hmmm… throws…
the age old question: to throw or not to throw?
honestly throws play a different role in this game than they do in regular streetfighter. simply put throws in streetfighter are there not necessarily as an overall gameplay mechanic, but because the game itself would be BROKEN as fuck without them: if your opponent ever got a lead they would be able to hold D/B until time ran out. the only thing an attacker could do to the opponent at that point would be to tick damage them to death. which is in itself fine until the timer comes into play, like what happens if theres only 15 secs left in the round and down by 50% HP all you as a character have is the option to boom/fireball your opponent to death and hope the block damage is enough… but it wont be, so you may as well just let go of the controller.
which is why throws ever existed in the first place, people that are high end tournament players however “abused” this mechanic (rightly so) because it was easy free damage in many situations where easy damage wasnt available.
well now fast forward to guard libra (guard break), negative penalty, overheads, ambiguous ground and air crossups and a game that is NOT STREET FIGHTER 2… there are about a million different ways to break a characters guard through both high-low mixups AS WELL AS, ambiguous crossups.
when you put those together it becomes clear that Back and Downback are not saviors at all, hence there really is little need for throws in the first place (in this game)… seriously, i WELCOME an opponent that wants to sit there and block all day on blazblue.
thanks for making my job alot easier :tup:
against runaway opponents throws wouldn’t do any good cause you wouldnt be close enough to throw them.
also, about counter throws…
i fail to see how that is relevant to this discussion… if the opponent were attacking, that means that the other person as the defender has an opportunity to do do a counter hit or reversal, i honestly dont see how throws beat attacks in ANY fighting game… but thats just me.
i mean if you try to throw someone because they are blocking too much and you cant figure out how to break there defense in any other way, FINE, but if the opponent actually attacked the throw shouldnt beat the attack.
also, sirlin is definitely right about throws needing to be 0 frames… i personally would like them to be unbreakable as well, i just dont believe that if my attack is in its first frame of animation on startup when the throw becomes active, that i should be thrown… seems like common sense to me, but maybe i’m just way off.
/end rant
-dime