Some more things to know about throwing…
A throw will reset your combo counter–this being important for several reasons:
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Resets your assist. Normally you can only assist once in a combo, but if you break it with a throw, you can assist again.
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Resetting the combo counter means rescaling the damage, which is fantastic for high damage “combos”
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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.
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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).
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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).