PS if you want some more things to test, try teching during move recovery. This used to work in SFIV, but only with some normals and specials. This made it impossible to punish some moves with throws.
If you hit the throw tech during the 2F period you would normally be able to pre-tech, the throw will just come out in SFV. From my testing, the SFV input buffer doesn’t allow for you to tech without the throw coming out. You can tech before you’re hit with the throw that is true, but only because the game lets you input throws in recovery due to the buffer, and it’s only teching because you’re technically in the first frame of startup of your throw when their meaty grab has connected.
If I’m wrong dude, then I’m all ears but I couldn’t ever get it to work without the throw coming out.
I tested on wakeup but the results are unreliable. I suspect that the training mode display has the same bug as SFIV where sometimes the inputs only display 1f later. This makes it hard to test the behaviour of the buffer system. If I jab on the same frame that I input a tech frame in that video, sometimes the jab comes out, sometimes it doesn’t. From a purely arithmetic perspective, the longer startup of throws makes SFIV-style preteching impossible (unless we factor in shifted throw break windows). However, it is still possible to tech before returning to neutral without having a throw animation. You can test this by teching a meaty throw right before you land. If the opponent doesn’t throw, there won’t be any throw animation.
It’s in there in some way, but the benefits that made it a strong technique previously are not there.
You can do airtech, but this is because you’re inputting the throw tech during the landing recovery of a whiffed jumping normal, but before the input buffer so that the throw doesn’t come out. I’m assuming the game checks the five frames during the startup of the opponent’s throw for the tech, during which you can ‘hide’ the tech in the early frames of landing recovery.
I’m a little late to the discussion, but I can confirm there is that training mode bug where the input shows up 1f later than normal. I noticed this several times while compiling everyone’s frame data.
Well back dashing should be “risky”. If your opponent gets inside (presumably where he wants to be) then your options to escape should have some risk to it. You should not get a free escape.
*disclaimer I am not talking about any other SF mechanics so please don’t bring that garbage to me. this is only concerning SFV.
@nevillebamshew You should do a video when the game comes out of throw ranges. Also, can you explain this, I’ve seen it a lot of time. When someone walks up for a throw they miss but the other person reacts and throw them instead?
I don’t get this. When going frame by frame with a 3f jab there’s a frame of animation, then the input shows up, followed by another frame of animation and finally, on the fourth frame the jab hits. But that would make it a 4f jab. So, when you have a move that’s -3, you’d need a move that will hit on the third frame in order to punish it, and a 3f jab wouldn’t make it in time (as it would actually be a 4f jab), except that it does. It’s like there’s a built in 1f input delay when you do a move in neutral, but it also has a frame of animation. I don’t get it. If i could set up keyboard macros I’d try to find out if it counts as a CH if you get hit on the frame before the input shows up.