1+3
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1 or 2 |
12f |
35 |
Balcony Break |
-6 |
None |
Full Screen, No Swap |
No Change
|
2+4
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1 or 2 |
12f |
35 |
None |
-3 |
None |
Switch Sides |
Axis Shift
|
u/f+1+2
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1+2 |
12f |
40 |
Floor Break |
-6 |
None |
Axis Shift |
Axis Shift
|
f,f+1+2
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1+2 |
12f |
38 |
None |
0 |
d+4 on most |
Switch Sides |
Axis Shift
|
Dragon 1
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1 |
25f |
35 |
None |
0 |
d4 by the wall |
None |
Same
|
This maybe the only throw in the game that can be canceled. Cancel performed with dragon 1b. The hands lie to the opponent about the break since he uses both hands to try the throw. Since its the only throw from dragon with a very distinct animation and its speed is quite slow, you won't be using it with property in mind. The cancel of the throw back into dragon allows the dragon's strong high evasive ch launcher that's plus on block mid to be used to counter hit the 1 jab that comes out very often as the throw break attempt. There is counter play around this though so don't abuse this throw.
Drunken 1+3_2+4
Break |
Speed |
Damage |
Wall/Floor |
Data on Break |
Follow up Hit |
Position Hit |
Position Break
|
1+2 |
15f~16f |
33 |
None |
0 |
See Notes |
None |
slight axis shift
|
Only a 14f break window. There is a 2nd throw attempt built into the throw. Free follow ups all require a wall to shorten the distance after the throw connects. iws3 is the easiest. Ballroom is a bit trick but is still a combo. At the right angles, the kick from ballroom will splat them on the all for a phx 2 to spin/screw, turning this grab into a full launcher.