Throwing Clinic

Cool, Im chillin…
I just want you to know that I think youre a good player, who I(yeah, even me…) can learn a thing or two from. I came in here just running around acting silly, which had me ROFL’n all over the place seeing you guys get mad at my post. Ive been banned, and Ive learned my lesson not to do that anymore. Now, Ive showed my true self, in which Im preparing for tourneys, so I need a little advice with my MSP’s, etc.

No respect given, means no respect lost… (personal motto)

In other words, a brand new start for the 9 in SRK…L9

there is no spiteful posting going on. if what you posted was fully correct, I wouldn’t have came in correcting you. just adding more info. it’s never been you, just the actual information and then the proceeding attitude. even though I corrected you, there’s no reason to get huffy.

that’s what happens when you put your thoughts out there out loud and strong…if people notice some incorrect stuff and want to make sure newcomers are getting the correct/full info, they will post. just don’t feel attacked and everything will be cool and everyone can learn something. sometimes I just prefer not to post if I’m not fully sure…or make it known that it might not be fully correct/my opinion if I do. If I get corrected I accept it and offer thanks.

Hey despite the mini battle between you both helped me a ton. I am throwing with way better consistency and especially the info on how you cant throw in block stun was new to me. Just this night I punished a Cable turtling in the corner with charlies knee bashing throw and sent him into the repeating throw combo twice.

Thanks guys

Tidbits to add: one of the best ways to actually get throws is to dash/wavedash right into their face, tap down to crouch cancel the dash, then throw immediately. You can do this fast enough to where it looks like you simply dash in and throw out of the dash. Just be careful with your inputs so you don’t get QCF moves and whatnot if your character has them (tap down then tap fwd+button rather than rolling from down to fwd). People usually block for obvious reasons when you dash in so a lot of times these throws are basically guaranteed, and as a nice side bonus you’re invincible during throws so that Commando (or whatever) AAA they mashed out while you dashed in does nothing. This is obviously best for fast characters with long dashes or good wavedashes like Cammy, Mag, etc. but the principle works for anyone (except BH, Gief, etc…people with irregular dashes).

Also, when you’re talking about combo sequences that involve throws, you can’t put more than 2 throws into a solid sequence of hits. So for example Mag can HK throw into corner, OTG c.lk c.hk xx grav, launch, pause, SJ into HP throw into corner into whatever else, but he can’t throw again until there’s a distinct gap. Another example would be HK throw just off the ground into the corner, falling lk, land, hop and immediate HK throw into corner again, falling lk mk + Psy, land, OTG yadda yadda…even though you still have control of their character you can’t throw again in this sequence…try to launch, pause, SJ into HP throw and it won’t work. Cammy has sequence for example vs. Sentinel where she throws twice in the same air combo but she can’t get more. I don’t know any fancy stuff with Guile or Charlie that pushes this limit (do the aerial raves into ground throw to rollable OTG to relaunch etc. count?), but it’s just good to know.

Also since you mentioned Charlie, remember Charlie can combo snapback after his knee throw. Very useful, and you have a half hour to decide whether you want to do it, and who to bring in if you do.

charlie can do a lot after his knee throw…

I didn’t explicitly state it, but yeah of course only 2 throws in a combo (like the throw combos I listed). but mags can usually find ways to keep throwing. mess around with rom in corner, triangle jump hk (turns into throw)

I like to cancel negative reverse throw opposites via the grabbing index.

THAT’s what a “Jab At The 9” looks like homesleuce. How old are you-- 13, 14? BTW Thanks for filling up my inbox with your garbage-- you’re paranoid dude, instead of accusing me of taking potshots at you on the INTERNET, why don’t you use it as the tool it is and ask me constructive questions. You talk like Beats is flexing on you for nothing-- you don’t know what you’re talking about and he corrected you. Marvel is a complex game, you’ve shown that you know some of the nuances (i.e. tech throws), but you don’t see it with the clarity of the big picture (i.e. assuming that since your method of teching throws involves using the opposite input, that therefore thats the only or best way to do it).

It takes time to take it all in, that’s something that Beats has that you don’t. Respect that. Instead of using your free time to trash me without warrant in my PM box, use it to actually learn something. Otherwise you’re looking like a scrub right now.

How would the snapback work? is It when I dash in after the throw to pop him up I finish with a snapback as the second hit instead of the uppercut?

This could help me neutralize some of the problems I have been facing with my Charlie Guile Cyke Team. Shit why you guys are here any useful tidbits or ideas with that team?

Of course you know. My post was directed at OP. :tup:

Obvious troll is too obvious. I’m embarrassed I took the bait and replied to him in the hailstorm thread. :\

After Charlie kick throw you just perform snap before the enemy character hits the ground. With just a little practice you’ll get it, it’s just timing. The #1 use for this is to snap in an obvious main assist character like Commando, Psylocke, Tron, etc., especially if they have a lot of red bar. Screwing up their team order, getting their main assist in, getting a free guardbreak/crossup opportunity on switch in, and making the red damage permanent is almost always way, way better than whatever damage you can do to their point characters (unless you could kill the point…as a general rule, never pass up a character kill, leaving characters at low life in Marvel WILL come back to haunt you).

Some more things to know about throwing…

A throw will reset your combo counter–this being important for several reasons:

  • Resets your assist. Normally you can only assist once in a combo, but if you break it with a throw, you can assist again.

  • Resetting the combo counter means rescaling the damage, which is fantastic for high damage “combos”

  • Resetting the counter also resets the OTG opportunity. Generally we only get one OTG, but after a throw you can OTG once more.

As was stated, throwing will make the throwing character invincible. If your opponent is trying to chip you to death (and it’ll kill you for sure) and is right next to you, try to throw… For example, if Mag calls psy and throws tempest when you’re in the corner, MASH throw and sometimes you can throw him, and during the throw you become invincible so his tempest ice ball things all whiff through you, as does the assist.

IIRC, Silver Samurai (anyone else?) is unthrowable when crouching.

Throwing cannot be blocked, obviously… this makes it a great mixup when rushing or when the opponent is expecting to need to block in an exchange. This is good for the following reasons.

  • Throw into assist can be brutal, ine my team(Sim/IM/Sent)'s case, this means call Sim->IM throw-> Infinite->corner proton cannon -> Dead -> GB -> other nastiness (one throw generally leads to the end of the match in that case if you don’t mess up).

  • After an opponent techs a throw they are in normal jump mode. This means THEY CAN BE GUARDBROKEN!

… This opponent can be guardbroken after tech throw is especially important in the corner. My favorite mag corner combo is any launch, / , lp,lk<mp, hk throw into corner, lp,lk,mk, ad u/f, lp,lk,mk, lp, hp throw, opponent bounces, falling d+lk,mk, \ /, rom…
Because of the resets in damage, this kills easily from most starts. But what if they tech the throw?
Mags can land, \ /, lk,hk, ad d/f, d+lk<mk, \ /, ROM back into the same throw combo (since it was truly split, your “2 throw counter” is reset, too).
That guardbreak is an option select which guardbreaks on block and combos on hit (easy to see whether 3 hits are connecting or not to time the 4th hit accordingly).

In Ironman’s case, throw into Dhalsim in the corner will give a guaranteed infinite in the corner regardless of if they tech or not. On throw they go into Dhalsim, and IM gets infinite. On tech throw in the corner sim is blocked immediately and IM infinite starting from j.lk picks them up.

If you play around in practice mode, you can figure out some brutal corner option select type stuff with your own characters.

Another interesting fact… after his airthrow, Dhalsim is put into normal jump mode, and is considered to have used his normal already, meaning no normals and no blocking UNLESS he’s in unfly mode (in which case he can block, throw normals, etc. as much as he wants). It also means he can call assist before or after the throw. Near the corner he can air hp throw, call sent-1, OTG falling hp, Sent-a hits, then you dash, launch, and go ahead and kill them… if they roll you can at least cover with a blockstring. =) With some other assists he can hit unrollable combos off of it in the corner.

Here’s a Dhalsim example of resetting OTGs, resetting damage, throw into assist, etc. (in unfly mode only)
c.hk, OTG c.lk+sent-a,c.mp, dash, d/f+hp, / , lp,lk,mp,mk, airdash u/f, lk, lk,d+hp,hk, (f)lk, call IM, hp airthrow, IM orb hits, qcf+pp, aim up, \ /, [unrollable] OTG c.lk,s.mp, / , d+hp,hk, (f)lk,mk, \ /, qcf+kk

I added the sweep at the start just to illustrate the fact that the OTG gets reset.

With Sim you have to be careful because of the two throw rule… after two throws in the combo a strike finish won’t work because it is also considered a throw.

Sorry to digress to Dhalsim-specific stuff, but… it’s so fun! =P
Anyway, I hope there’s some stuff in there that helps. I think that covers pretty much everything about throwing (some throws are untechthrowable, like Yoga Strike, noogie, SPD, etc… just command throws I think).

I should add… in that Dhalsim combo at the end we see one more thing. Since the opponent cannot be in block or hit stun when you throw, you can throw into assist basically any time you’re using a throw to reset the combo. Both the assist and the throw inputs must be pressed AFTER the opponent comes out of hit stun.

Of course this doesn’t apply to when in a super jump just because you can’t assist during a super jump. =P

This brings up another point in that depending on which throw was teched and which assists the opponent has, you may have to watch for an assist.

Thanks Murakumo for the info. Also don’t worry about it being Dhalsim centric I am trying to learn every character at least a little bit so I know how to use them marginally at least. I am sure I will have a question or two for you in his section soon. Just from your post I can already see that the team you run is nasty.

Its a shame I don’t run into any Dhalsim players on LIVE it would be great practice. Until then I will be fighting Cable 24/7

Any tips on popping them up higher to throw them in the air? Can’t seem to get them high enough to consistently do it?

Edit NM delaying my combo input seemed to do it

I think all the engine specific throw stuff has been covered by now, and the rest is just character specific/situational. On that note, you mentioned playing Cyke…don’t ever use ground kick throw with him. Most characters can launch/hit you for free after.

Hey About the Charlie Knee throw can I only snap them back when they are in the corner? I cant run up to them quick enough in the middle of the map.

When you do the QCF motion hold it for a split second so Charlie takes a step forward, then hit the button.

thanks its working but its gonna take some practice before it happens in a match.

Welcome to Marvel 2, ha ha.

I snapped Cable back in tonight after a Charlie knee throw after he took a lot of red damage and chipped his remaining health with a triple super. Needless to say thank you guys that was sweet to do. Dude was cursing me out after he realized what I did lol said I was cheating!

Just a little tidbit to add…

Since you have to be out of hitstun/guardstun when attempting a throw, you can throw an opponent first before they throw you.

Example: Opponent is playing with guile and is doing: launch, sj.lp, lk, lp, lk, pause, back breaker (FK throw).

Now, in order for your opponent to throw, they have to pause momentarily so you’re no longer in hitstun. This means that you’re pretty much a neutral character, not in hitstun or guardstun, so you are free to move. At this moment, you can actually go for a throw yourself with F+FP/FK. A lot of times, if you’re opponent was hoping to go for a throw, you’ll get a tech hit, but on occasion, you’ll throw your opponent.

So, if you’re both using guile and your opponent is looking for a back breaker throw set up, imagine the surprise when you beat him to it.

yes. this is especially useful in some other throw setups that mags may do. since depending on how he hit you he wants to make sure he waits enough to throw you…but he might wait just a second too long where then you can throw him instead.

if you sense the throw, it’s usually good to start mashing right away, since the earliest possible thing you can do is throw out of hitstun. unlike for the thrower as they need to avoid doing it too soon otherwise it won’t work and something else will come out possibly leaving them open (so they can’t mash it out like you can)