he does 2 damage per throw for BOTH throws, that means two in a row is 4 damage, or half the round, note that up until actually testing it I thought iframes didn’t stop throws(probably because parry frames don’t), but I dislike having the only reliable way to deal with something to be character specific(besides, degreys super doesn’t stop throws). I am ok with a guessing game in theory, but not when the damage is so high that he can win a large chunk of the game via it and only get punished a small amount in exchange.
His B Armor exists even AFTER he throws the punch, compare this to Degray’s BC which not only has a massive frame negative on block, but his invincibility frames end after the first kick. The problem lies in Rooks RECOVERY FRAMES - NOT THE STARTUP(as I said, he has superarmor even on the frames he should be punished on). It should be noted that Rooks C doesn’t have armor on recovery, so why should his B?
1: When he does his throw he can follow it up with whichever he chooses, so it is a pure guessing game, judging on position isn’t possible when the position is the same and if I was able to watch for him to start moving towards me than that would mean I have the reaction time to react to his blue throw. And if he is really far back he would go for B which is safe on block due to armor and would lead to C or grab, if you block his B and mash out an attack his armor would eat it because it also exists on recovery, why do I have to explain this?
2:"(assumbing your character has one)" sorry, but I do not see why we should assume that I am picking a character that hard counters him, the point is how the move works in general, also Rooks Cdoes not have superarmor on recovery, only his B does, the problem with his C and his throw is that it does 2 damage, leads to a mixup that lasts until you get lucky - in a game where the majority of characters have 6 life and only deal 1 damage with throws.
3:range attacks are his counter, I get it, but he still has too good an approach game for them to be a hard counter, also relying on frame traps works on ALMOST EVERYONE so those are not an indicator of how powerful he is, and he can B through projectiles and hit you, so you aren’t even safe using them.
Dealing with Rook properly has little to do with tactics and is only really possible by countering him with iframes and projectiles, which makes whether you can deal with him character specific, a character should not win a game based off matchup alone and should have weaknesses that can be exploited regardless of character. Sadly most of rooks moves are safe on block and whiff, deal lots of damage and/or create a loop - even his air game is good, which is stupid when you consider that he is an hulking giant, his air B is one of the best air moves in the game and his air A has almost no startup and can crossup.
The loop wouldn’t be so bad if most characters had more health, if he had more moves being unsafe on block and whiff he would have to think twice before using his B and he wouldn’t be able to go from a blocked normal into a throw so reliably and him having a decent air game is just dumb. As I said, he is literally good at everything except projectiles - he has frame traps, mixup, approaching, he has a loop(best loop in the game) and he has arguably one of the best set of air moves in the game, not only is he above average at most things, he is also the best at some stuff, this is overpowered in a game where every other character is only really good at one or two things.