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:Throws can be used from '''F2 after landing''' from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Note: There is a special interaction when landing from a DOWN! That actually allows 1F throws - see further below. Also, characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 anyway. | :Throws can be used from '''F2 after landing''' from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Note: There is a special interaction when landing from a DOWN! That actually allows 1F throws - see further below. Also, characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 anyway. | ||
:After back & front Ukemi, Throws are '''blocked for 2F''' (F3 is the earliest possible frame for a throw to come out). | :After back & front Ukemi, Throws are '''blocked for 2F''' (F3 is the earliest possible frame for a throw to come out). | ||
===Throw Invulnerability=== | ===Throw Invulnerability=== | ||
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14F: against Duck | 14F: against Duck | ||
16F: against all others | 16F: against all others | ||
===Command Throws=== | |||
:Command Throws can generally be comboed, eg. Clark 5C(1)>41236K | |||
:Command Throws can be linked into, eg. Ralf 2B > link 41236K | |||
:Command Throws do NOT combo if done right after a jumping attack. This is likely to avoid insane instant overhead setups (since throws frequently have only 1F startup, the air attack could be done really early and still combo). | |||
:However, what does work is eg. a standing combo > quick shift > next character lands > Command Throw, since no jumping attack was used. | |||
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