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View Full Version : Todo is a good character; here is some frame data


wepeel
03-18-2004, 01:49 AM
C-groove: 3 lvl1 counters that build up faster than any other groove, a nice lvl2 juggle, RC command grab, not too sure about his alpha counter; if anyone could provide input then please do

A-groove: possibly his best groove - watch a Harvest or Sai-Rec (hmmm, are they the same group?) video; very good damage and GC potential (upwards of 9k if it connects, check out the older threads in this forum), RC command grab, still unsure of alpha counters

P/K-groove: No need to worry about AA if you can parry/JD well...the rest is theory fighter, I guess...don't really know too much about low jump setups, run looks funny...might wanna try run--->command grab if you manage to knock them down a lot...haha...

S-groove: Theoretically untouchable!!! But then again, theory fighter doesn't mean that much...anyways, unlimited counters, good damage boosts (his b&b actually does quite a lot), dodge punch combos into Kasante Ate, mid-screen GC strings with lvl1 supers, you get to see his ankles when he runs, etc...I like him in this groove ^_^

N-groove: His counter roll is probably good, but I haven't experimented with him in this groove, so yeah...uhh, break stock into counter? I dunno hehe

Frame data is in the next post...
Seriously, he is a good character...

wepeel
03-18-2004, 02:07 AM
Todo!!!

Normals:
-----------

Standing when close to opponent
---

Jab: 4/4/10 +3/+3 o/o 300pts

Strong: 6/4/10 +8/+8 o/o 900pts

Fierce: 8/4/26 -6/-6 x/x 1400pts

Short: 5/4/15 -4/-4 x/o 500pts

Forward: 5/4/22 -6/-6 x/o 800pts

Roundhouse: 12/4/34 -14/-14 x/x 1300pts


Standing far
---

Jab: 4/4/10 +3/+3 o/o 300pts

Strong: 5/4/17 +3/+3 o/o 1000pts

Fierce: 10/4/30 -10/-10 x/x 1400pts

Short: 5/4/15 -4/-4 x/o 500pts

Forward: 8/6/16 -2/-2 x/x 800pts

Roundhouse: 15/4/22 -2/-2 x/x 1300pts


More to come later

Jose 2.0
03-18-2004, 09:17 PM
wats his "good" lv.2 juggle, because i have no lv.2 combo at all

kcxj
03-18-2004, 09:33 PM
Originally posted by Jose 2.0
wats his "good" lv.2 juggle, because i have no lv.2 combo at all

Level 2 wave super, whiff command grab.

epsilon_
03-19-2004, 11:36 AM
Originally posted by kcxj


Level 2 wave super, whiff command grab. Do you get the same amout of hits as if you taunted?

Mr. Sparkle
03-20-2004, 12:13 PM
Yes, and it's safer. You recover faster from the whiffed grab than the taunt.

epsilon_
03-20-2004, 12:33 PM
^ Thanks, I didn't know since I only play A Todo.

wepeel
03-20-2004, 05:51 PM
More Todo Frame Data (gotta love procrastinating finals)

The Crouching Series
---------------------------

Jab: 3/4/6 +7/+7 o/o 300pts

Strong: 5/4/17 +-0/+-0 o/o 900pts

Fierce: 7/6/25 -5/-5 x/o 1300pts

Short: 4/4/11 +4/+4 o/o 300pts

Forward: 5/6/14 +6/+6 o/o 800pts

Roundhouse: 8/4/32 knockdown/-12 o/o 1200pts


The Jumping Series
------------------------

Hmmm...available on request, cuz I don't think it's very useful...plus, I'm kinda lazy...j. forward sometimes crosses up...

SPECIALS (and directional normals)
--------------------------------------------

Slide Kick (F+MK): 16/4/36 knockdown/-15 900pts
(cancelling into special or super is worthless...unless you feel like building meter rather than going up to the corpse for mind games...in any case, I didn't check)

Kasante Ate (Waves)
---

Jab: 15/35 +6/+6 400x3pts

Strong: 18/35 -17/-17 400x3pts

Fierce: 21/35 knockdown/-32 400x3pts

*note: What's the difference, then? The range of the waves is the difference; I couldn't get pixel data, sorry

Kasante Ate, AA
---

Jab: 21/28 +10 400x3pts

Strong: 25/24 +15 400x3pts

Fierce: 21/35 +19 400x3pts

*note: differences coming later; I don't really use this move...but I do not discourage the usage! Open minds are good

Kasante Ate (Waves...In the air!)
---

Jab: 12/Landing +6/+11 400x3pts

Strong: 14/Landing +6/+10 400x3pts

Fierce: 16/Landing +6/+9 400x3pts

*note: Tiger Knee motions (d,df,f,uf) have their uses here; not sure why you should use anything other than the jab air-wave...someone get back to me on this

Command Grab
---

ALL Versions: 6/1/28 1200pts

*note: just use the fierce version, since the only difference in the strengths is in the grab range...64, 66, and 68 pixels...grab (ehehe) those extra 4 pixels! (This will be the only time I advocate against using something Todo has, since this is in the realm of obsolete)


More to come later...someone help me with the translations, please :(

Mr. Sparkle
03-20-2004, 06:03 PM
Originally posted by Mr. Sparkle
Yes, and it's safer. You recover faster from the whiffed grab than the taunt. I should clarify... cancelling into whiffed grab isn't safer per se, but it gives you an extra bit of time to start repositioning yourself for your zoning game.

Rokiseph
06-21-2004, 06:49 AM
Hi Wepeel!

Shin Ace
06-21-2004, 07:05 AM
Originally posted by Mr. Sparkle
I should clarify... cancelling into whiffed grab isn't safer per se, but it gives you an extra bit of time to start repositioning yourself for your zoning game.

If you did Todo's lvl 2 cancel into taunt close enough to the corner, that's a free wake-up lvl 3 for certain opponents(cammy, ryu, sagat....).
Whiffed command grab is the best option, and should be your only option unless you know you can kill the opponent with the whiffed taunt.

Rokiseph
06-21-2004, 08:09 AM
Lol, and if your opponent was in K groove, and he just finished rage halfway through getting hit, and almost got raged from the next few hits and you taunted him and he got into rage mode again and his defense went UP and he didn't die because of that, and woke up to Level 3 you...

WAAAAHAHAHAHAHAHHA

Shin Ace
06-21-2004, 09:06 AM
I might have to make a clip about that.

The anti-todo taunt cancel video.

Rokiseph
06-21-2004, 10:53 AM
HAHAHHAHAHAHAHAHAHAHHAHAHA

Make it funny!

I know I know, Make Todo have 0 life left doing it, then he does it to Rolento or Sakura, they survive and they Taunt Him To Death!

Shin Ace
06-21-2004, 11:41 AM
*starts DC and wonders if rolento's taunt would be fast enough*

anti taunt taunt !!!!!

Rokiseph
06-21-2004, 07:51 PM
Hey how're you doing so far, if my DC wasn't crashed I'd join you on your quest man...

ChainReaction
06-22-2004, 06:50 PM
Roki, I'm having a hard time with your reset CC. Anytip to land it easier? Thanks

Rokiseph
06-22-2004, 08:40 PM
Hmmm, you could practice by breaking the CC into smaller parts...here are what you have to learn

1. After Command Grab and Activation, Practice How many C.HP into S.HP you need to get into optimal range for some characters. Optimal range being close enough so that you can command grab him with a Kara Cancel Command Grab or an RC COmmand Grab.

2. You have to learn to Kara Cancel Command Grabs or RC Command Grabs. Kara Cancel Command Grabs should be Further than RC Command Grabs. And ALMOST (in rare circumstances lol) work as an RC. From my research I have Done Todo's Kara Command Grab (S.HP Cancelled into His Command Throw), And I Grabbed Ken just as he did his fireball. Normally you wouldn't be able to do it, but it happened, and I was In K groove. So there I was Grabbing him and there was a fireball right behind me...lol.

Ok again, S.HP Canceled into Command Grab.

Now if you don't want to Kara Cancel his Throw, then by all means, Do less hits at the Beginning of the CC so that you are near anough to command throw him. Then continue.

Be warned though, that doing this against Zangief isn't really safe. If I were Zangief and you got me in a CC this way, I'd be turning circles and mashing LPMPHP.

But Then Again, why not eh, just keep doing it.

ChainReaction
06-23-2004, 06:45 AM
I can do the CC no problem but i can't get it to reset, maybe I just nee more practice. thanks Roki I'll keep you updated on it.

Rokiseph
06-23-2004, 07:41 AM
OMG I forgot to say

3. Learn to learn the timing where the computer counts your Command throw as part of a new chain of Combos....

The reset works only if you Pause a little while after the Hits. Why i say it's better than anyone else's reset is because

1. It's a pause, not an overhead move, so people who react to a move won't see it.

2. It's a Command Throw, So people can't block it

and

3. It's definitely faster than any overhead, because the timing on the grab is so fast even I can't believe it doesn't connect. It's like bash bash bash Press HP then kara Cancel into Grab seems like a chain, but the pressing of the HP then into the grab gives the system a long enough pause to reset the counter.

and finally, now I remember why I used 'Optimal' distance. It's because it's far enough for a Kara Cancel grab, which is also long enough to add a little time to your grabbing + Distance.

Hmm, i guess you're right, you'll get it after experimenting with it more.

ChainReaction
06-23-2004, 10:02 AM
I understand now. Thanks also what's some of the things that you do to trap people in the corner? I just started playing Todo so bare with me.

Rokiseph
06-23-2004, 12:11 PM
When you are mid screen, try to force them back with waves.

Then walk forward. Watch for any roll or Jump and C.HP. Usually, with the proper waving you may get someone to edge back.

Once they are ner the corner start to move forward and zone them, as this is not the time to go in yet, what you are going for...is a Knock down. So around 2 to 3 Characters away is the usual landing trajectory for most characters, that's where you are standing. They can't jump at you becuase Todo's C.HP wins most Air attacks. No one can roll at you because...well, nobody rolls at that distance if they don't want to get hit. So you can fake waves, do real waves, whatever you need. When you feel it's right, walk a few steps forward and suddenlly hop into a command grab. You can start hell from there.

Of course this is just all theory. but you must remember some things when playing Todo.

1. Before you Rushdown, you must walk. It's important to be patient with him in A. Edge along the screen instead of hopping all over the place.

2. When someone rolls at you, TRY to as far as you can, to Throw him into the nearest corner. Don't accidentally throw him out. If you have Meter it's best to Command grab into activation...but of course that's obvious.

Of course you will always have problems with Short Jumpers. With characters like these, you may have to play by instinct. You may have to stand slightly , juuuuusssttt slightly further away and start doing your Long range Waves. This is not turtling mind you, you're actually within range for a true hit/chip.

And sometimes when they forget to block low far away, go for your Toward + C.MK sweep. It knocks people down.

Whatever it is, remember to keep walking forward. Just try this first. As you meet people who you cannot seem to walk toward slowly, talk here and we'll see if anyone can share something.

ChainReaction
06-24-2004, 06:43 AM
Roki, I played some A-Todo last night for the first time and did pretty well. I was wondering if you have any good setup for his command grab. I usually do ticked grab, jump lk grab but what are some of his other ones. Also I keep on hearing he has a good wake up game any ideas? Any feedback from anyone is appreciated thanks.

kcxj
06-24-2004, 08:27 AM
Originally posted by ChainReaction
Roki, I played some A-Todo last night for the first time and did pretty well. I was wondering if you have any good setup for his command grab. I usually do ticked grab, jump lk grab but what are some of his other ones. Also I keep on hearing he has a good wake up game any ideas? Any feedback from anyone is appreciated thanks.
The only setup he needs is d.LP, RC grab mixed up with d.LP, d.HK. No brainer 50/50. It's cheap.

Of course just wait, RC grab or wait, d.HK too. Todo is really strong when he's knocked you down.

ChainReaction
06-24-2004, 09:59 AM
Thanks KC I knew you would reply. anyways How about a todo strat Thread KC?

wepeel
06-24-2004, 03:00 PM
Originally posted by Rokiseph
Hi Wepeel!

Wassup man, good to see that Todo gets some love...

Anyways, that C.Hp is GOOD...ohhh man, I love it; it sounds so simple, yet it really works...all you need is spacing...thanks again for the tip, yo

So yeah, to all the others trying to pick up Todo...you may be compelled to do c.mp into jab wave, and then do another jab wave...this will work occasionally against top players and scrub players...

I say "occasionally" because you can roll through it. In other words, this is a bad habit. I kept doing this for a while, dying to roll-super way too many times...I felt like giving up on Todo :(

But! I kept forgetting that playing Todo involves reading your opponent. Todo can counter almost anything just as long as he knows what's coming. An obvious example would be the time I played against my friend's Zangief...

Total ownage, cuz what can he do on the ground? The best hope for him is to telegraph your wave and roll, or just keep JDing the roll if he is in K, but you're not gonna let him psych you out, right? If Zangief tries to jump...the beauty of C.Hp will be obvious. I think that's it...maybe my friend just sucks or something...

Another tip...if you jump, and you know your opponent is gonna jump, use Fierce. It will beat most things or trade, it never loses...just make sure you do it early; again, you gotta be a little psychic when you use him...

I got discouraged from the 50/50 everybody keeps talking about due to wake up reversal DP...sucks...

Errr time limit gotta go
keep practicing Todo! :)

wepeel
06-27-2004, 12:13 PM
Some new N-groove stuff...since my original post was lacking...

Easy Damage Time: break stock, command grab, c. fierce into lvl3 super...8400 dmg! That's the same as Sagat's c. fierce into lvl2 raid into lvl1 shot!

Not so easy Damage Time: This combo took me a while to get down...

break stock, command grab, s. strong, s. strong (far), lvl3 super...9120 dmg!!!

The hardest part is comboing the super, as you have to remain standing while inputting the qcfx2...I tried making a thread about those kinds of motions, but I didn't see too many tips...anyway, if you can do this combo consistently then you are good

Also, I have no idea how to utilize Todo's low jumps...lj. strong is a nice overhead that can combo into lvl3 super for 6480 dmg, but that's all I got...

BTW, all these supers are performed using the max range for the most amount of juggle...

Anyways, N-groove Todo is ok, nothing too special. His dash suits him better than his run, despite being less comical, and you can get similar damage in C-groove. Also, his low jump kind of hinders his tiger-kneed wave...oh well...=\

Rokiseph
06-27-2004, 01:20 PM
Hmmm, ok. I found this a long time ago too, but I didn't practice it because I didn't have a chance to during play, it's just so risky for me not being able to practice at home... And it's tight Timing.

Not easy At All Damage.

Command grab -> walk very very Slightly Forward S.MP (So that it's the elbow) -> C.HP -> Level 3. It's the most damaging Grab Combo he has. And of course. It's the hardest.

Mix up your low jump attacks with low jump into Command Grab.

wepeel
06-27-2004, 02:01 PM
Originally posted by Rokiseph
Hmmm, ok. I found this a long time ago too, but I didn't practice it because I didn't have a chance to during play, it's just so risky for me not being able to practice at home... And it's tight Timing.

Not easy At All Damage.

Command grab -> walk very very Slightly Forward S.MP (So that it's the elbow) -> C.HP -> Level 3. It's the most damaging Grab Combo he has. And of course. It's the hardest.

Mix up your low jump attacks with low jump into Command Grab.

Rokiseph...you are right, that is Not easy At All Damage...but the funny thing is, I did it on my first AND second try...which is quite weird...

But after trying it again for about 10 minutes, I couldn't even get the link from s.mp (close) to c. fierce 20% of the time, let alone the whole combo...maybe I was just lucky =\

Anyway, that combo (in N-groove) does 9600 dmg. 9600!!!
Use it if you dare

Oh yeah, I forgot to add it, but in the combo I posted earlier (with the 2 s.strongs), you have to walk foward a tiny bit to get the elbow (close) version of it...


The weird thing is, the s. strong into c. fierce is technically a 1 frame link, so I wonder how many frames it takes a character to crouch...I didn't think about that link at all cuz it seemed impossible to me (before reading the post before this one)...is there, err, crouching frame data out there? Haha...

UNLESS! The numbers I posted earlier were wrong??? =(
I don't have access to a frame data book anymore; can anyone else verify? The link definitely works...

Good low jump tip. If Iori can do it with his 8 frame command grab, so can Todo, with his 6 frame command grab...heh heh