Thoughts about throws in this game

So he picked one element of the game and said “I don’t like it” but he in no way explained about why that makes it a bad game… fail.

Fucking hell, the reading comprehension of some people in this thread is abysmal.

Agreed.

I’m coming from a SF2 background, so perhaps I just need to change my thinking for BB, but there are definitely lockdown situations in the corner where, as the defender, I see a point where a defensive throw would be perfect in some other games (such as SF2 and GG), go for it, and then eat a massive combo because it takes so long to throw.
Note that I play Hakumen, so from my limited experience it seems the only thing I can do (since throwing isn’t an option) is pushblock until the opponent gets bored.

Any ST player knows how useful reversal throws can be for getting out of otherwise very sticky situations. It just seems so far that BB doesn’t want you to get out of such situations like that.

Maybe it doesn’t…with throws. The problem is that being a scrub myself, there don’t always seem to be a whole lot of other options with or against certain characters.

By pushblack I assume you mean A+B(barrier) right? Well don’t forget to be using IB as well as that reduces guardstun and allows you to jab or counter out of stuff that you normally wouldn’t be able to. It’s especially important for Hakumen since he actually gains 1 magatama every time he IB’s.

I still say throws should be faster in this game though. At least twice as fast(3f or so), just maybe make them universally prorate at 70% or something.

Hey Lord Knight, does this work with command throws too? Seems interesting. A scrub like me probably will forget about this in a match but this is pretty cool if someone can get this consistently.

[media=youtube]LJI02Q3My4I[/media]

Also SixMachine, you can buffer counter throw break for any move, but it’s more useful for overheads/command throws/etc.

Agreed 100%. It’s hilarious to see the misinterpretations being made and the hilarious comments that spawn from them.

Keep in mind that the follow-up to your throws have greatly reduced hitstun and damage. What your seeing now is pretty much as bad as it can get. There will be no X-men vs. Street Fighter style throw into win.

Its like throws were meant to do 2,000 damage, but you have to hit some buttons to get the second half.

sirlin has such a boner for throws

I’ve come to the conclusion that most of the time, Sirlin complains simply to complain.

However, he does have a valid argument on this. The tech window is far too large. But, to me, honestly, it doesn’t break the game. If every game played the same, then there would be no point in owning the different games. With the fact that each character plays dramatically different from the rest of the cast, I’m certain throws were the least of their concerns.

They are also a very strong part of an offense. Despite the large tech window, you can still catch someone off guard.

Then you have something like this. When people get to where they tech every throw, they will be far less used. This will make people lax, thus, rendering the throw tech timing a secondary function. After a short amount of time, throws come back as people have forgotten the tech windows, and thus will stay in play until the time is relearned.

Rinse, Repeat.

Or maybe I’m just reading too far into this?

throws work out perfectly for this game.

how so?

Damn, that’s pretty crazy. They definitely need to fix that, its kinda beyond the whole throws should be changed or not argument.

Yea that could probably be patched out some way on the console. It’s not like a huge gameplay update or anything so people won’t completely bastardize the console versions if they just fix this one things.

Fair enough, that is rather silly. Still, it’s not really practical for anything except overheads, and possibly Bang’s drives as shown in the video.

Do throws have to be good? I mean, who’s place is it to say how the game should be played? I mean, people get called scrubs because they don’t want to play against turtles. You also get called a scrub if you say throws are too powerful. Where is the middle ground? Does having bad throws really violate the essence of a fighting game? Is it just a popularity contest?

sirlin just seems to believe that making throws “useless” (not sure the extent to which that will end up being the case later in the game’s lifespan) means one less layer of depth in the game, both on the offensive and defensive side of things. obviously that doesn’t inherently make the game garbage, but sirlin’s view of things is that a less effective/deep implementation is an implementation that should never have existed in the first place.

Is it possible that the amount of frames given to throws was at least in part a consideration for network play? I remember the developers talking about giving things a generous window to help deal with network latency.

I get what you’re saying, but PERSONALLY, I don’t believe it will cycle more than once. People will learn it, they may forget it and allow it to come back into style later, but I don’t think they’ll ever forget it again.