⛰️ Learning How to Throw Projectiles with Arjun from Hikaru
🕐 0:00 — Match Footage
When you see the opponent jump while throwing a rock, try to use the Heavy follow-up to anti-air, then look for a rock setup afterward
Throwing a rock from close range can leave you vulnerable to a Punish Counter from moves like Ryu and Akuma’s Tatsu
At longer ranges, you can anticipate Tatsu and use the Medium or Heavy follow-up to interrupt it
You can also read the timing of the opponent’s projectile and use OD Rock Throw > Light follow-up to score a Punish Counter
🧪 0:16 — Training Mode: Anti-Airing After Rock Throw
Practice using the Heavy follow-up to anti-air when you see the opponent jump while throwing a rock
🧪 0:30 — Using OD Rock Throw to Absorb a Projectile and Punish with the Light Follow-up
Read the timing of the opponent’s projectile, use OD Rock Throw to absorb it, then use the Light follow-up to score a Punish Counter when you see the next projectile
For example, if you anticipate a Light Hadoken > Hadoken sequence, use OD Rock Throw to absorb the first Light Hadoken from long range, then time the Light follow-up to hit the next Hadoken
At very long range, you can also use OD Rock Throw after seeing a Light or Heavy Hadoken and aim for the same punish
🧪 0:49 — Using Perfect Parry into Light Slap to Punish a Projectile
Read the opponent’s Light Hadoken > Hadoken sequence, Perfect Parry the first Light Hadoken, then use Light Slap to try to score a Punish Counter against the next projectile
However, if the opponent waits instead of throwing the next projectile, Light Slap may whiff and leave you vulnerable
Another option is to input 236236 after Perfect Parrying the Light Hadoken, then press K when you see the next Hadoken to use SA1 to bypass the projectile
🕐 1:05 — Rock Throw Spacing and Counterplay Against Tatsu
Throwing a rock from close range makes you vulnerable to projectile-bypassing moves like Ryu and Akuma’s Tatsu
At longer ranges, however, using the Medium or Heavy follow-up after Rock Throw makes it easier to interrupt Tatsu
welp turns out the first route i found also works midscreen/corner to corner with small changes. and can reload stakes after splat.
blade corner to corner cashout, 3 hit confirm, 5M start (adjustable), requires 2 stakes, 3 ex, 3 assist, wall, 84.2k
#tokon_blade