magus1234 posted this up the other night on twitter and i saw a few people didn’t understand what was going on, so here is an explanation in more than 140 characters.
what’s going on:
the training dummy is programmed to meaty throw mika on the first possible frame after she gets up from the first knockdown. mika is attempting to do EX butt, which would normally lose to the meaty throw as throws go through the armor on EX butt. instead, mika jumps for 1-2 frames to avoid the throw, then cancels the pre-jump frames into EX butt, punishing the meaty throw attempt.
how this works:
when you jump in a fighting game, your jump first has a few pre-jump frames where you are considered airborne, but can still do grounded special moves. this makes it possible to do zangief’s 360 and similar motions without jumping, even though the motion has an up in it.
this piece of tech utilizes the airborne state of your pre-jump frames to beat a meaty throw from your opponent, then counter with a special move (that would’ve otherwise lost to the meaty throw).
why you do this:
while meaty throw doesn’t do a whole lot of damage, it does keep the pressure/stun on you, and your other options against it aren’t that great: wakeup DP is high risk low reward, and backdash or neutral jump have no payoff whatsoever (unless it was meaty command grab).
(some characters might have another option that punishes meaty throw, maybe a move that is airborne on the first frame or is simply throw invulnerable. I’m not familiar enough with the entire movelist to be sure)
while a jump cancel special is still risky (your opponent might not have meaty thrown at all), there is also a much higher potential payoff (super cancel, corner carry, etc.) if it does hit.
in the specific example magus1234 provides, EX butt is armored and would beat most other options. he can essentially switch between having EX butt beat meaty throws and having it beat meaty normals, which can throw the opponent off when they are thinking about how to play around it. there may be other attacks that could see similar benefits.
why you shouldn’t do this:
you get blown up if your opponent didn’t go for meaty throw, and currently it’s not something a lot of players are going for since they would rather meaty normal for bigger damage.
it is also hard to do, as you are essentially throwing away the reversal window and intentionally doing a reversal that is late by 2 frames.
how to do it:
do a motion for a special move and end it in up/up forward/upback. press the button for your special after or during your pre-jump frames.
pre-jump frames are short in this game compared to others (probably to help zangief do quick air SPDs), with magus1234 stating it’s roughly a 2 frame window to do the cancel.
timing is important here, as if you do the motion for your special too early the game can forget the motion and give you a jumping normal instead (which can either be OK or a catastrophe).
there is no visual indicator to let you know you’ve done it correctly - you’ll only know it was done correctly if it beats a throw.
while the example here is done on wakeup, the concept can be applied to any situation where you can be thrown.
hope this gets your brain thinking. #riseup