Things that beat Lowthrow: Everything except neutral crouch/guard crouch. Things that lowthrow beat: neutral crouch/guard crouch. Things that...
The 6 extra points of damage is not worth the risk.
First of all, if you know Kusumondo then you can just ask him about trip guard and it's non-existance in ST. Second, who you know doesn't make who...
I only use OM P as a tech trap and it's nothing universal I throw out when I expect someone to be crouching, even though it's only -3 on block I...
I play good players several times a week at the arcade on ST where I both lose and win. Honda does not have a trip guard, have you ever seen a...
No, I hardly ever lose. I just want to see changes that matter, if it were up to me it would be something like this; The way I'd rebalanced ST...
STHD sucks. Rebalanced? lol!
I know this specifically works at -2, it's possible that it works at -3 and -1 as well but I haven't been able to test it out. To test this set...
I personaly mix it up with 3K, 7K+G, 9K+GK and low throws where I use 9K+GK the most and low throws the least. Low throws is very risky since if...
I'm not talking about anti-fuzzy here because it's not the same thing, I'm talking about a situation where you suspect they will be crouching like...
Dragon Cannon def beats 2_3P+K all the way down to where Sarah is -1.
6P+K isn't as good on block as you people make it seem, evade is a very strong option against it that can only be beaten consistently by 214P,...
Her best anti-crouch moves afaik are 1PK and 33P imo. 1PK is natural combo on normal hit and gives sideturned afterwards, the only risk is that...
This guy
Xzxyzxyzy: If you space correctly and you're used to the character, you know when it will hit and when it won't. Risk vs. reward is definitley in...
I believe it's because I usualy make it a point not to play online [img]
169.8 on 5 clicks Edit: Also I'm with Bob on everything he wrote. Having good reactions -can- help you but it all comes down to how well you can...
I thought I would cast some light on the subject since there was no replies, however, if you feel my input is unnecessary I will refrain from...
From neutral and up 3P avoids 2P and some mids. From small disadvantage up to -8 WS 4P avoids 2P and some mids.
Best thing to do vs. 2P is to do 9K+G since it will beat it out due to your frame advantage. If you don't have enough adv to beat it out with 9K+G...
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