Brahma
[09] Warrior
So far, it looks like most of Rock's game revolves around his ground and crouch throws. It's where he gets his damage, mixups, RO's, and about anything else he has is worthwhile. Since information on all of this is kind of spread around the board, I thought I'd set up a thread and try and keep everything organized. This is a work in progress and I'll try to to update as often as necessary. Here we go.
3A+G
Feet toward throw. A to break. 10 damage by itself. Rings out front.
Free followups
-Head ground throw attempt. (1A+G = 40 dmg, 1B+G = 15 dmg + followups)
-instant 22_88B: 33 dmg.
-B+K, 1K: 31-38 damage, depending on tech after B+K.
Tech Traps
-If they tech left or right, or near a wall free B+K(21 dmg), into Head ground throw attempt_1K.
-If they tech backwards, you just get the B+K. Now from here, you have a few options. They are too far away for a Gthrow attempt, so you can go for the free 1K, or tech trap with 4A+B_dash in crouch throw. If you train them to stay on the ground to avoid the tech trap, you can get a dash Head ground throw attempt, or try to go for 1K~3A+G_B+G, though for the latter they have to not tech the B+K or the 1K.
-22_88B if timed correctly catches tech all ways for 46 dmg, plus a free Head ground throw attempt or 4A+B_dash crouch throw tech trap.
-236B+K will hit if they do not tech. 82 Damage if they stay grounded. 110 Damage and juggle if they get up.
3B+G
Feet towards ground throw. B to break. 36 dmg.
Followups
-1K must be blocked.
-1A can be avoided by rolling back or with a fast WS move.
-iWSB can be avoided by rolling to the side or with a fast WS move.
-66B/BB can be avoided by staying on the ground.
1A+G
Head towards ground throw. A to break. 40 dmg. Has a very slight chance of RO/wallsplat.
Followups
-All tech must block A+B and 1A
-Dash into Crouch throw hits passive tech (if they hold G while teching, crouch throw will miss).
-Backwards tech must block 22_88B.
-iWSB hits everything except left tech.
-Both hits of BB will hit if they do not roll to the sides. If they do, 2nd B will track and hit them.
1B+G
Head towards throw. B to break. 15 dmg by itself. Rings out behind.
Free followups
-Feet first ground throw attempt.
-44K: 18 dmg. No tech traps, but decent wakes.
-instant 22_88B: 34 dmg.
-B+K is free on Amy only.
Tech
-If they tech any direction, 22B tech traps for 46 damage and OCCASIONALLY gives free ground throw.
-If they don't tech, B+K into free ground throw attempt_1K.
2A+G
Crouch throw. A to break. 20 dmg by itself.
Free Followups
-Head ground throw attempt.
Followups
-1A, 11_77K, 44K, 2A+K, 2B must be blocked
-22_88B and WSB can only be rolled to the left
2B+G
Crouch Throw. B to break. 20 Damage by itself
For more information on 2B+G, go to :
http://www.8wayrun.com/f36/2b-g-study-t1688/
3A+G
Feet toward throw. A to break. 10 damage by itself. Rings out front.
Free followups
-Head ground throw attempt. (1A+G = 40 dmg, 1B+G = 15 dmg + followups)
-instant 22_88B: 33 dmg.
-B+K, 1K: 31-38 damage, depending on tech after B+K.
Tech Traps
-If they tech left or right, or near a wall free B+K(21 dmg), into Head ground throw attempt_1K.
-If they tech backwards, you just get the B+K. Now from here, you have a few options. They are too far away for a Gthrow attempt, so you can go for the free 1K, or tech trap with 4A+B_dash in crouch throw. If you train them to stay on the ground to avoid the tech trap, you can get a dash Head ground throw attempt, or try to go for 1K~3A+G_B+G, though for the latter they have to not tech the B+K or the 1K.
-22_88B if timed correctly catches tech all ways for 46 dmg, plus a free Head ground throw attempt or 4A+B_dash crouch throw tech trap.
-236B+K will hit if they do not tech. 82 Damage if they stay grounded. 110 Damage and juggle if they get up.
3B+G
Feet towards ground throw. B to break. 36 dmg.
Followups
-1K must be blocked.
-1A can be avoided by rolling back or with a fast WS move.
-iWSB can be avoided by rolling to the side or with a fast WS move.
-66B/BB can be avoided by staying on the ground.
1A+G
Head towards ground throw. A to break. 40 dmg. Has a very slight chance of RO/wallsplat.
Followups
-All tech must block A+B and 1A
-Dash into Crouch throw hits passive tech (if they hold G while teching, crouch throw will miss).
-Backwards tech must block 22_88B.
-iWSB hits everything except left tech.
-Both hits of BB will hit if they do not roll to the sides. If they do, 2nd B will track and hit them.
1B+G
Head towards throw. B to break. 15 dmg by itself. Rings out behind.
Free followups
-Feet first ground throw attempt.
-44K: 18 dmg. No tech traps, but decent wakes.
-instant 22_88B: 34 dmg.
-B+K is free on Amy only.
Tech
-If they tech any direction, 22B tech traps for 46 damage and OCCASIONALLY gives free ground throw.
-If they don't tech, B+K into free ground throw attempt_1K.
2A+G
Crouch throw. A to break. 20 dmg by itself.
Free Followups
-Head ground throw attempt.
Followups
-1A, 11_77K, 44K, 2A+K, 2B must be blocked
-22_88B and WSB can only be rolled to the left
2B+G
Crouch Throw. B to break. 20 Damage by itself
For more information on 2B+G, go to :
http://www.8wayrun.com/f36/2b-g-study-t1688/