Yes, and it’s safer. You recover faster from the whiffed grab than the taunt.

^ Thanks, I didn’t know since I only play A Todo.

More Todo Frame Data (gotta love procrastinating finals)

The Crouching Series

Jab: 3/4/6 +7/+7 o/o 300pts

Strong: 5/4/17 ±0/±0 o/o 900pts

Fierce: 7/6/25 -5/-5 x/o 1300pts

Short: 4/4/11 +4/+4 o/o 300pts

Forward: 5/6/14 +6/+6 o/o 800pts

Roundhouse: 8/4/32 knockdown/-12 o/o 1200pts

The Jumping Series

Hmmm…available on request, cuz I don’t think it’s very useful…plus, I’m kinda lazy…j. forward sometimes crosses up…

SPECIALS (and directional normals)

Slide Kick (F+MK): 16/4/36 knockdown/-15 900pts
(cancelling into special or super is worthless…unless you feel like building meter rather than going up to the corpse for mind games…in any case, I didn’t check)

Kasante Ate (Waves)

Jab: 15/35 +6/+6 400x3pts

Strong: 18/35 -17/-17 400x3pts

Fierce: 21/35 knockdown/-32 400x3pts

*note: What’s the difference, then? The range of the waves is the difference; I couldn’t get pixel data, sorry

Kasante Ate, AA

Jab: 21/28 +10 400x3pts

Strong: 25/24 +15 400x3pts

Fierce: 21/35 +19 400x3pts

*note: differences coming later; I don’t really use this move…but I do not discourage the usage! Open minds are good

Kasante Ate (Waves…In the air!)

Jab: 12/Landing +6/+11 400x3pts

Strong: 14/Landing +6/+10 400x3pts

Fierce: 16/Landing +6/+9 400x3pts

*note: Tiger Knee motions (d,df,f,uf) have their uses here; not sure why you should use anything other than the jab air-wave…someone get back to me on this

Command Grab

ALL Versions: 6/1/28 1200pts

*note: just use the fierce version, since the only difference in the strengths is in the grab range…64, 66, and 68 pixels…grab (ehehe) those extra 4 pixels! (This will be the only time I advocate against using something Todo has, since this is in the realm of obsolete)

More to come later…someone help me with the translations, please :frowning:

I should clarify… cancelling into whiffed grab isn’t safer per se, but it gives you an extra bit of time to start repositioning yourself for your zoning game.

Hi Wepeel!

If you did Todo’s lvl 2 cancel into taunt close enough to the corner, that’s a free wake-up lvl 3 for certain opponents(cammy, ryu, sagat…).
Whiffed command grab is the best option, and should be your only option unless you know you can kill the opponent with the whiffed taunt.

Lol, and if your opponent was in K groove, and he just finished rage halfway through getting hit, and almost got raged from the next few hits and you taunted him and he got into rage mode again and his defense went UP and he didn’t die because of that, and woke up to Level 3 you…

WAAAAHAHAHAHAHAHHA

I might have to make a clip about that.

The anti-todo taunt cancel video.

HAHAHHAHAHAHAHAHAHAHHAHAHA

Make it funny!

I know I know, Make Todo have 0 life left doing it, then he does it to Rolento or Sakura, they survive and they Taunt Him To Death!

starts DC and wonders if rolento’s taunt would be fast enough

anti taunt taunt !!!

Hey how’re you doing so far, if my DC wasn’t crashed I’d join you on your quest man…

Roki, I’m having a hard time with your reset CC. Anytip to land it easier? Thanks

Hmmm, you could practice by breaking the CC into smaller parts…here are what you have to learn

  1. After Command Grab and Activation, Practice How many C.HP into S.HP you need to get into optimal range for some characters. Optimal range being close enough so that you can command grab him with a Kara Cancel Command Grab or an RC COmmand Grab.

  2. You have to learn to Kara Cancel Command Grabs or RC Command Grabs. Kara Cancel Command Grabs should be Further than RC Command Grabs. And ALMOST (in rare circumstances lol) work as an RC. From my research I have Done Todo’s Kara Command Grab (S.HP Cancelled into His Command Throw), And I Grabbed Ken just as he did his fireball. Normally you wouldn’t be able to do it, but it happened, and I was In K groove. So there I was Grabbing him and there was a fireball right behind me…lol.

Ok again, S.HP Canceled into Command Grab.

Now if you don’t want to Kara Cancel his Throw, then by all means, Do less hits at the Beginning of the CC so that you are near anough to command throw him. Then continue.

Be warned though, that doing this against Zangief isn’t really safe. If I were Zangief and you got me in a CC this way, I’d be turning circles and mashing LPMPHP.

But Then Again, why not eh, just keep doing it.

I can do the CC no problem but i can’t get it to reset, maybe I just nee more practice. thanks Roki I’ll keep you updated on it.

OMG I forgot to say

  1. Learn to learn the timing where the computer counts your Command throw as part of a new chain of Combos…

The reset works only if you Pause a little while after the Hits. Why i say it’s better than anyone else’s reset is because

  1. It’s a pause, not an overhead move, so people who react to a move won’t see it.

  2. It’s a Command Throw, So people can’t block it

and

  1. It’s definitely faster than any overhead, because the timing on the grab is so fast even I can’t believe it doesn’t connect. It’s like bash bash bash Press HP then kara Cancel into Grab seems like a chain, but the pressing of the HP then into the grab gives the system a long enough pause to reset the counter.

and finally, now I remember why I used ‘Optimal’ distance. It’s because it’s far enough for a Kara Cancel grab, which is also long enough to add a little time to your grabbing + Distance.

Hmm, i guess you’re right, you’ll get it after experimenting with it more.

I understand now. Thanks also what’s some of the things that you do to trap people in the corner? I just started playing Todo so bare with me.

When you are mid screen, try to force them back with waves.

Then walk forward. Watch for any roll or Jump and C.HP. Usually, with the proper waving you may get someone to edge back.

Once they are ner the corner start to move forward and zone them, as this is not the time to go in yet, what you are going for…is a Knock down. So around 2 to 3 Characters away is the usual landing trajectory for most characters, that’s where you are standing. They can’t jump at you becuase Todo’s C.HP wins most Air attacks. No one can roll at you because…well, nobody rolls at that distance if they don’t want to get hit. So you can fake waves, do real waves, whatever you need. When you feel it’s right, walk a few steps forward and suddenlly hop into a command grab. You can start hell from there.

Of course this is just all theory. but you must remember some things when playing Todo.

  1. Before you Rushdown, you must walk. It’s important to be patient with him in A. Edge along the screen instead of hopping all over the place.

  2. When someone rolls at you, TRY to as far as you can, to Throw him into the nearest corner. Don’t accidentally throw him out. If you have Meter it’s best to Command grab into activation…but of course that’s obvious.

Of course you will always have problems with Short Jumpers. With characters like these, you may have to play by instinct. You may have to stand slightly , juuuuusssttt slightly further away and start doing your Long range Waves. This is not turtling mind you, you’re actually within range for a true hit/chip.

And sometimes when they forget to block low far away, go for your Toward + C.MK sweep. It knocks people down.

Whatever it is, remember to keep walking forward. Just try this first. As you meet people who you cannot seem to walk toward slowly, talk here and we’ll see if anyone can share something.

Roki, I played some A-Todo last night for the first time and did pretty well. I was wondering if you have any good setup for his command grab. I usually do ticked grab, jump lk grab but what are some of his other ones. Also I keep on hearing he has a good wake up game any ideas? Any feedback from anyone is appreciated thanks.

The only setup he needs is d.LP, RC grab mixed up with d.LP, d.HK. No brainer 50/50. It’s cheap.

Of course just wait, RC grab or wait, d.HK too. Todo is really strong when he’s knocked you down.

Thanks KC I knew you would reply. anyways How about a todo strat Thread KC?