I assume you mean his underworld drop by air throw.id like to apologize for the knee jerk reaction i had to his commands. while im still against overcomplicated super air throws i didn't realize that one of them was an inescapable, Offenive Hold, that does 120 damage on hi-counter. obviously some care must be taken to limit its use... although ironically i find it the easier to use then his air throw.
speaking of which i could really use some help with as id like to actually get out of command training sometime this year and actually try him out.
I assume you mean his underworld drop by air throw.
Simplifying the input makes it a whole lot easier :
23646T.21423698T.720° motion T becomes 2646T.2429T.720° motion T
You can just spin the joystick like crazy and focus on the throw timing for the last part. I have also heard that you can do the first part of the throw by doing a double quarter circle forward motion. Also, remember to only practice it on the side you are most confortable with because after the first part, the computer mirrors your notations.
Here's a way to jot down the timing (Via on block for memory). Do 6P and Immediately after confirm [3P] at the very same time. Basically hitting 3 and P together right after 6P. At that rate, keep it on a constant rate via a blocking opponent. Same flux as Jacky for memory.
What about PL against the wall?Yup, that's his best Post CB combo damage wise.
The best I can get after his PL is EWGF x4- 236p/7k. After 5 ewgf they are knocked too far away for a followup.
Nothing will connect after 1pp unless it hits at max threshold. But you can use 2p afterwards for some guaranteed advantage, if they stay on the ground 2p hits them, if they tech you"re +1.