u know what, i first thought the super goal keeper thing was kind of true when i first saw you mentioning it, because i heard it’s “Keeper”, the Ken user in Japan, started this whole theory.
Kuroda does cancel the superjump into c&db, and I do too. Everyone should, really.
We really need to separate these two things, canceling the startup frames of a superjump into a special move and canceling a normal move into a superjump and/or into a super. As far as I’m concerned, the first one is canceling a superjump, the second is a superjump cancel.
i use this
1-(tap parry) b.foward>s.short+s.jab>buffer (sa1, sa3 , strong tornado hook etc)
…b.foward add range for your throw only bad about this …is necro make a back-throw this add more stun but you lose you corner game…
i think you use this if you pick sa3.
2-(tap parry)s.strong>s.short+s.jab>buffer(sa1…)
s.strong add more range for your throw and you not lose your corner game only bad about this …is s.trong whiff vs some chars.(yun , makoto, oro , chun…etc)
i think you use this if you pick sa1 vs a big guy like dudley , hugo , q …etc
b.strong can work well because you can hit confirm this after …but i think b.forward are better…
Yes, I play with SA3, so I would just hit-confirm if b+MP hits. Besides, if I’m forced to option parry, I’ll most likely be int he corner, so a b+throw would throw my opponent in the corner, giving me the edge.
This is hella awesome. I’m gonna steal it for the “Option Select” portion of Part 2, haha.
N
why not back+HP too with Necro? it avoids grabs so you cover one more option with it
btw, what if they try to grab you attemping sggk? I mean during the option parry part. do you evade it with your following throw input or it will come too late?
You tech their throw attempt.
Also, the first few frames of b+HP are throwable.
you don’t get to tech everytime, it can depend on how did you approach throw range (and thus, how much time did you give the opponent to react and try to throw you)
since the parry attempt has to be already in throw range, even if you are very fast in executing everything, if they tried to throw you as soon as you reached that range your lp+lk input won’t come in time, since it’s preceded by a parry attempt and the “karaing” normal. But most of the time you’ll get to tech if you are quick, expecially if it’s you who is taking the initiative (I honestly think that sggk is better fit as an offence technique, even if it can used efficently while defending too).
i think only first frames (like 2/3 frames) are un-throwable
Wait, I don’t get how you are actually supposed to do the technique.
using Alex for reference is it:
tap down (parry)- Neutral (extension of parry frames) s. forward+throw all in one
input after the parry.
Or tap down (parry)- Neutral (extension of parry frames) press s.forward then
kara the standing forward into throw.
I fully understand how this works and how to apply it…
My question is how would one defend against this other than a jump? Standing throw tech would tech the throw attempt, where crouch tech would create the parry… but that produces a throw wiff… which will get you nailed at that range… I guess outside of the corner you can back dash if you see the set up coming… or you could use a ‘get off me’ move ie. shoryu… .but all of that can be pretty risky… especially vs Chun.
Well, if they attacked high, and you parried low (and vice versa), you’re going to eat it.
If you DO parry, but they cancel their attack into a DP/super/whatever, you’re going to eat it.
If they do an unthrowable move when you go for the throw, you’re going to eat it.
It’s just another option select. It’s basically an upclose parry into combo attempt that turns into a throw if they don’t attack.
you DON’T go for the throw if they actually attacked, so the unthrowable move will be parried too. of course, if we’re speaking of a single-hitting srk, your following attack will connect in the air so no combo afterward, while a multiple-hitting srk will hurt your attempted post-parry retaillation with 2nd and 3rd hits.
second one is correct :tup:
I know how it works, and you’re looking at it from the offensive side, I’m talking from the defensive, ie bveing on the recieving end. My question was how does one avoid giving them the free parry xx pain/ whiffing a throw/ just sitting there and eating a throw with as little risk as possible.
Thanks man, good looking out.:lovin:
[Mario Gomez]
Not entirely true.
More precisely, if you get the parry, you don’t throw. If you DON’T get the parry, you’ll throw.
What if they attack after you start your kara throw? Unthrowable move won’t get parried here.
Let’s say Urien does lp headbutt and you down parry SGGK. You will whiff throw and he’ll hit you.
Multihit moves should do OK i guess, since you can’t parry multiple times with this technique. It’s a one-shot deal.
Hey eks, my (crappy) blog is in French so I doubt it would’ve helped much at all here. Here’s the link just in case:
Some people might find the latest entry useful though, I FINALLY figured out the input for Yun’s SGGK Zenpu Grab! It’s:
forward (parry input) > down (parry input) > neutral + MK~back + K
I uploaded a short vid here: [media=youtube]TE5nV36T2y8[/media]
You can also input a SJSC into Genei Jin after the grab like in the vid in your post.
nice one! I fear it requires lot of practice though.
Can you do something like this with Makoto?
With Makoto you’d have to do a proper kara cancel because her Karakusa won’t execute with the forward, down, back shortcut. It doesn’t work with Q’s command grab either. Personally, I can’t kara hcb motions at all without using that shortcut.
I just got it to work using the same method with Alexes’ st MP into Power Bomb and Hugo’s st MP into Moonsault Press however.