A constricting grab attack out of Sinister Slide. Useful as a way to break through an opponent's guard when they're wary of other Sinister Slide attacks.
Evaluation
A constricting grab attack out of Sinister Slide. Useful as a way to break through an opponent's guard when they're wary of other Sinister Slide attacks.
How to Use
The command-grab follow-up from Sinister Slide. Used as the throw option in the HK → 2PP mix-up alongside Heel Strike (2PP→K). Catches opponents who block or hold crouch after the slide, and deals solid damage with good oki on knockdown. The mix-up value comes from the opponent not being able to fuzzy both options consistently.
How to Counter
Entrapment is the command-grab branch out of Sinister Slide (2PP); paired with Heel Strike (the strike branch) it forms a strike/throw mix-up.
Recommended counters
- Read 2PP→LPLK (Entrapment) → mash a max-damage heavy on reaction
- You lose to the strike (it counter-hits into a combo) but accept that as the cost of doing business
- Fuzzying works in theory, but A.K.I. can delay it — better to win the read with a damage-payoff option
The clip below records:
- HK → 2PP→K
- HK → 2PP→LPLK

