What do you think of two button grabs?

That’s not an issue with the number of buttons as much as it is Capcom being so lax with teching requirements.

Such whiffs only work if P2 moves away from the throw though, if you yourself mess up the range by some pixels you’ll still get an option selected punch/kick.

Darkstalkers also has those but they’re so strict you basically have to cause them intentionally :lol:, it’s still an option select most of the time.

By feel. If you’ve played SF2 for long enough you can tell when you know you should have gotten the throw and you didn’t. Other good players will also know this and might comment on it.

Yeah, they’re punishable in the same way parry is “punishable” in 3s: if you know it’s coming you can do something to stop it, but you can’t react after the fact. To reiterate though I think this isn’t necessarily a bad thing. In 3S it clearly had a detrimental effect on gameplay since parry was so powerful and you could do it whenever, but in a game like ST where you have to work so hard to get in in the first place, it kind of makes sense to rig the guessing game in the aggressor’s favor once they do manage to get close. Of course with how crazy good throws are in ST you might argue this is just too much, but hopefully it illustrates that there’s nothing inherently wrong with one button covering two options.

Side note: is there any chance of you showing your face in the SF4 modding thread again? From reading through it seems like you know your way around hex, and with the new shit we’ve found and are trying to figure out (hitboxes/frame data) that kind of skill would be really useful. :looney:

Just had to double check, something told me you joined in 09…

I’m fine with two button grabs unless it’s SFA3 or KOF XII…

2 button for me. i like my throws to be intentional.

I prefer 1punch+1kick.

In truth it is all a matter of how the game handles the inputs.

I really like it so that I dont accidentlly Thrown when walking in to begin a FP punichment combo.
Also gives game designer more options for command normals

This a hundred times over. 1 button throws make sense in a game like SF2, where throws are an extremely dominant factor of the game because they are so powerful, but in a game where the purpose of the game isn’t to trap your opponent in tick throw setups for massive damage, you might prefer to punish opponents with a big combo.

Quick example, after a focus crumple, Ryu’s f.HP, srk FADC ultra combo wouldn’t work on a 1-button throw setup because the f.HP at the range you’re in after dashing in from the focus crumple would result in a throw.

You could of course adapt your combo to cl.HP or cr.HP but you’re still losing your highest damage option because of a limiting mechanic.

both
in gg, sf2 & hnk for example the on button grab works great
and in bb, sf4 & 3s the 2 buttons work aswell, so i dont mind

I’m getting quite normalised to 2 button grabs (I play tekken and sf4), so I’m gonna say 2 buttons. I like how there’s more control over the throw in that respect. You see your character actually (attempt a) grab.

That being said, when I’m playing sf2turbo, one button throw is fine. Probably due to nostalgia.

I prefer multi button throws only if it is considered as a special move, you know, as in you can cancel normal moves with throws. SF3 got this right IMO.

If not, I prefer direction + button because that method gives the offensive side a lot more room for error.

2 button throws hurt my transition from Guilty Gear to BlazBlue, but I am getting used to it as I am throwing and throw breaking a bit more now.

2 button throws are fine in theory, it’s just the vast majority of games can’t seem to implement them correctly. (whoo karas, whoo option select teching, whoo meter generation blah blah)

Tbh as long as there is a throw whiff then it’s fine in my book, whichever way, CvS2 had throw whiffs with 1 buttons.

What is inherently wrong with kara throws or option select teching?

I’d like to address some misconception of the throw system in A3:

  1. It’s actually 2P/2k and not 3P/3K for throw but you can use 3P/3K.

  2. Throw attempts can be stopped by mashing lp/lk (lp/lk comes out faster than throws).

  3. Pressing 3P/3K that is mapped onto a button will result into a lp/lk respectively (in other games hp/hk takes priority). So you can mash 3P/3K to tech throws and to avoid throws all together.

Personally, I prefer two button throws, as explained by shoultzula: one button throws lead to multi purpose option selects.

never liked kara throws. Kara throws defeat the original purpose of balancing the throw ranges.

option select teching basically takes away any reactionary game . Its like mashing with probability.

Kara throws don’t make any sense because they make using a normal throw pointless if your character has a good kara. If kara’s throws are supposed to be implemented intentionally as a balance thing (which I assume so since they’re still in sf4), why not just buff the throw range of the character instead? It just creates a useless move which is always a bad thing.

I don’t think there’s necessarily anything wrong with defensive throw mashing in block assuming if it’s baited you get fucked, but like, in BBCT, that kind of option select teching, if they tried to throw you tech if not you barrier guard is pretty much impossible to punish, so it’s pretty dumb. (there’s also the bug grab break stuff that breaks unbreakable grabs but that’s not totally related)

what hecatom said is what i believe as well

it just depends on the game

Care to actually explain why? :confused: It promotes no more mashing than single button grabs.

2 button (mk+mp) throws make a lot more sense to me, and it’s pretty simple- no command overlap. There’s nothing else too it. If you’re going to throw, it’s going to be a deliberate throw. Nothing more, nothing less.

<edit> this only applies to 6 button fighters like street fighter, hnk gg and the rest of them are completely different.

first off, you can crouch tech in every street fighter game you can tech throws in…period.

every single one.

so the “no option select” argument for 1 button throws is straight up wrong…in certain games with certain characters the other normal that would be the throw can actually serve as the anti throw move…

but anyway. i like 2 button throws. and the games where mashing throw is a legitimate tactic because they are 0 frames (st) the throws are one button. so i’m not sure how 2 button throws inherently “promote mashing” mash throw is really (really) bad in 3s for example.

what is important are the properties of the throw moreso than the command itself.

throw whiffing is beneficial in a3, terrible in 3s, and in sf4…well you don’t really have to whiff throw at all in that game because of absolute guard and the way blockstun works in that game.

that being said I like 2 button throws because it makes throwing deliberate. but in any game with 2 button throws i believe the throw whiff animation should be substantial.

a big reason why i dont think 2 button throws necessarily work well in sf4’s system is because of how difficult it is to counter hit people for pressing buttons at downback because of absolute guard. in 3s you can quite simply down parry someone trying to just mash crouch tech. in sf4…good luck lol. or you might just get mash reversaled!