You can’t tech throws that land during the animation of a normal, correct? I’m really asking. IIRC CvS2 is the exception to this, but I’m pretty sure in 3S you can’t tech “counterhit” throws. If that’s the case c.lk~lp from a statistical point of view is less reliable. No matter what the throw tech window, you have to press c.lk after the grab frame and c.lp before the end which make crouch teching al the harder.
Anyway, I don’t want to sound preachy, but talking about how viable or unviable a technique is against varying levels/classes of players is a moot point if there ever was one. It’s also not important to most people that read the forum to learn. If they didn’t know about crouch tech low parry option select, they know about it now, and they know it’s possible which opens up some new possibilities for them. Let everyone figure out for themselves what works or doesn’t against whoever they play.
LOLEDIT:
If option select is defined as: “the same input that results in two different (beneficial) results depending on what your opponent does” then I have an unpractical/stupid option select to add
Normal canceled to super where super only comes out if the normal hits (is not blocked) HOW? by having the right amount of super meter so that only a HIT will build enough meter to fill the super bar. hehe, here’s another…
one that may or may not be as useless is "parry bait"
do a normal that has a relatively slow recovery (usually not LK or LP) and is super/special cancelable. Input the super/speciallate (or slow) so that it won’t cancel on regular hit or block but only on parry. No need to point out the obvious counters and reasons why this could possibly fail… I’m well aware, I play this game too.
Yeah…as far as I know you can’t tech throws when you’re in the recovery of a move. Like if a shoto whiffs sweep and you dash up throw…I’ve never seen anyone tech that if they’re clearly still recovering.
Its not risky, its option selecting, the whole point of it is that it minimises risk…
If you think you can throw it out as soon as you wakeup in order to tech throw, firstly you’ll never tech anything worthwhile, and secondly you’ll die. Obviously you still have to watch the opponent, but sometimes theyll do things that you dont react to in time, like stay outside of throw range.
Everything is a matter of circumstance, but in a lot of circumstances, cr.tech is very very good.
There are lots of good option selects. IMO there’s no need to spend so much time on crouching techs.
A good option select you need to take advantage of is the ability to use your “almost 1 level” meter by just doing a move and canceling it into super knowing that:
-it will give you meter and will combo the super if it hits(except vs 1 frame air moves)
-it won’t give you meter and it can’t use the super if it misses
-it’s perfectly safe (when it comes to the hit/blocked situation) if the move doesn’t cancel into any other moves that share the motion+button (like low forward xx SA1 with Ryu wouldn’t work out too well)
Dang, I said this a few posts up as a joke. I mean, it is an option select and it does work, but it seems like too many factors get in the way of acquiring JUST the right amount of meter.
I’m not sure about what you’re asking, but pressing and holding down does parry, the window is just smaller. so down~lp+lk = parry attempt > throw tech attempt.
About that high/low parry thing, I asked a quesiton about this in some thread I don’t remember which, and it never got answered. In CvS2 P-Groove you can get around the parry delay window by tapping a direction other than the parry you just did. If that other direction is also a parry direction, do both register as a parry? I don’t know. If you programmed a controller to alternate tapping forward and down would that parry anything and everything? I don’t know…
I did some testing in the past that seemed to answer “yes” to the first question, but since I didn’t count the frames and 3S training mode doesn’t have input display, I can’t say for sure.
Sorry but I’ve got no clue what you’re talking about, really. I didn’t see someone post this earlier. Sorry for that. But anyway, The factors that I listed are the only ones that get in the way. If you have a full meter already, then don’t auto-cancel the move into the super. If you are 1-hit away from getting the meter and you’re going to do a Chun Li b+fierce anyway, then cancel it into the super
Just tested with Mame: down then forward (with at least one frame between both, otherwise nothing will be parried…) will only parry moves that have to be high parried, and reciprocally…
So, no universal option parry.
You have to be holding down for it to be an option select.
Ken is waking up, and Dudley is standing over him. Ken wakes up with cr lp+lk, lk, super (confirmed).
That’s option select. If Dudley throws, ken techs in defensive mode. If dudley doesn’t throw, this puts ken in offensive mode and ken is now attacking with cr lp (and if it hits, lk, super).
I like to option select Chun’s low forward by canceling into super regardless of what happens. Worst thing that can happen is you waste a meter (which you can get again by mashing b+fierce) and you eat a bit of damage.