Hey so, Midori’s throws have different frame advantage depending on the character.
Not sure if this is intentional?
I compiled a little chart here, displaying the frame advantage or disadvantage for throwing every character in the game:
Grave: f.T +10 b.T +8 df.T +0 db.T +2 Setsuki: f.T +2 b.T +0 df.T -8 db.T -7 Rook: f.T +6 b.T +4 df.T -4 db.T -2 DeGrey: f.T +7 b.T +4 df.T -4 db.T -3 Geiger: f.T +11 b.T +9 df.T +1 db.T +3 Jaina: f.T +11 b.T +9 df.T +1 db.T +3 Valerie: f.T +11 b.T +9 df.T +1 db.T +3 Midori: f.T +7 b.T +5 df.T -3 db.T -1 Dragon: f.T +11 b.T +9 df'.T +1 db.T +3
(For some reason I can’t make this table look good, no matter what I do. I really, really, really hate this forum software.)
Soooo yeah. Setsuki actually recovers faster than the dragon, by a large margin, and can actually use Ninjaport to counterhit anything Midori tries to do after he forward throws her. He can block it, but that’s it. If he jumps neutral, he’s hit by the first hit and can possibly react to the second. If he jumps forwards or backwards, he gets hit by the kick.
Other than that, it’s also inconsistent who you can sweep in human form, which I wish was consistent.
For some reason that I still can’t figure out, Grave, who is -9 after being thrown, still gets hit by sweep when trying to jump. Admittedly my testing may be a little faulty, since I’m testing by using the first frame the characters jump, so there might be something throwing it off.
Anyway, this is kinda weird so that’s why I’m posting about it. Maybe it’s intentional. I don’t know.