throws in old games aren’t retarded, they are the most elegant way to deal with a real issue - how do you make people not just hold down back. every iteration of SF has had some way of dealing with this because Capcom recognized that it was a strong strategy, and would really make the game unpleasant to play. SF2 had amazing walk up throws, 3s had throws that weren’t as good but were still relatively hard to tech and throw tech had a whiff animation you could punish for great damage, Alpha series and CVS2 had a block gauge.
in the footsies handbook, there’s an example they use where John Choi establishes a space with Sakura stand RH for the first half of a round, and spends the second half of the round reaping the rewards by throwing the guy to death. in 3s, you will watch people eat 5 throws in a row in the corner because they’re that afraid of Chun low forward or shoto short short.
The initial reaction might be “throws are retarded” and that the person is building his game around throws, but actually the opposite is true. throws are not hard to stop in either of those games. I can tech or poke a walk up throw or a dash up throw on reaction in 3s, and in CVS2 throws can be interrupted by a lot of stuff. you see people eat throws like that because they’re afraid of getting whiff punished. they stuck out normals, got whiff punished, and now are afraid to hit a button so they wait to try to counterpoke the other guy’s poke, and instead eat a walk up throw for the trouble. that’s how throws should function in every SF game.
but SF4’s throws and walk speed are both so bad that this isn’t a threat. so people aren’t inclined to stick out pokes to keep you from throwing them. as a consequence the RPS of footsies doesn’t work because one option isn’t there. and as a consequence, neutral game offense ends up being mediocre.
there are exceptions and they’ve already been brought up - whenever there’s a footsie discussion Zangief comes to the forefront. this is because Gief has good normals and a command grab. command grab in SF4 establishes that same threat that regular throws established in older games. if you can either walk up command grab or counterpoke their defensive poke attempts you are going to be a decent midrange character at least, regardless of how fast your walk speed actually is.
No to guard break that would be so obnoxious with certain characters like Koto you would exacerbate the frequency throws in your matches.
Just focus or grab. This isn’t Budakai lol. And Seth’s exSPD isn’t throw invincible; Ryu’s EX Tatsu isn’t airborne until frame 6 so you should do it meaty so in case they spam throw tech they get tagged. Not trying to be a dick but you should do a bit more research or even improve your defense, because throws are honestly the least threatening part of offense. I get that the set ups after the throw can be annoying to deal with when you’re new, but just be patient and throw tech if you’re certain yuor opponent wants to throw you.
I’m glad you like Budokai. if it makes you feel better, you can pretend the metsu hadoken is a kamehamaha and all akuma and guy’s ultras are the blitz moves where the dbz characters disappear and all you see are the impacts happening all over the place.
Throws in SF4 are fine. The issue is things surrounding the throws such as lower blockstun, safe reversals VIA FADC making it so that frame trapping puts the trapper at a risk even if he correctly reads a reversal and blocks it.
Also crouch teching for some characters is pretty rewarding if they hit you they can confirm into a big combo which was less common in previous games that had crouch teching at all (obviously it wasn’t in ST or Alpha.)
To the other guy, once again i’m not complaining about throws, I accept the game the way it is. I was stating that compared to other fighters not just Budokai, throws in SF overemphasized. I don’t get thrown a lot myself, at least not against mid level players.
Like…sometimes I’m tempted to say “Why don’t you play something else?” But I don’t want to be that guy even though I say some disagreeable things at times. Seriously though…why don’t you play something else? If you only play SF4 because of a co dev and nothing else and the game isn’t your type of game. I’d just play another game. You could’ve bought 2 copies of burst limit and supported Dimps with the purchase of a series you actually enjoy… Not trolling either this is genuine curiosity.
When people are spamming 3s and cvs2 that’s alright, but when it’s another fighter that isn’t made by Capcom people get butthurt lol? Strong Capcom fanboyism.
I actually said more than I had to when I addressed your inital comment…which was met with denial that you were complaining. your word choice led me to believe you were unhappy with certain elements of the game, and so I explained them because you’re obviously a novice (you said so yourself)…but you’re right, I shouldn’t have said anything, it’s just a waste of my time.
I’ve never played Budokai so I don’t know much either way about it. Is it the same as Alpha where if they block too much their guard is broken and you get a free punish? I’m not against that either but I think traditionally it has been regarded as not as good as just making throws strong.