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Sorry if it's loud. Notes:
General: OTGs are caused by certain knockdown animations not fully removing the opponent's hurtbox. All of them are character specific, and most of them require frame perfect timing. They require specific knockdowns caused by certain throw animations, and quickstanding the throws will cause the OTG to whiff. Note that because you cannot prevent the opponent from quickstanding a throw, most of these are useless in competitive play.
1. Twelve neutral throw, SA1 and instant air SA2. Only works on Hugo, but works anywhere on the screen.
2. Twelve forward throw, SA1. Only works on Oro, only works in the corner.
3. Shoto forward throw, DP super. Only works on Dudley. Applies to Ryu's SA2, Ken's SA1 and SA2, Akuma's SA2, and Sean's SA2. Ken's SA2 and Akuma's SA2 work anywhere on the screen, all the others are corner only.
All of the above OTGs cannot work if the opponent quickstands, as I demonstrate with Sean and Dudley.
4. Oro air throw, SA2/SA3. Only works on Dudley, works anywhere but follow-ups are easiest in corners. Once Dudley is thrown, he cannot escape the OTG. Additionally, Dudley is incentivized to jump out of the corner rather than be subjected to an unblockable from Oro's SA2, and the combo leads to Oro's semi-infinite, so Oro's SA2 is actually quite practical for a real match, albeit highly specific.
5. Akuma Raging Demon, SA2. Works anywhere on the screen. Haven't tested character compatibility, due to the impossible nature of this combo. Requires 3 super bars while Akuma can only store 2, so this combo can only be done with infinite meter in training mode.
An emulator was used for save states and hacks to allow infinite meter, but all of these OTGs exist in the base game. The hacks I used I got from Furitiem's youtube channel. Check this video out for more: • SF3 Third Strike train...