Can a super throw take out a super throw?

hey people, my friend and i were talking and we got onto the topic of could a super throw take out another super throw? for instance, could zangief’s final atomic buster take out let’s say, the king of all throw supers, raging demon? if not what about anything else? i’m not sure if this makes sense, but it was just a question i had, i haven’t been able to try it but i figured maybe some vets would know the answers.

Of course you can.

zangief’s FAB comes out instantly (0 frames) after the super flash, and has 118 pixels range, and grabs for 1 frame
akuma’s demon comes out in 5 frames after the super flash, and has 40 pixels range, and grabs for 43 frames

up close FAB > demon, from range FAB < demon

Up close, if you do Raging Demon, and immediately after the super flash, someone does FAB, FAB still loses.

FAB (Level 3) loses to a lot of stuff if those other stuff went first regardless of it’s 0 frame and invincibility.

e.g. CC
Level 3 Supers (ala SGS)

It depends on the range of the moves and the timing of who does what first.

When a super occurs, not only are you deemed invincible for however many frames, you are also considered “invisible” during the startup and super-flash frames. That is, any throw attempt against someone performing any super will whiff as if they were not there. I’ve never seen anyone in CvS2 get thrown out of a super startup at point-blank range.

Now then, there are two situations in which a super throw can catch someone performing a super throw. Simultaneous throws and the situation given above, a Raging Demon type move against another super throw.

First, the throw vs. throw. Basically, no matter what the power level or type, if two people (within their throw ranges) both super throw at the same time, the one who flashes second will win out. Once your super-flash goes away, while you still may be invincible, you can still be thrown, just like a roll, dodge or roll cancelled move. The problem is, since you both can’t flash on the same frame, the one who does it second will go into their startup frames and super-flash frames as the first character goes into their grab frames. Since you can’t be thrown out of startup or flash frames, player 1 whiffs and player 2 gets a Finest KO.

This even applies to Zangief’s FAB. The next frame after the his flash is the grab, but since that frame is also the flash of the person he’s trying to grab, he’ll whiff and get thrown himself.

The other situation is a Raging Demon Akmua coming at someone with a super throw waiting. In this case, it’s all a matter of who has more range. If Akuma can grab you from 40px away, and Zangief can grab you from 118px away, all Zangief has to do is grab Akuma in the 78px area between. This really applies to any throw-to-super combination. It doesn’t matter how much priority a move like Geese’s Deadly Rave has, if you’re in range of a throw (any throw, not just super), you can be yanked out of it.

For some extra fun, try playing around with this in the air. Maki’s air 720+P vs. Zangief’s qcf2+P. Depending on the timing, you can somehow pull that beast out of the air.

Activation is supposed to protect you from early throw attempts, but Dan does not have that protection. Likewise, not all supers will cause throw attempts to whiff.