Trying to get my interest in the game sparked again.
I was toying with 236T last night, and didn't find anything unique. However, despite not being guaranteed; I wanted to bounce a few thoughts off you. Granted 7K is the staple assured damage.
Well, one thing that is guaranteed that I only see myself doing (granted I'm on PSN right now, so I don't get to see the usual Xbox scene) is when your back is to a wall, do 236T, 6PP, *wallsplat* PP6PK or what have you depending on weight, wall type and angle. Great damage for 7-frame throw.
Then I was playing with 236T, 6PP (no wall). On max stagger escape, you can do the 6PP full speed and put them into a (crumple stun? proper name?). If they don't stagger escape (fast or slower), you just need to delay the 2nd P ever so slightly (the string easily allows it) so it doesn't land back-turned and knock them down. Granted, now that they are forward facing, the 2nd P can be countered.
So then it's the usual 6PP setup when this hitlevel occurs. You can grab, or use any non-wind dash launcher. You could easily 236T, 6PP, 8K, *combo ender* for up to 90 damage~. Two chances for them to counter, but you could work that into your favor.
After 236T, 6P you're +10 at max stagger escape. So if they plan to counter the mid, you could always throw or predict they might not slow escape fast enough/extend the stun by doing PP (safe if they simply max stagger escaped, but lost damage... could keep applying pressure with string...).
After 236T, you can PP and the only way they can avoid it is by ducking while they turn around. Potential setups here?
I could go on forever but at some point I'm telling you stuff you know and/or easily could figure out yourself.
Any gimmicks you're exploiting from 236T? Anything I haven't figured out yet that's awesome?
I was toying with 236T last night, and didn't find anything unique. However, despite not being guaranteed; I wanted to bounce a few thoughts off you. Granted 7K is the staple assured damage.
Well, one thing that is guaranteed that I only see myself doing (granted I'm on PSN right now, so I don't get to see the usual Xbox scene) is when your back is to a wall, do 236T, 6PP, *wallsplat* PP6PK or what have you depending on weight, wall type and angle. Great damage for 7-frame throw.
Then I was playing with 236T, 6PP (no wall). On max stagger escape, you can do the 6PP full speed and put them into a (crumple stun? proper name?). If they don't stagger escape (fast or slower), you just need to delay the 2nd P ever so slightly (the string easily allows it) so it doesn't land back-turned and knock them down. Granted, now that they are forward facing, the 2nd P can be countered.
So then it's the usual 6PP setup when this hitlevel occurs. You can grab, or use any non-wind dash launcher. You could easily 236T, 6PP, 8K, *combo ender* for up to 90 damage~. Two chances for them to counter, but you could work that into your favor.
After 236T, 6P you're +10 at max stagger escape. So if they plan to counter the mid, you could always throw or predict they might not slow escape fast enough/extend the stun by doing PP (safe if they simply max stagger escaped, but lost damage... could keep applying pressure with string...).
After 236T, you can PP and the only way they can avoid it is by ducking while they turn around. Potential setups here?
I could go on forever but at some point I'm telling you stuff you know and/or easily could figure out yourself.
Any gimmicks you're exploiting from 236T? Anything I haven't figured out yet that's awesome?