I get the same feeling. In Vanilla, if I ever did a ground magic series M tK block string I wasn’t usually able to throw (or get thrown) even with the frame advantage and non-advanced guard. Now, if someone doesn’t push block or mash on grab, Viper can just snatch them the fuck up into combo for a TOD.
Yes, this shit really needs to be patched.
A scrubkuma comes in on my Dormammu and immediately does beam super. There’s no way I can punish this because he’s mashing H for more damage. The only thing I can really do for good damage is Stalker Flare. It doesn’t help anyone but the scrubs at this moment (well, I guess that’s what they were going for anyway).
Am I the only one that thinks this is a good change? I think air throws in general were pretty retarded being 1-frame and option selectable and could often lead to a touch of death combo. This change removes the derpyness from the OS air throw business since you no longer have to fear accidentally pressing the button slightly too early and losing the game from getting thrown out of it. I think they also did it so people would punish with something besides air throw.
Adapt or die. Your choice.
sometime you cant punish with something else :/.
like doom missile in the corner, characters that dont have projectile invincible stuff are stuffed.
if you just block = free mixup for doom.
Just run up and hit S then jump. Safe and no mixup for doom.
when doom is close to corner you eat missiles.
Ahhh… so my friend didn’t suddenly become a god at tech-ing throws…he was just using Taskmaster. I’ve always thought Taskmaster was an amazing character but this stupid throw implementation makes him even more retarded. I’ve only really noticed it on him though. sigh
A change needed to happen definitely but this was just the laziest way to do it IMO. There is 1 reason throwing in this game is too strong, its because its an option select that can be mashed for 50-100% life depending on what character you have. Players can just simply go for them most of the time.
The easiest way to solve this problem is to go to the mvc2 style. In mvc2, 99% of the cast had to get a combo off a throw by calling a helper THEN throwing into the helper. This prevents randomly mashing throw and have it lead into a combo. Most characters in mvc2 when they landed a random throw got setups, very few of them got “free” combos. I think its the simplest solution. It gets rid of mashing throws that lead to big ass life, gets rid of the option select, and it still makes throws useful. Of course they still need to get rid of the current engine mechanic of throwing during recovery but what I mentioned above would create a better game and balance out the mechanic.
so I used this tech thing all weekend trying to see why its fucked up and why it isn’t. Its mainly fucked up for punish, super super super hard to punish things that were punishable in the first build. However, it doesn’t nerf throwing overall because of the way human players play. Throwing someone out of teleports or bad supers are gone for the most part if someone is paying attention. The only way to prevent from being thrown on startup is to basically hit your button then mash H up to a certain point. If you mash too much, you will chain into H @ the wrong time. Now throwing after your move is active is still there and its very hard to mash H here too. Say you do jump M, then mash H not knowing a throw will come. If your M makes contact, your H will chain preventing you from using M to your full degree. What I had eventually noticed was that I was hitting atk, piano plink H+directions, wait for active frames, piano H+directions. To NEVER get thrown, you have to H so many different ways it basically becomes impossible IMO. There were times where I hit H 4-5 times during a period where I was only throwing out a 2 hit chain to not get thrown.
something needs to be done about the throwing. I’d rather the system be like this than it was in vanilla. Preferably, I would like the mvc2 system and bring back the skill to throwing.
Well if all throws led to techable knockdowns… I guess this would solve it.
You still get rewarded with a mixup post-throw, but you wouldn’t be able to use a free braindead OTG move or assist to insta-combo death someone.
Increase HSD of any combo off of a grab, similar to how it currently works for damage scaling. Would solve everything, and all Capcom would have to do is work with some code.
We’d have to come up with mini grab-combos. Would even make the game better to watch, since we wouldn’t just be doing OTG into the same BnB we always use.
well a bit of the cast just super after a throw (taskmaster for example) and it still is pretty damaging.
for those who can combo after. the HSD make it a lot stricter, for nova, i can do the Fly/unfly H loop after a throw :/. (but that’s just my crappy execution).
Throws do not add any more hitstun decay than any other attacks. It’s just that some throws have multiple hits (nova), and that’s what messes with the HSD.
As for tasky, those arrows still do way too much damage despite damage scaling.
HAHAHA!!! this change is great ( no, it’s dumb ). now my amazing wesker offense just got even more safer. why would i call an assist during an blockstring when i can just end it with h teleport and os throw/s all day? god bless capcom.
also, join the wesker campaign.
FYI I’m liking your post ironically
Super dont scale after a throw.
Franck West cart also does monster damage (or camera to the other super).
Actually combos after a throw experience accelerated hit-stun decay.
Ah, is that how it works? Alright, fine.
This doesn’t reduce any of the derp at all. It just shifts some of it from throws to command normals.
Here’s an idea: Keep it the way they have it now, but change throws so that, in order to tech them, you can’t just input a throw; it has to be in the same direction as the opponent. For example, now when I try to throw punish dante’s teleport, he has to tech in the same direction as me to tech it at all. Heh? Heh? =D
i lose faith in this game more and more every day
playing like a hulk/taskmaster/wesker team does not take any real skill, i dont care what you say
or nemesis/hulk/wesker or something
when you play teams like this youre basically just mashing buttons and hoping your opponent messes up/doesnt block so you can derp into 100% combos for free, fuck this game
hulk vs rushdown teams = pretty free
you cannot press buttons against hulk at all. in the start of the round hulk immediately puts you in a stupid situation between getting hit by an H, getting thrown, or teching a throw. then follows a frametrap every single time that you cannot escape (walk forward mash forward+H, wait, possibly frametrap you with a cancel into gamma charge)