Genereaver
New Member
A lot of the time you'll just want to get a quick after your hard knockdown, but that pretty much just leaves everything back at neutral. If you want to keep the pressure on (or frazzle an opponent used to eating a ground throw after a hard knockdown), it's time for some force techs.
Here's the frame advantage of his force techs, and a couple options for after (if you have any I missed (went through the command training with each move after a knockdown, so I don't think I did) or any other/better options, please feel free to speak up!):
= +12, but quite a distance away; I don't think anything can actually reach far enough to keep pressure.
= +20, goes into DDT quite nicely, though they can of course duck it; predict a duck, and they're close enough for a or , or just a for a nice sitdown.
= +20, at the very edge of DDT range, but still within range.
= +11
= +16, leaves you backturned for some shenanigans but too far to immediately pressure unless a wall is near.
= +12, great if you're a fan of the Windmill Backbreaker.
= +15, same range as
Here's the frame advantage of his force techs, and a couple options for after (if you have any I missed (went through the command training with each move after a knockdown, so I don't think I did) or any other/better options, please feel free to speak up!):
= +12, but quite a distance away; I don't think anything can actually reach far enough to keep pressure.
= +20, goes into DDT quite nicely, though they can of course duck it; predict a duck, and they're close enough for a or , or just a for a nice sitdown.
= +20, at the very edge of DDT range, but still within range.
= +11
= +16, leaves you backturned for some shenanigans but too far to immediately pressure unless a wall is near.
= +12, great if you're a fan of the Windmill Backbreaker.
= +15, same range as