s like this:

A)If Ryu doesn’t do anything to reverse the c. short, the Back + Fierce will toss Ryu to the other side and the 3K are released, which does nothing.

B)If Ryu reverses w/ a DP or HK, the Back + Fierce becomes a s. fierce because the throw missed, but the s. fierce is instantly cancelled w/ a Teleport.

This is a hard case because of the speed at which the throw must be cancelled, but usually the timing’s not this strict. I’m using an actual SNES pad btw, and I’ve done this plenty of times so it’s very possible and the technique is applicable for virtually any version of SF, including the arcade. There are some cool ways to put it to use, so try it with different characters, maybe Chun’s SBK after hitting Back + Strong or try cancelling Blanka’s Back + Fierce into a Rolling Attack.

-Mokura

I don’t know very much about oldschool SF, but that’s pretty effing cool.

N

So can somebody break the game now?

-Fritz

Interesting. Does it work in ST?
Should’ve slowed it down more. It’s hard to tell at that speed and that low FPS. You can hear the sound, but it would’ve been nice if it was slowed enough to see the throw animation start.

Wouldn’t this be better on the ST board though?

oh shit, that’s like…option select or some shit.

Yeah, I should’ve slowed it down more cuz it is pretty hard to pause that frame. I just don’t know much about how to convert the files well with good quality, so I did what I could. But the technique should work in ST and in any older version of SF, any version in which you can kara cancel. I had this one vid of a hypothetical situation w/ 2 Blankas. 1P bites 2P, then starts his annoying j. short strat.

So 2P’s in a guessing game: either sit there blocking and risk getting ticked, or attempt a grab and have 1P jump on him and land a free combo (assuming like in HF for SNES he’s only got one grab button and that’s Fierce).

Solution: Back + Fierce, then Toward and release Fierce so it cancels. Either he bites 1P first if he tries a tick, or 2P will do a Fierce that instantly cancels into a Roll if 1P jumps. That’ll either totally Roll him out of the corner or the Roll will instantly STOP, leaving him available to AA him or w/e. With a little practice, that one’s very doable and I think it could help a lot.

I think I might put up some extra vids of the technique cuz I still have 'em, just need to get 'em converted.

Actually, if anyone could help me out w/ the conversion process (they’re ZMV files, ZSNES replay files) plz email me at pennypwsgl@e-garfield.com.