Push boxes used as the throw vulnerability is still being used to this day GG and BB. Throws in SF4 are a check to if a character is in range pretty much like breakers except a lot more leeway. In Breakers you had to be in a certain spot.

Holy shit at all these giant text walls. Over fucking throws of all things, good lord. I think I’ll come back after this is done.

You guys are really really dumb if you think 2-button vs 1-button is a debate

You’re right.
We should take the Streets of Rage approach and make no-button-throws. You know, where you go into a throw by running directly into someone.

I personally welcome the debate. SRK has been kinda dull lately, as far as the inside depth of fighting games imho. As for the so-called Wall O’ Text, I dont mind the reading at all = )

You can throw people out of the startup of moves in any game, just like you can hit them out of it. That’s not something unique to two button throws (you’ll see it happen more in 1 button throws actually because traditionally they have a quicker startup).

And your building of text doesn’t counter my points or even cover them all. Show me proof that Bison can some how throw Juri out of her sweep at a range he shouldn’t be able to during it’s active frames (you can’t btw). Show me Noel throwing Ragna out of his 5B when he’s not in throw range. Etc etc.
ALSO I CAN CAPS LOCK TOO COME AT ME>:(

Two button throws are generally better, but they’re shit in the air.

That is the dumbest thing I heard in awhile name a game besides sf4 or sf3 you can do that in and show me a video of it happening.

I don’t know if it happens in Skullgirls, but I know I hear the sfx for a move, and then get thrown.

Yeah, it’s a known fact that two button throws are the motherfucking shit.

There’s hitbox display. Turn it on and you can see when you’re throw vulnerable and invulnerable. And yeah, you can get throw out of move startup unless that move is throw invulnerable.

I’m guessing this is about normal throws?

I always thought you could get thrown out of the startup of moves.

In like, any and every game.

Guess Jedpossem knows something I don’t.

Unless you’re throw invincible, if the startup of your move is long enough, you’ll just be thrown out of it. Like, in Guilty Gear, run up an do a normal at point blank. They can throw you out of the startup frames since, well, it has a faster startup (instant startup IIRC). It works the same way as your 5 frame jab being beaten out by a 3 frame jab. I’ll try and make a video but I lack a capture card and/or a tripod so quality will be hella shit but I’ll at least try.

I’ve been thrown out of the start up of moves when I played MvC3, PSAS and Skullgirls.

If the startup of normals were throw invincible, or invincible at all, footsies would be entirely different.

I’ve been thrown out of shit in GG, SG, and pretty much every other game I’ve played, besides, like, Melty Blood.

And I’m sure you can do it in that.

@mastachibi.

Street Fighter Alpha 4: Gem Edition

Oh no! Throws are supposed to be “cheap” and “dishonorable”!! Heh heh heh.
I don’t mind one or two button throws really, even for fighting games that relate to SFA. Just another unique approach to throw mechanics I guess. (I do prefer one button throws but two button throws are okay for me, too).

You can be thrown out of all kinds of stuff in all kinds of games. You could reversal throw meaty attacks in the SF2 games if they were in range, it’s just that the window was super extra small.

I think the issue with SF4 is that there’s a wider effective range. I remember being irritated after being thrown out of a crouching Strong while playing Rose, which is something that doesn’t really happen in other games unless you’re talking about command throws, because her throwable area is otherwise too far away.

i don’t think you can throw someone out of their move in virtua fighter. iirc, the game has a built-in system designed specifically to prevent that. maybe someone who’s more knowlegeable on VF can clarify.

I’m not the best VF player, but I read that in order for a throw to connect, the opponent must be standing(unless it’s a very specific throw like Wolf), and they can’t be in attack animation.