I would use J. forward. They have the same animation I believe, and both work as instant overheads, so you might as well go for the extra damage one. BEWARE though, ST is cursed with Jumanji. I had a match where I knocked down a cornered Zangief, he had ZERO vitality left, not even a visible 1pt of HP left.
He woke up and I instant overheaded. He took no discernable damage even though he got hit, then when I landed he SPD’ed me to kill me. It was the most infuriating bullshit I have ever had happen to me in a tournament before. It of course, was the deciding round and I lost due to that fucking BS.
There is no far version of st. Forward. It is very good up close as a meaty and a tick throw, it has the same timing to use for a tick throw as cr. forward.
This is VERY good information, and I honestly didn’t know this, it is going into the FAQ on the next version, and I will be trying to incorporate it into my play. Thanks man. :tup:
IMO The correct answer to a whiffed Tatsu is always a cr. FP, followed closely by meaty cr. strong >low rush as he lands. You cannot give the opponent chances to throw you when they have a 50% chance of landing counter throw in this game, go for guaranteed damage…