Rip Torn
ALL I HAVE IS THE GREEN.
Here is a list of all Cheetah's tick throws and if they work on hit or block:
Note: B12~1+3 is a low > overhead > mid and the last part can be blocked like a regular attack. For the purpose of this thread, I do not consider it a grab because it shares no properties of a grab other than the animation. Same thing with F23~1+3 which doesn't even come out on block.
(high) means it will only hit a standing opponent and whiff on crouching.
(low) means it only hits crouchers and whiffs on standing opponent.
(mid) means it will hit a standing or crouching opponent.
On Block:
1~DBF1 (high)
1~DB1 (low)
2~DBF1 (high)
2~DB1 (low)
D1~DBF1 (high)
D1~DB1 (low)
D2~DBF1 (high)
D2~DB1 (low)
12~DBF1 (high)
12~DB1 (low)
12~1+3 (mid)
B1~DBF1 (high)
B1~DB1 (low)
B2~1+3 (mid)
On Hit:
B2~1+3 (only if they were standing when hit by B2)
B2~DBF1 (only if they were standing when hit by B2)
B2~DB1 (only if they were crouching when hit by B2)
12 1+3 (mid)
Conclusions and Thoughts:
Her tick throw game is pretty crazy but when you look at the list closely, you realize that she is making a lot of guesses and taking risks to implement her throw game, which is essential. 12~1+3 is great because it works on hit or block. In order to escape, they must jump or backdash the throw (or some other fast throw invulnerable move). The great thing is that the recovery is fast so they can't really punish you with a neutral jump because Cheetah can block before they land with a jumping attack (mb b3 also too slow). B2~1+3 is also pretty good because even when it whiffs on hit (on crouching opponent), it's safe. It's really low damage so it's mainly used for oki pressure I assume.
D2~DB1 also seems pretty good. On block, if they are blocking low, they will get grabbed into a 40% 1 bar combo. On hit, it doesn't combo but you are safe. DB1 has less recovery than DBF1 (23 vs 31 frames) so it's a little safer on whiff. Both have 14f startup. DBF1 has 3 active frames while DB1 has 2. You can juggle into both command grabs but you have to be precise with the juggle points. DBF1 has a higher hitbox and reaches a little further.
B1~DBF1 is a mixup with her B12 string because they will be wanting to block the overhead of B12.
Let me know if I missed anything.
Note: B12~1+3 is a low > overhead > mid and the last part can be blocked like a regular attack. For the purpose of this thread, I do not consider it a grab because it shares no properties of a grab other than the animation. Same thing with F23~1+3 which doesn't even come out on block.
(high) means it will only hit a standing opponent and whiff on crouching.
(low) means it only hits crouchers and whiffs on standing opponent.
(mid) means it will hit a standing or crouching opponent.
On Block:
1~DBF1 (high)
1~DB1 (low)
2~DBF1 (high)
2~DB1 (low)
D1~DBF1 (high)
D1~DB1 (low)
D2~DBF1 (high)
D2~DB1 (low)
12~DBF1 (high)
12~DB1 (low)
12~1+3 (mid)
B1~DBF1 (high)
B1~DB1 (low)
B2~1+3 (mid)
On Hit:
B2~1+3 (only if they were standing when hit by B2)
B2~DBF1 (only if they were standing when hit by B2)
B2~DB1 (only if they were crouching when hit by B2)
12 1+3 (mid)
Conclusions and Thoughts:
Her tick throw game is pretty crazy but when you look at the list closely, you realize that she is making a lot of guesses and taking risks to implement her throw game, which is essential. 12~1+3 is great because it works on hit or block. In order to escape, they must jump or backdash the throw (or some other fast throw invulnerable move). The great thing is that the recovery is fast so they can't really punish you with a neutral jump because Cheetah can block before they land with a jumping attack (mb b3 also too slow). B2~1+3 is also pretty good because even when it whiffs on hit (on crouching opponent), it's safe. It's really low damage so it's mainly used for oki pressure I assume.
D2~DB1 also seems pretty good. On block, if they are blocking low, they will get grabbed into a 40% 1 bar combo. On hit, it doesn't combo but you are safe. DB1 has less recovery than DBF1 (23 vs 31 frames) so it's a little safer on whiff. Both have 14f startup. DBF1 has 3 active frames while DB1 has 2. You can juggle into both command grabs but you have to be precise with the juggle points. DBF1 has a higher hitbox and reaches a little further.
B1~DBF1 is a mixup with her B12 string because they will be wanting to block the overhead of B12.
Let me know if I missed anything.
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