I have heard somewhere that Jeffry's TKOD is unstoppable if the toe kick connects. I interpreted that statement in such a way as to say that not only can the throw not be broken (with f+P or even df+P; I know this part is true BTW) but that the execution frames of the throw could not be interrupted. However, not only does the PS2 combo counter (which, except for downed attacks and stagger combos, I have found to be fairly accurate) not count the TKOD as a two hit but if you record a TKOD and replay it against yourself, you can interrupt the throw with a LP or other quick attack. Since there are no switch-ups from the toe kick, what is the point besides hoping that your opponent is slow? This is the case with Wolf's uf+P --> b+P+G as well. However, there are other hit throws such as Wolf's b+K+G --> P+G and Aoi's f,f+P --> P+G (I think; I don't play Aoi) that count as a combo on the counter and I have been unable to interrupt. Is my timing off or what? I can only get the TKOD (and Wolf's uf+P hit throw) to come out if I do them REALLY slow (Jeffry puts the leg he did the toe kick with back on the ground as I am hitting P+G). Thanks in advance.