Dropping some misc. info. I don’t have the video editing skills to provide and compile footage of my findings so this is the best I could do. It’s unfortunate because visual aide is an invaluable means of learning when it comes to fighting games. It’s also easier to distribute information cross-culturally as fg videos tend to be self-explanatory. Hope this info can still be useful despite the shortcomings.
Throw Option Selects
About half the cast (Dao, Rila, Pielle, Condor) possess strong throw OS’s that allow them to throw (obviously) or perform a close normal attack when the opponent is in an unthrowable state - usually they will be airborne resulting in an anti-air attack in the latter situation. The remainder of the cast has relatively weaker throw OS’s and can result in heavy retaliation if their throw attempts are baited or evaded. However, these characters with weaker throw OS’s can compensate for this weakness with the use of certain button combinations, exploiting how the game’s button priority works.
**E.g. Tia
**f/b+HP+HK
Heavy Kick has priority over Heavy Punch so when both are pressed at the same time the Heavy Kick will have precedence always. Tia’s close HP (gut punch) is, without a doubt, ineffective as an anti-air. Close HK on the other hand angles up above her head, has a lot of active frames, and starts up relatively fast. Using HP+HK to throw, Tia will instead perform throw when close or if opponent isn’t in throw range the option for a far more effective anti-air becomes available in this instance. The Bonus: Tia can juggle with super after an anti-air HK connects!
Saizo
*f/b+HP+HK
*Much like Tia’s situation, Saizo too has a very weak close HP as an anti-air and can resort to this OS’s to alleviate the issue when attempting throws. The bonus to juggle with a super (flames or bird/frog) after hitting an airborne opponent is available to him as well.
Rila
*f/b+HP+HK
*This OS is rather interesting with Rila. She already has a strong OS throw due to how her close HP works (fast upward claw strike) but the close HK can be used in a similar manner AND gives her the bonus option of evading lows! Yes, her close HK (a backflip/somersault) leaves her airborne momentarily, allowing her to stuff extreme low strikes (e.g. Sho’s crouch LK). On top of this, from close HK Rila can link into a crouch LP or crouch LK then combo into a wind/fire punch for a slick conversion. And if this wasn’t good enough, the somersault hitbox extends behind and above her head, making it useful as an anti-air as well (although the startup is a bit slower than her close HP).
**Alsion III
**f/b+HP+LK+HK
Again, Kicks have button priority over Punches and this command will result in Alsion performing his Axe Kick (LK+HK). Alsion players have a tendency to start mashing throws when things get hectic (can you blame them though?). This OS’s can be useful for defensive throwing since the LK+HK has fast startup and strikes above his head far more effectively than his stand-alone HP or b+HP can.
**Tia #2
**d, db, b (hold briefly) +HP+HK OR d, db, b (hold briefly) +HP+LK
This throw OS is pretty interesting: When outside of throw range, Tia will perform her Soul Spike/Crackshot (qcb+K) and inside throw range a back throw will be performed. What’s especially good about this particular OS is that both the HK and LK versions of Soul Spike possess invulnerability frames (HK version has enough to easily pass through some dp-type specials and super moves) so Tia can effectively go for throw while also evading the opponent’s reversal attempts. By performing qcb, f (hold briefly) +HP+HK/LK, Tia can retain her positioning without having to worry about throwing them to the opposite side (e.g. out of the corner).
**Maherl
**qcf, hcf, uf+LP+LK
236412369+LP+LK
This command makes use of Maherl’s devastating supers, genie (aka KADABURA) and his 360+K command throw, and again exploits the button priority mechanics. If the opponent is in throw range, the first qcf command will be ignored and the second half of the command (hcf, u) will be registered as a 360 command (LK has priority over LP here so genie will be omitted). Should the opponent be in an unthrowable state, the genie pops out and grants some wishful thinking of you escaping from this lameness. This technique can be easily applied in post-belly flop (LP+HP) setups.
Note About Jump Command Null
So Breakers Revenge has a weird feature with commands involving up which was probably implemented to limit input errors (making commands like 360s simpler). Inputting [several directions] that [are not] up then inputting up immediately followed by another non-up direction will result in the up command being nullified thus canceling out the jump altogether. I believe this feature is also what makes commands like standing 720 with condor extremely easy to execute. Aside from that, myself and one of my stream viewers got the brainstorming when I was messing around with Maherl a while ago and combined other features/exploits to execute his 360+k command with little risk involved.
**Negative Edge + Jump Command Null
**Press and hold K then b, ub, u, uf, f, df, d, db + Release K
Press and hold K then 47896321 + Release K
Press & hold K then hcf, uf, db + Release K
Press & hold K 4123691 + release K
By performing this command QUICKLY, maherl can execute a safe 360 against potential reversal attempts AND not have to worry about accidentally jumping due to how the command interpreter handles the above command. Maherl’s 360 super also has NO WHIFF/STARTUP ANIMATION and makes use of the negative edged K allowing him to defend and attack at the same time whenever he’s command throw range! (This is apparently reminiscent of WW Gief 360 shenanigans).