Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the tie up clutch is a frame that puts you into back mount position. The %s in back mount logic do apply as well as priority attacks.
from what I can see, the reason why it works is that the defending edits frame is timed at 99, whilst the attackers frame is at 01. This allows the attacking edit to win the grapple without a back mount counter happening. The trick can probably be applied to other positions to add even more front moves / moves to other positions. I saw someone on twitter adding new back counter slots with the trick https://twitter.com/ontotsu_hdpw/status/1410440582141419520?s=19
Am I correct in assuming the percentages assigned to back mount techniques translates into how often they're used from the front grapple slot?