63214 G+B perfect release follow up

LemonySnicket

[08] Mercenary
the perfect release is really easy and they are stunned on the ground, what do you do after a 63214 B+G perfect release.
 

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[11] Champion
Depends on who it is and how far away they are. Either dash, ground throw, 6B+K, or a possible techtrap crouch throw. If they're up against the wall then GT/CT mixups for sure.
 

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[11] Champion
Rock's wall game is crouch throws or a delayed GT/CT mixup. That's basically it.
 

Super__Villain

[09] Warrior
Yes, it's the just frame version.
I tried doing this in training for like 20 minutes strait... never seen even a hint of JI glow...
214A,A,A JI was no problem, but this ones pissing me off.
I'm assuming that it should just be fastest input.
Is it not? Do I have to delay the grab? Hit B right as he hits them back to the ground? Any help with this would be apprectiated.
 

arnboku

[09] Warrior
It's a special just frame here:

You have to hold B+G or just the B during the animation and let it go in the right moment
 

Super__Villain

[09] Warrior
It's a special just frame here:

You have to hold B+G or just the B during the animation and let it go in the right moment
So hold the B+G (which is really just holding the B but still works) until he hits the opponent with his mace? Thanks I'll give that a try.
 

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[11] Champion
Alright this has been bugging me for a while. Today I did some testing and here's what I now think:

After JF CT 6b+k is guaranteed for another ~20 damage. If you're near a wall then you can get head toward ground throws.

And that seems to be it for the standard followups. I could not land dash -> 1B+G at all vs normal tech. The reason people may have thought they could land it before is because it works vs side techs, and if you do it fast or they tech late then it looks like you caught them before they teched.

However, if you dash and wait for them to tech in any direction you get the crouch throw. You can also hit them with 1A if they side tech, but it will whiff if they normal tech or back tech. This may be worth using if they're within range of the edge and can't roll back because the damage is decent and followups are good, plus it can ring out.

I'll do some more testing tomorrow and may even throw up a short video to show what I mean. Anyone else is welcome to test this as well, especially the dash -> GT vs side tech.
 

arnboku

[09] Warrior
1B+G works against normal tech but it's very unreliable maybe even hitbox dependent.

Going to try 1A out. But what do you mean with decent followups?