Tick Throw setups and the Scrub Rule

Thanks, that answered my question.

I think the worst part about grabs in 3s, is that you can do them as an opponent is waking up. In every other game I’ve played, you wake up with throw invincibility and merely have to worry about blocking. all grabs come after ticks where there’s no down parry grab bullshit.

I think it’s dumb, 3s players obviously deal with it. I just choose to not play 3s.

uh…whaa???

so does anyone know how when the throw sound occurs in relation to the beginning of a throw?
im sitting in ps2 training mode tweaking on coffee with my eyes closed trying to reaction tech to the sound of the throw.
so far ive gotten it a few times but who knows if that was luck or reaction. (although it felt like reaction)

i feel like this is most unclear issue in 3s to me, can you consistently late tech on ps2? only on arcade?
6 frames seems like a decent amount to be able to tech something even in speedy ps2 its just hard to see the throw animation starting i spose which is why im trying this sound test.

Actually, 3S got throw invincibility on wakeup…

AFAIK, throw tech is just “trying to throw at the same time”, not like ST. You can react to situations where you got a really good percentage that your opponent is gonna try to throw you (Ken cr LK 2x without meter then dash, etc…) but not to the arm catching you or sound or anything…
6 frames (i thought it was 5 though) is less than half of frames of cr Mk SA confirm with shotos.

If someone can consistenly tech throw on reaction, then he can practically just react to anything not a light punch / kick.
Quite a monster but i still wait to see it ^^

Reacting to something in 4 frames is a little ridiculous… (It might be more, but I heard 4 frames from a friend of mine)

Unless your reaction time is .06 seconds or less, it’s pretty much impossible. You have to read ahead to tech a throw.

The best I can get is around .25, and as far as I know that’s slightly better then average. I played ALOT of Kirby on the SNES, and there was a reaction game that I played all day long. You needed to press the button in .23 seconds to beat the last boss. Don’t know if anyone played that game, but it was a great classic.

Anyway, you’ve got to pay attention to alot of things to tech throws constantly. Biggest thing I’d say is watch the distancing. If your opponent moves into that range, he’s gonna throw you. Very rarely will they touch your sprite unless they’re throwing. You have to really guess hard on a Chun’s kara throw or something, but for everything else you just need to know when they get into range.

then what is all this talk of “late tech” , KOfiend said in a gootecks podcast that you don’t have to guess to tech a throw in arcade.
are they just making shit up? cuz i don’t think they are.

btw throws are 2 frames startup and you can tech for an additional 4 frames after that making for a total of 6 frames to tech from throw startup.

I’m personally not a good enough player to answer that question, but if you can literally react to the animation of a throw in less then 1 millisecond, then I’ve apparently got alot of work to do if I ever want to play with the pros :S

ken knocks you down and dashes into you and whiffs low shorts. as soon as you’re awake he grabs you,

I’ve never seen it, how many frames? cause it’s certainly not enough (like the 20-40 frames you get in other games) I’ve never seen any information about unthrowable state on wakeup.

I’m not so sure if there is any throw invincibility or not. It really has to do with the character and how fast they rise. If you throw too early while they’re still technically getting up you’ll whiff, but I’ve been thrown on wakeup enough to know that if I don’t Headbutt instantly, the throw’s gonna hit me.

Uh. What?

As far as I can tell the throw invincibility is similar to a game like Cvs2. Example: Kyo rh throws you, whiffs a short right before you wake up, then throws you again.

There’s throw invincibility in both Cvs2 and 3s because yes, if you mash throw on their wakeup too early, you whiff the throw.

Not sure what you’re talking about lack of throw invincibility for…

5 frames…

the point of the knockdown is to give the player who performed the knockdown an advantageous guessing situation; person waking up has to predict attack(high low), throw, or nothing…if you’re getting thrown repeatedly you need to realize how/why your opponent is putting you into that situation and learn how to read your way out of it or better yet avoid the situation altogether

like all the true 3s players are saying THERE IS THROW INVINCIBILITY ON WAKEUP…anyone with even a shred of reactions should be able to tell, especially if you’re the one who got the knockdown, if you throw as they get up you will whiff; you need to wait until they’re in fully up to throw them again and by then the player getting up can throw out a quick attack to counter your throw or jump to avoid

so improve your strategic/positioning game, your predictive abilities, or your reaction time, the end

Lots of capcom games have this, it isn’t exclusive to 3s either.

Anyways, to answer your original question. That whole tick throw rule thing is not helping you get better, because you take a whole aspect of the game. That’d be like telling you no Aegis or a Yun Player no Genei Jin.

Come to think of it…

NO PARRIES
NO TICK THROWS
URIEN ONLY

Final Destination…

Holy crap that explains why I throw too early every now and then.

As for the thread and the OP:

If you want to play with a no tick throw rule or other similar rules, no one is going to stop you. You really should play for fun, so long as you’re having fun, it’s all good. That said, if you keep playing like this, you’ll have to stick with casuals for two reasons. Firstly, most of the fighting community has leaned to play with tick throws and view them as completely viable options. Secondly, you are putting artificial constraints (i.e. imposing external conditions not included in the game).

In all honesty, I hope you learn how to deal with the tick throw game both on offense and defense. I find that it actually adds a lot of depth to the game. It’s hard to deal with at first, but when you play more and more, you appreciate the layer of complexity it adds to the game. It’s complex enough to make you think, but not so complex that you’ll never be able to escape.

One final word, don’t play ST. Tick throws in that game are stupid good.

you should just play no throwing and no overheads

No Chuns
No Yun
No Ken
No hitting a man while he’s down in real fight either.
No winning.

NO RANDOM UPPERCUTS

i don’t even like supering for free after they always miss

I WANNA EARN IT

Seriously though. What fucking game has 20-40 frames of throw invincibility? That shit is retardedly long sounding and thus, I call absolute bullshit on that statement.