i dont like 2 button throws…
I prefer SF2 WW style.
Prefer 2 button.
I definitely agree that throw commands should not overlap with any other function, being forced to throw when you wanted to do a 6H for instance limits mind games and just plain sucks. That being said, I have to admit that is isn’t a make or break issue for me being that my current favorite FG guilty gear’s throws works like this.
:u: I have been in that boat many times.
I can manage with 1 button but two button is just better for me. There have been times I’ll play one button throw games and I know I was in grab range and I still get standing attack. With a two button throw it’s precise. As such removes the chances of an error over something so simple. And I have nothing against the whiff animation on grabs either. If I guess my distance wrong by all means punish me for it.
Your first point sounds more like a problem with the way the game reads inputs than with 1 button throws to me. If we’re dealing with a game with a not so excellent way to read inputs then I can see a case for two button throws. However, I’d then argue that I would rather fix the way the game reads inputs as a game that can’t read 6h in throw range as a throw attempt would likely have other input problems.
As to your second point, that’s really getting into balance issues and my opinion would really depend on the game. For example, BB throws do not need whiff animations because throws in that game need all the help they can get due to the retardedly long tech windows on top of throw tech option selects, but I couldn’t necessarily say the same of other games.
It depends on the game. For Marvel, one button works, because it’s so fast, and there aren’t really any good choices for what two buttons it would be. In everything else, I’d prefer two button, as it is more deliberate.
This.
If there could have been one feature added to HDR that I wanted more than any other it was the removal of 50/50 throws. Every modern fighting game has the throws cancel each other.
It happens quite frequently in matches, and is often the deciding factor. I have lost tournament matches that came down to a 50/50 throw and the game chose in my opponents favor. Add in that you can’t soften a knockout throw in ST and it’s even more unfair.
Most BS thing in SF2 IMO.
Once again: how can you possibly tell if you both threw on the same frame?
The same way the games detect trades?
Edit: Ah wait, nevermind. You know you threw at the same time when you lose. :smokin:
eh. i like 1 button grabs in sf. i dont “play” the 2 button games. leave 2 buttons in tekken.
iirc, sirlin was complaining about 2 button throws in SF4. IMO, a 1 button throw system is scrubby as fuck.
mvc2\st, doesn’t matter really. So in mvc2, magneto gets a c.lk. After you block this, you jupbck then magneto does air dash dwnfwd+rh. Ironically, jump rh is magneto’s throw as well. Magneto is just trying to do a mixup. No foreknowledge on your next move. Well, if magneto is close enough when he tries that overhead RH and you jump, it becomes a 2n1.
If you jump, the air throw has a good possibility of coming out. If you stay on the ground, you’ll eat an overhead then a follow up pressure layer.
ST example. Ryu from ST. Ryu’s close s.mk has retarded +frames and can be combo-ed afterward iirc. Its also a throw of his. Ryu in ST can do fwd+mk in a throw situation and gain 2 possibilities. He’ll either throw you or he’ll get close s.mk and get +frames. Its stupid as fuck.
This is the problem with a 1 button throw system. You can just sorta do shit and have it be multi purpose. Its even more present in ST.
a 2 button throw system is probably the best because you have to INTENTIONALLY do it. None of this crap where its a multi purpose option select and you just throw it out.
this is how throws should be implemented.
[media=youtube]WMiPTvRy_5k#t=1m30s[/media]
The person who does the throw first, is in a throw advantage position. Here, no free life. Just a mixup. He can move you around, high attack, low attack, and multiple throws. All of these can be teched or blocked. The person who techs a throw is now in a throw advantage state. In games today like vf ekken\SF, when you tech a throw you go to this neutral state. In tobal, one player is always playing offense and the other is playing defense.
The throwing and tech throwing can go up to 10-11 rotations before the game forces a break.
Its the only “TRUE” grappling system in any fighting game. IMO, the only thing that comes close to this is the new mma game.
As a response to people arguing that they prefer two-button throws because they like to have throw whiffs: Isn’t the normal attack coming out basically a whiffed throw as well in a one-button throw game?
I actually prefer 2 Button, because I only throw when I really mean to throw. I find that in a 1 Button throw game, I can either mistakenly throw or when I try to throw I just get a normal attack. It’s better to me to do the motion when I want to, even if it does make me whiff.
2 button grabs are stupid and promotes mashing for the most part. (except in a3)
1 button throw for me.
Not really. A mistimed 1-button throw doesn’t necessarily mean it’s punishable. It could hit you while in block-stun so you get pushed further back or leave the attacker at + or neutral frames. Or it could whiff entirely but still recover quick enough so that you can’t punish it on reaction.
Two button throws, easy. I like my throws to be deliberate
Ever get standing medium punch or standing high punch when attempting to throw as Dhalsim in A2? :shake:
True, CVS 1 and 2 had 1 button throws but had whiffs at the same time.
:amazed:
Yeah, that’s true of course, a real throw whiff wouldn’t hit, duh!
I only play ST though, so I guess my opinion doesn’t matter that much. I did find that if I focus enough, I could learn quite easily to throw with two buttons.
Though maybe(if I want to get rid of accidental throws) in stead of having a one or two button throw, I’d rather have a motion, or maybe a different button combination, because I find jab+short kinda awkward. I’d rather have two punches/kicks.