Possible inescapable throw reset technique

I posted this in the Double thread but it’s kinda universal so I thought I’d share. YT won’t save the description for some reason so I’ll include it here. I submitted this to the SRK front page thing too.

Testing has so far shown that you can’t jump or outpoke this through mashing either. Feel free to run your own tests, the combo into the reset isn’t that hard to do.

[media=youtube]jQvhQEV7ImE[/media]

*I have a reset similar to this but it runs with Double solo so the reset is techable from her normal throw. So I decided to try to remove that particular problem. ANNOTATIONS!

Throw, Dash
Cr.MK -> St.HK
Jump
J.LP/MP/HP
Land
St.LP/MP
Call Assist (Cerebella, QCF + PK)

Reset

J.HP*
St.MK*
Slide (Back + LK + HK)
Cr.MK/HP
DP + HK

*You can omit this in place of a well timed St.MP. You get a smidge more damage overall that way.

I don’t cancel into Bandwagon because of a habit I have. The reset without meter nets you 7600 damage, but you can cancel (very quickly) after the DP into Bandwagon for about 8300.*

Can you not throw tech?

It’s a command throw, so no. I’m assuming all you have to do is any blockbuster move before you get grabbed, since they all have startup invincibility according to the white hitboxes…

Thanks for that idea, I just tested it out with a friend. It was online, so the results might be unreliable but we did something like 5 games of me just running this reset on him.

You can use an invincible BB, but your point character appears safe from everything except maybe Cerebella’s 360 (But I think the assist is still safe since Diamond Drop in invulnerable to throws on startup). However since after the reset is done you just back up anyway I’m sure jumping away is a safe move. On top of that the timing seems really tight on getting the BB out.

held up?

That was a great movie.

i’m using these two characters (same cere assist and everything) so this… is beyond godlike and i thank you kind sir.

try throw teching it or they might be able to double jump/airdash if they have it?

I know you can throw tech command throws in this game in some situations.

I spent a good half hour doing this reset while holding up on a second controller. Pretty sure you can’t jump out of it. Even still that same guy who helped me test the BB escape tried everything else in his power to get out. Nothing worked except that invincible BB.

And as for teching the throw I’m pretty sure that only applies to Cerebella’s air command grab. If you want to test it be my guest. I personally don’t have the resources to test it right now, but I built this reset to circumvent my old solo one where people could tech it.

Another note I need to mention is that this reset doesn’t seem to count completely within the IPS. Moves used after the reset, despite having their damage scaling undone, are still counted in the IPS. So if you put a big combo before the reset, you might have to limit yourself afterwards. The combo in the video works great for Double because her high damage, basic combo only uses a few moves while the combo into the reset uses largely air normals.

Did he try invincible moves like Filia’s updo?

Actually yes. He used Double’s Bandwagon. It connects on the assist, but half the time they fall out of it from the way that it interacts with your point character blocking. That may not be the case for other moves (like the Updo) but using a super like that puts them back into the start of the reset when they recover. The best scenario for them at this point seems to be to just take the reset combo and try to recover from there.

Wouldn’t you want throw invincible moves not just straight up invincible moves, i.e. Cerebella qcf. LP+LK?

Just deleted my previous post, thought of the same thing. Peacock has one also: QCF + MP. If we’re worried about the point character punishing a DP/throw invuln move, wouldn’t the most BASIC answer be to super cancel then DHC? For example if we’re worried about double punishing peacock’s qcf + MP, peacock could special cancel into eyes of argus on block into double’s kitty heads or on hit into bandwagon.

Either way the reset ends with your point character able to act before they can react to the reset. Jumping away puts you out of harm’s way from Cera’s grabs, and against other characters you can just jump up and come down with a punish if they get out a throw invincible move. If they were to try Cera’s Diamond Drop against the assist then the assist is also safe since it’s using the same throw invincible move.