Some specific moves from stances can be grabbed as natural because they are immediately shifting to another stance while in neutral. For example, you can neutral throw Rig's 6KK into bending. Literally will work from the middle every single time.
So hypothetically if a character has a string like KK and there's 6 frames between the K's where P1 is in recovery and P2 is active for whatever reason like they crouched under the first strike, P2 can successfully throw P1 before the second K comes out even if P1 inputted KK?
Hmm... I don't think so in that case. For example, Naotora's K has 24 recovery frames, but if she does KK (even if max delayed) and you crouched the first K then you can't throw her before the second K comes out, you'll get HiC hit.
When doing KK (or whatever) there are not recovery frames until the string ends/is cancelled as far as I know.
Wait, I'm dumb. When delaying a follow up I thought it would only affect the start-up frames, instead it adds recovery frames on the previous move of the string as well (in which you can be thrown). I've never noticed this on the move details until now.
Though slightly different from the Helena case. Never knew about that. For a minute I thought Chap was talking about specifics in stances that you can throw them out of.
Alpha-152's 236236T can sometimes beat strings like that even though it's not an OH because of the high crusher frames. That's probably the most common scenario too.