So when do we get a list of moves that hit OTG?
I didn't forget about you guys and what I said awhile back. I'm actually working/testing out a list of moves that OTG for each character and some extra notes for them... I planned on just dumping a huge detailed list, but for those that can't wait
here ya go... This list will be updated, and if there's any new finds or changes, let me know. I don't have all the characters yet, but this should hold it down for now. All of these OTGs hit if the opponent doesn't tech, unless specified. I'll try to annotate if they're guaranteed, and under what conditions, too. Here we go:
KYO - None
TERRY -
+
/
* His projectile combos on hard and soft knockdowns.
RYO -
+ b /
(in the corner only)
* This move still counts as an OTG because he can literally hits you as you hit the ground, preventing you from teching. This has to be done early after the throw, otherwise it won't connect.
ANY LAST BLADE CHAR, EXCEPT AKARI -
+
* This is the "universal" down attack that was in the Last Blade system.
* Akari's down attack is st.
as mentioned later in this list.
HAOHMARU -
+
/
* This connects on both hard and soft knockdowns.
*
+
produces a hard knockdown, which guarantees a free
+
/
YUKI - charged air
+
/
, charged
+
* charged
+
can literally hit OTG, but it only does 1 hit
* charged air
+
/
lifts the opponent up high to do his lvl 3 super
AI - None (still testing this. She has some weird moves, and I'm testing to see if she has anything from her Joy Joy Balloon stance that hits OTG) [UPDATE - no OTGs from JJB stance... Testing other moves still...]
GENJYURO - None
ROBERT - None
ROCK - None
IORI -
+
* Works off of rekkas. This is actually the ender to most of his combos involving the rekkas.
K' - None
MAI - None
LEE - None
AKARI -
+
/
(timed OTG), st.
, whiffed
+
/
/
* Akari's
+
/
has to be done right as the opponent hits, or it will actually whiff even if the opponent doesn't tech
* st.
was her down attack in the Last Blade series
* if
+
/
/
is whiffed, she trips and falls, thus causing the OTG
ASURA -
+
/
/
* There's currently no real guarantee way of getting these to hit OTG unless the opponent decides not to tech.
HANZO - None
FUMA - None
SHIKI - None
WASHIZUKA - None
TUNG - None
KIM -
+
* The infamous stomp: this move is the finisher for most combos that lead to the corner. Kim can get this to connect outside of the corner, but only if the opponent doesn't tech.
SHERMIE - None
MIZUCHI -
+
/
(only does like 1 hit though so its really worthless unless you're out to humiliate someone).
* This super is similar to Yuki's charged
+
move, where the higher the opponent, the higher the number of hits that can be done making this a good move. It's not really great as an OTG, but this is an OTG list, so it's listed. What won't be listed are moves that guarantee this, since quite honestly, it's only good for juggle combos.
MARCO -
+
/
* Depending on how soon you use his Metal Slug Attack, it will determine the number of hits. I've been able to get from about one hit to 5-6 hits. I'm not much of a Marco player, but I managed to get this off of a corner throw, Iron Lizard, and some grenade setups. He just benefits off of a non-tech situation.
ATHENA -
+
/
* This only works off of throws, any attack from Hovering (especially Typhon Swing), and Life Flower-Puroboros
if and only if the opponent doesn't tech. If he doesn't tech, then that's like 1/2 life gone if you're willing to waste 3 meters. I thought that this only worked in the corner, but this tactic actually works anywhere on the screen.
MUDMAN - None
CYBER WOO -
+
* This is usually the follow up from
+
, making it a good 2 hit combo. You can't use the
version twice in a row, however, as the opponent will be able to tech. If you've trained the opponent not to tech since
+
causes a hard knockdown, Cyber Woo can use this as a setup for her unblockable chaingun super.
CHONREI - None
CHONSHU - None (although I'm still testing)
NEO DIO - None
SHISHIOH -
+
/
* Using
comes out way faster, but still requires some timing when attempting to hit an OTG. It's best to use if your opponent doesn't tech from
+
/
. Although the
version is slow, I've managed to hit OTG with it, but I had to do the move while the opponent was falling (chain into
+
works).
GEESE -
+
(on a downed opponent),
+
+
(after a successful
+
)
*
+
is the down grab, which rarely works unless the opponent doesn't tech. There's no real way for Geese to do a hard knockdown on an opponent to get this grab off, since almost all of his moves allow the opponent to tech. Testing to see what works on CH though.
* Geese's 2 meter version of his Raging Storm is pretty much guaranteed after successfully countering with
+
. The only way to not get this is by messing up the input.
MARS PEOPLE -
+
+
* Not only can this super be used as a combo, this also hits OTG whether or not the opponent techs. It is possible to land this move very late, right before the opponent has the opportunity to tech. A plus with this is that the move follows the opponent, meaning it drops right above them, and has a good hitbox, so there's no chance to whiff.
~~~~To Be Continued~~~