SF4's New 2 button Throw FTW!

i think the other thing other than the option select (which is cool) is that it changes the reversal throws… like if you’re blocking or whatever mashing back and the designated throw buttons, you will throw them out of many things, but with the 2 button throws you can’t quite do that :slight_smile: Oh and I reversal throw a lot but I can deal.

I think it will definitely make for better tactics now

I am slightly pissed off with SFIV Cammy’s Hooligan :hcf: :uf: + :p: . It is ALREADY a COMMAND THROW why add lp+lk to finally throw :arazz:

Yes, throwing in SF4 is much better. Not only the button press, but the 3rd strike style techs. Against good players you really have to earn those tick throws.

Virtua Fighter also has a good throw mechanism, you have to choose to throw, and choose to tech it (quite hard, actually). I always liked that fact, in favor of random mashing.

Not a huge fan of 2 button throws, but I can live with it I guess. Just tell me throws actually are worthwhile in SF IV unlike in A3. I’ve tried playing A3 with a few guys that are into it at work and… Throwing seems to do so little damage that I don’t even bother trying them. Really takes away from the game for me. Please say IV isn’t like this? PLEASE?

I haven’t been following SF4 news very closely, but is this true? You have to hit Jab + Short in order to activate the throw part of her command throw? I can live with it, but that’s pretty dumb.

I for one wish they would keep her commands from HD remix lol. I’m so used to how she plays now that i’ll be quite dissapointed now that she has her old commands for backfist and hooligan. As for hitting jab+short for the throw part of her hooligan, that really won’t be all that bad.

Two buttons are better IMO.

More strategy Means you have to commit to your action instead of getting a completely safe on block normal if you don’t get the throw for some reason.

Mindless option select = Bad game design IMO

Err, how is that an option select? The only reason you’d get a safe blocked normal is because you screwed up the throw timing, which is an execution issue not a strategic option select issue. If you did it correctly then either you threw them or they threw you, there’s nothing “safe” about it.

The two button throw is worse if you’re worried about option selects, because it allows the option select throw escape, thus neutering the low/throw mixup.

IMO they should have made the throw inputs f+LP+LK and b+LP+LK and not allow a crouching input.

It’s been said before, but if for SOME reason you don’t get a throw (maybe they moved back or you weren’t close enough) you get a nice high priority move.

That’s free option select. If one option doesnt’ occur another one happens and you cover yourself essentially.

Explain the option select throw escape.

I think I know what you mean, but lemme hear it just in case.

SF4 throws have less range, they don’t come out instantly, do way less damage, none of them resets like ST Balrog and reversals are easier. So I think they won’t be having as much of a problem.

EVERYTHING does way less damage in SF4.

Ultras are the only thing that do shit in that game.

funny. I HATE 2 button throws and tech hits.

and I don’t even grab that much in ST.

I prefer the one button throws. If people don’t want to throw, that’s fine, if they want to throw a lot and easily, they should have that too.

In ST/Remix the person trying to tick throw someone is at a disadvantage if their opponent knows how to throw reverse. If you don’t know what you’re doing I can see why you’d complain though.

Nubs will be complaining a lot less. Throws do 3rd Strike damage in SFIV (basically nothing) and on top of that just like in 3rd Strike or CVS2 if you tech the throw you negate all damage taken from the throw and the game pushes both players apart. Basically everything they wanted. Less damage, a way to escape all damage from a throw and getting space away from the opponent after they escape the throw. Only thing they’ll be complaining about now are the same things they were complaining about before. Zangief and anyone else with inescapable command throws. El Fuerte is going to give nubs and scubs nightmares. A super fast grappler is not going to be fun for them at all. Even if his throws do no damage they’ll be getting thrown all day.

The option select throw escape defeats an essential mixup of sf2 in later editions, the low/throw mixup. Off of any attack that puts your opponent into blockstun, you either link a low move, or you throw. To counter the throw, they would have to be holding either ‘f’ or ‘b’ to counter throw, or executing some kind of reversal move. Whatever the case, they are not holding crouch guard. Which means if you link a low move, their move doesn’t come out (because they are still in blockstun) and thus they are hit.

In sf3 and sf4, they can just do d+LP+LK. If you link a low, they’ll still be in blockstun anyway, so nothing comes out and they safely block your next attack. If you go for a throw, they escape it. You thus have to start mixing in additional things to bait their whiffed option select and punish it, which severely reduces the danger of a throw mixup.

The option select throw escape is a much more problematic option select because it comes up by intention and much more frequently. The “in case something happened high priority move” option select you talk about just isn’t really that big a deal by comparison.

Holding towards and mashing on strong is really only useful for Chun in SF2. It has more to do with her walking speed and standing strong than generic option-select. Seems kind of silly to me to complain about an option select that only impacts one character in the game.

The problem isn’t the throw motion, it’s Chun-Li.

Throw clash is the best thing to happen to the SF series. And 2 button throws are necessary for throw clash, otherwise clashes would happen accidentally.

Ok. Yes I knew what you were talking about already. Still a good read though.

Honestly though, I still prefer two buttons.

I would rather have a defensive option select that can save you then an offensive one that seems to heavily favor the aggressor.

And in the defensive option select the aggressor still has options. It’s just no longer a mindless 50/50 guess anymore between linking a low or going for a throw.