Has anyone been able to find anything to follow up with after her
. I've been using
but I can't find anything guaranteed and I'm thinking its a useless grab.
It's not useless, but I think most Kokoro players think it is because the possibilities after 4T haven't been explored much. The 3 part throw is obviously the best option for guaranteed damage in throw situations, but 4T has some merit.
First, it generally seems worthless because nothing is guaranteed after the throw. However, primarily you'd be looking to land 66P in their back, which again isn't guaranteed because it can be blocked. But there are ways to loosen up a player that blocks after the throw... and that's by throwing them instead. Eventually, they will try ducking or attacking to avoid being thrown as a follow up to 4T. That's when you can stick them with 66P, although it's a guessing game of when to try it. Then there's the beauty of when you land 66P after 4T, which is when you get guaranteed follow ups...
@0:59 everything after the 66P is guaranteed
@0:35 higher damage potential because it leads to a force tech, but obviously the last K can be tech rolled to avoid being forced.
I've posted this video in another thread, but I'll post it here for an example of a good player that blocks follow ups after 4T. In the 1st round, he blocked my entire follow up, which put him back on offense, which led to him kicking my ass. If you figure they'll block after 4T, you can throw them, which I did in the 2nd and 3rd round. Hypothetically speaking, if I had gotten another 4T in the match, I would have done 66P, since hypothetically speaking, he likely would figure I'd try another throw.
Also, if the Kasumi player is seeing this post, I'm not trying to show you up or clown you. It's just the best video I have to use as an example.