(Input from XAQ would be helpful)
yea with the 421a[4] pressure if u time/space it properly it can almost guarantee
that they will not leave the situation without taking some kind of damage. a perfectly
timed setup makes it so that they are still in command throw range while you are just
outside of throw range, if they try to jump the command throw the 421a activates
early enough to catch them in the air (its air unblockable) they dont have time to
dash in throw, dodge doesnt work, if they shield, it wont catch anything because 421
wouldnt have activated yet, backdash doesnt work. they pretty much have to use an
invincible EX to escape but even that can be dealt with by just waiting instead of
cmd throwing.
good stuff on the guide LPT though some properties and stuff needs to be edited / updated.
236a not being low, 421a/b moves being air unblockable, 421c being air unblockable + unshieldable etc.
im sure youll catch a lot of em if u read over the first post. keep up the good work.
t's still possible to use 236A > 236C after the 2B to do a "double otg + hunting option select" just like in mbac.
Now it consums meter... maybe that defeat the point of otg to start with... I guess it's only meant for when player is in max mode anyway...
actually if u time the 236c buffer at a certain point, catching the techs while not catching non techs
becomes free. since the time for cancelling 236a on hit is different from its whiff timing, if you just do
the whiff time cancel u will never waste meter for them non-teching.