Suirad
[10] Knight
Ok I've got it. Forgive this diagram, but its the best way I can think of explaining it. Think of it as a timeline:
4A+B hits grounded opponent - window where inputing A+B does nothing - extremely short window where inputting A+B launches them with no force use or animation - Long window where A+B throws them up in the air with force use and animation - extremely short window where A+B does not throw them in the air but vader goes through th animation and uses force - window where inputting A+B does nothing - Opponent/vader recover.
This sort of agrees with oofs theory about how those too glitches work.
The visual cues are obviously going to be tv-lag specific but for me the throw-without-animation(TWA) happens very near when the red burst from 4A+B dissapears just about as vader turns his hand upward while the animation-without-throw(AWT) happens as just as vaders forearm points straight up.
I'm still inconsistant with it, but as of typing this I've produced TWA about 8 times. You have enough time from opponent getting launched to hit them with pretty much anything you want, notably 44A+K seems good cause you can 44A+K 4A+B to pick them up again after they roll far away, giving you a long range RO. Otherwise 11B seems good for a big damage hit.
/edit/ TWA allows you to jump backwards twice before starting 4A+B6A+B for back RO instead of the one time allowed by 4A+BA+B. The same for sidestep.
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Although its gimmicky after the ground slide this other version causes 4A+B will pick them up if they lie flat or tech msot directions, giving you a very long range forward RO. Vader was able to tech only to his right to escape for example.
4A+B hits grounded opponent - window where inputing A+B does nothing - extremely short window where inputting A+B launches them with no force use or animation - Long window where A+B throws them up in the air with force use and animation - extremely short window where A+B does not throw them in the air but vader goes through th animation and uses force - window where inputting A+B does nothing - Opponent/vader recover.
This sort of agrees with oofs theory about how those too glitches work.
The visual cues are obviously going to be tv-lag specific but for me the throw-without-animation(TWA) happens very near when the red burst from 4A+B dissapears just about as vader turns his hand upward while the animation-without-throw(AWT) happens as just as vaders forearm points straight up.
I'm still inconsistant with it, but as of typing this I've produced TWA about 8 times. You have enough time from opponent getting launched to hit them with pretty much anything you want, notably 44A+K seems good cause you can 44A+K 4A+B to pick them up again after they roll far away, giving you a long range RO. Otherwise 11B seems good for a big damage hit.
/edit/ TWA allows you to jump backwards twice before starting 4A+B6A+B for back RO instead of the one time allowed by 4A+BA+B. The same for sidestep.
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Very nice find Eyce_Theon!
Some observations after testing it out:
It seems like 4A+B~3_9A+B uses slightly less force when you send them up then if you do 4A+B~A+B.
If you stab them without it going into the attack throw, the hit effect is different with 3_9A+B (it will ringout), and it's slightly less damage (12 instead of 15).
Although its gimmicky after the ground slide this other version causes 4A+B will pick them up if they lie flat or tech msot directions, giving you a very long range forward RO. Vader was able to tech only to his right to escape for example.