It’s down, then sMK then you do a sort of slightly delayed throw. Like a slow kara. The idea is to input the throw command the moment it hits. If they throw, you tech. If you parry you get sMK and can follow up with EX slash (or stomp in your case lol).
Don’t steal my joke.
It must be a kara throw.
I always do a slow kara and that works just fine. It doesn’t throw them if they block, but it does tech. It’s quite easy too.
I’m not sure to understand what you mean by “slow kara”.
Iirc, there is no choice on when to cancel normal by throw, it must be on the very first frame of the normal.
Basically instead of inputing the throw command 1 frame after, you do it the moment the normal attack would hit. If you do it correctly the move will become throw immune like akuma’s fMP. Very useful when used with things like kens target combo hitconfirm.
Eh? That’s the first I’ve ever heard about that…
Adversary told me about it awhile ago, try it out for yourselves in training mode or something.
Very interesting, I’m sure that could open up interesting possibilities, will try it sometime.
It seems to work best on things like wakeup vs throw spammers or in a reset situation. Bare in mind you have to use a fast poke, like I use close mp (ken’s), which is 4 frames.
That’s what I thought. And you can’t do a slow kara throw, 4 Eyes, you mean a delayed Kara.
It doesn’t matter what you call it. You get what I mean.
I’d imagine Alex’s standing strong would be a good normal to use with this. It starts up very fast (4 frames). But close standing mk gives you better frame advantage on hit. Making it easier to confirm to something, albeit only vs crouchers…
Don’t even try it, this technique has no dignity.
I still have no idea what this is or what SGGK stands for.
I’m guessing it’s an option select kinda thing involving quick-frame supers and throws? Like you jump in, press forward (to possibly parry an attack) and then quickly press LP+LK. So if they do attack, you parry and can Super punish. If they throw, you tech the throw. If they don’t attack or if they do a slow start up attack, you throw them.
Please tell me if thats it.
Jumping in and doing it would be kinda stupid tbh because you’re at a (slight) frame disadvantage, assuming you empty jump. Best bet is to use it to tech their throws or in reset posistions.
Anyway, a good example would be akuma or ryu’s sggk (they’re both the same). Basically you parry, typically down, but you can do forward too. Then you kara sMK with Lp+Lk. The result is that if they do nothing, they get thrown. If they throw, you tech. If however they hit you and you parry, the sMK will come out instead of the throw, giving you enough time to super or go for a combo off of it.
Any SGGK situations for Ryu? (Preferably SA1/SA3)
I still don’t fully understand the concept.
the concept is basically you use a really delayed kara throw with a normal that you can hit confirm into super. add parry right before you do the delayed kara throw. by delayed i mean the throw is delayed longer than normal. so what ends up happening is if they do nothing or block, you should get throw. if they go to throw, you tech it. if they attack you, you parry.
if i’m wrong here someone correct me.
as for ryu, just imagine his normals that give you a good amount of time to react. it’s less of a technique if you’re someone who reacts to parry consistently already. i think it’s more for simplifying some situations so you can think about other possibilities without slowing down your playing.
with denjin ryu you could maybe try something weird like, f, d, df + lp + lk and then buffer denjin. might work with teching throws. and since you have denjin to cancel into on a blocked shoryu you’re ass isn’t completely hanging out. maybe if you delay the d and df the forward input will count for parrying too. dunno.
i would just try inputs and see what the system chooses by default. and then think how you can add in other overlapping stuff and how that might change the outcome(s).
not to be dismissive but I think Ryu is a good example of a character who doesn’t get much of anything out of SGGK, esp if you aren’t picking SA2
absolutely. unless you’re using SA2 you don’t have anything to REALLY confirm from with any remarkable consistency.
If you need a good kara range, yes, but even with zero range gain, it’s still a better option select than regular ones, covering like 70% of opponent possible actions.
With Ryu, SGGK with cr.mk is pretty decent (SA1), s.mp, cl.mk or cr.mp too (but no range) cause you can easily cancel to super on reaction.
Thing is SGGK requires huge precision and execution and may not worth trying it everytime as it’s not some kind of magic making you unstoppable.
That said, screwing it will usually not put you in a worse situation than before.