BEENEEWEENEES
Thou shalt be slain!
breakdown on Little Kutter (or as we'd say in Atlanta, LIL' KUTTA)
this is Ferra/Torr's command grab he gains in Vicious stance. while it may seem lackluster at a glance, this grab may be one of the best things about Vicious stance, and gives this character's mix-up potential a lot of opportunity to shine.
the following moves will let you connect with F/T's command grab on a blocking opponent~
1
b1
d1
2
3
f3
d3
d4
trying any other move or string cancel into command grab on the blocking opponent will result in F/T whiffing (and then you, most likely, subsequently eating a combo). f3 command grab and d4 command grab are fantastic when you know your opponent is going to block it. command grab cannot be combo'd into on a standing opponent, which is why i keep emphasizing that this is for block pressure exclusively.
that being said, your opponent can jump out between the button and the command grab, but that's going to require a read on their part because this shit is nigh impossible to see on reaction.
his standard combo ender is 4,boss toss. this is cool when you want a) a max damage combo and b) to put your opponent all the way across the screen. if you're like me, and would rather go for oki and mix-ups and keep your opponent up close and at your mercy, end combos with f3,little kutter.
"But why, BEENEEWEENEES?"
-because little kutter gives you enough frame advantage to walk up a teeeeeensy bit and get a meaty as FUCK mix-up with f2 and b2 that stuffs most wake-up attacks, that's why.
"But BEENEEWEENEES, why even bother with all this? Going for pressure with strings into Ferra Toss and Ferra Slide works too!"
-because landing with little kutter gives you one huge advantage over landing with Ferra Toss/Slide... it gives you Ferra immediately instead of having to wait for her to run back to you, therefor giving you the b2 overhead option on the opponent's wakeup. this gives you fuckin suh-weeeeet oki options, where you can really get his damage going while conserving his meter for armored charges.
anyone else, thoughts on this move? i personally love this against zone-heavy characters, since ending with boss toss sends the opponent to the other side of the earth while this keeps them nice and close, also letting me keep Ferra immediately for sick ass mixups. everyone should use it more.
this is Ferra/Torr's command grab he gains in Vicious stance. while it may seem lackluster at a glance, this grab may be one of the best things about Vicious stance, and gives this character's mix-up potential a lot of opportunity to shine.
the following moves will let you connect with F/T's command grab on a blocking opponent~
1
b1
d1
2
3
f3
d3
d4
trying any other move or string cancel into command grab on the blocking opponent will result in F/T whiffing (and then you, most likely, subsequently eating a combo). f3 command grab and d4 command grab are fantastic when you know your opponent is going to block it. command grab cannot be combo'd into on a standing opponent, which is why i keep emphasizing that this is for block pressure exclusively.
that being said, your opponent can jump out between the button and the command grab, but that's going to require a read on their part because this shit is nigh impossible to see on reaction.
his standard combo ender is 4,boss toss. this is cool when you want a) a max damage combo and b) to put your opponent all the way across the screen. if you're like me, and would rather go for oki and mix-ups and keep your opponent up close and at your mercy, end combos with f3,little kutter.
"But why, BEENEEWEENEES?"
-because little kutter gives you enough frame advantage to walk up a teeeeeensy bit and get a meaty as FUCK mix-up with f2 and b2 that stuffs most wake-up attacks, that's why.
"But BEENEEWEENEES, why even bother with all this? Going for pressure with strings into Ferra Toss and Ferra Slide works too!"
-because landing with little kutter gives you one huge advantage over landing with Ferra Toss/Slide... it gives you Ferra immediately instead of having to wait for her to run back to you, therefor giving you the b2 overhead option on the opponent's wakeup. this gives you fuckin suh-weeeeet oki options, where you can really get his damage going while conserving his meter for armored charges.
anyone else, thoughts on this move? i personally love this against zone-heavy characters, since ending with boss toss sends the opponent to the other side of the earth while this keeps them nice and close, also letting me keep Ferra immediately for sick ass mixups. everyone should use it more.