( after
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60 | combo throw |
10-127 | 1 |
--- |
|
Look for the stun animation before entering command. Do not hurry you have some time to spare.
( after
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60 | combo throw |
10-101 | 1 |
--- |
|
Again look for the sudden animation before entering command. but even if does not hit , the opponent will be normal throw instead.
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0 | catch throw |
20-10 | 131 |
--- |
|
Short range catch throw, better use the other one.
( after
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60 | high throw |
1-85 | 42 |
P+G |
( after
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60 | high throw |
10-70 | 21 |
d+P+G |
( after
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60 | high throw |
10-47 | 67 |
b+P+G |
|
Sky Hook
IMO the best follow up after f+P+G. Almost guarantee a d/f+P,P ground attack.
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0 | catch throw |
1-0 | 55 |
--- |
|
Quite useful can throw from some distance away. Big damage follow up after this move.
( after
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65 | high throw |
10-53 | 68 |
P+G |
( after
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75 | high throw |
10-71 | 30 |
b+P+G |
fastest throw after the b,f+P+G.
( after
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75 | high throw |
10-125 | 1 |
b/d+P+G |
The most " will not be reverse " throw, therefore somewhat useful.
( after
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75 | high throw |
10-132 | 1 |
d+P+G |
|
IMO the best throw follow up to b,f+P+G, guarantee d/f+K stomp, or move back a step and use b+K for more damage , but b+K success rate is about 50%.
started 17/11/97
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