I thought about putting this in the combo thread, but the OP doesn’t update it and I also wanted to get everyone’s input on this.
It involves the following combo: [media=youtube]gqI8KABXNr4[/media]
You can do what’s shown, or if your execution and reflexes are good enough you can apply the following variants:
Doing the combo too fast puts the opponent in an air tech state. If you choose to end the combo early and can react to their air tech you can get an anti-air throw reset. Stand in place for no tech, dash up for back tech, or do a ground throw in the opposite direction for a front tech.
Doing the combo too slow (after the st. L link) puts them back on the ground. If you’ve got a low hitting assist (I tried it with Wesker) If you do cr. M, Assist (For Wesker the timing is VERY fast. You don’t want to hit M + Assist, but they should be done quickly back to back), Cr. H -> overhead. The opponent lands right into an unblockable which you can then follow up with Armor Piercer.
If you need more clarification let me know, and tell me what you guys think.
As a mixup without the unblockable you can kara cancel the cr.:h: into command throw instead of continuing the combo. You have a hit/throw mixup off a blocked cr. with a cr.:h: or cr.:h: kara command throw. And if you think they’re going to jump out you can do :h: command grab.
That’s all true, but I’m specifically referring to the one setup I mentioned. It’s also not susceptible to pushblocks. If timed right they land right into it.
It’d be a huge hassle for me to try and record it and then edit it properly if you want I can try to give you a better description of what’s going on if you want to record it.
yeah i knew about this a week after the game’s release. keep in mind people are capable of teching forward and backward, and using assists. that’s why i stopped going for it.