Rikuto
P-P-P-P-P-P-POWER!
This move lost its true purpose during development. Originally, the 2h+p variant was unbreakable but did slightly less damage. That said, it still has uses, though you're going to have to get to a pretty high level before they become apparent.
Bayman abuses OH's off of a lot of okizeme setups, and at the highest levels of this game you'll have people trying to throw you out of your DDT on reaction... which can obviously hurt a lot. It requires a mix of testicular fortitude and good reaction time for anyone to actually do this. its rare, mind you, but these people do exist. You won't find them online, either. Having any variation in animation helps you to confuse their senses and reaction, and since the opening animation is quite different than the DDT this helps fuck with them quite well.
As for the variations? Some people are very, very good at getting out of the multi-holds... the break timing is very pronounced for the DDT inparticular, and there is a major delay inbetween the "Cracks" that make it easy for a defender to figure out. But nobody can have perfect timing with every animation. Having two separate variations helps to throw off defender throw break timing quite a bit, depending on who it is you are fighting. Personally I opt for 46h+p then the 4h+p 2h+p variant. Something about the overall jerky animation tends to jostle with most defenders reaction time.
Bayman abuses OH's off of a lot of okizeme setups, and at the highest levels of this game you'll have people trying to throw you out of your DDT on reaction... which can obviously hurt a lot. It requires a mix of testicular fortitude and good reaction time for anyone to actually do this. its rare, mind you, but these people do exist. You won't find them online, either. Having any variation in animation helps you to confuse their senses and reaction, and since the opening animation is quite different than the DDT this helps fuck with them quite well.
As for the variations? Some people are very, very good at getting out of the multi-holds... the break timing is very pronounced for the DDT inparticular, and there is a major delay inbetween the "Cracks" that make it easy for a defender to figure out. But nobody can have perfect timing with every animation. Having two separate variations helps to throw off defender throw break timing quite a bit, depending on who it is you are fighting. Personally I opt for 46h+p then the 4h+p 2h+p variant. Something about the overall jerky animation tends to jostle with most defenders reaction time.