Getting better doesn’t take any huge amount of brain cells.
Basically:
Look at what hit you. Why did it hit you. Why were you there.
Skills. Is your execution on point? Do you miss confirms/wiff punishes. Do you know how to properly setup a whiff scenario from your opponent.
How good are your reactions. If they are sub par, sorry but you will never be more than a local top player and will almost certainly never be a guy that takes a majo once a game has been out longer than a year. If you are smart you can make top 32. Exceptionally smart and you can crack a top 8 every once in awhile.
How’s your character. Do they suck. Are they low tier. If so, and results or doing better are what you are after, pick a top tier.
Fundamentals. How is your spacing. How is your reactive spacing. How are your punishes. How is your matchup knowledge. Do you have counterpicks. Do you lose to the same thing over and over again. Do you have troubles versus a certain player that abuses a certain thing? If your character doesn’t have an easy way around it, can you pick a different character that does.
Ask yourself these questions and answer them legitimately, and there’s little reason why you can’t get better if you haven’t already been asking these questions. This is how I got gud at skullgirls. This is how you get good at basically any game.
But your reactions will always be the funnel that holds you back. Some players that consistently “outfootsie” you may not even be smarter or have more knowledge than you. They may simply react better to differences in spacing, and that’s enough to own someone, hard.
Came late to the party of throw invulnerability on wakeup, oh well.
I can see the reasoning for one button throws but since SF has been two button for a long time (thankfully), one question: all this throw loop scenarios involve the thrower being able to walk in and stand right next to the thrown one before he rises up. Why not simply make the defender being thrown farther enough and recovering early enough to avoid him being in throw range when he rises up? That way throws are still a valid tool in the arsenal for other setups (for example, knocking down an airborne opponent) while throw loops are still gone.
Throw invulnerability affects grapplers disproportionately, and their grabs has this huge recovery that make them fully punishable by jumps so the mechanic is actually overkill.
While that is a valid point, command grabs are still so much of an advantage that it’s still worth going for them unless the invul window is something ridiculous.
Not to mention the good ones can be looped. Gief mains should always play on the Vegas’ stage.
Its only really bad for grapplers if they are vortex characters.
If they couldn’t enforce that as much, they would just be given other tools. I don’t think anyone really likes the “all or nothing” grappler design much anyways.
It doesn’t affect grapplers any more than any other character unless they are specifically designed around meaty throws. Which is terrible design in the first place. Other than that, they get tick into command grab so it’s the same as basically anyone else.