try mashing for a throw in any sf game minus sf2 series and see what will happen.
Your post doesn’t make any sense. It’s a bad thing that its pointless to not kara a throw if it gives you better range? It’s not like the throw is useless anyways. A kara throw is not a different move than a throw, its just a throw with an additional command. The 2 aren’t mutually exclusive.
If the simple fact that karaing a throw is virtually always a better option than a regular throw, you just sound way too picky.
In Blazblue, Carl and Litchi have air kara throws which change the trajectory of their air dashes. It allows for fast movement and additional strategies and is awesome. Just thought I’d point out an exception.
kara throw adds start up to your throw, so if you are already in range, it is better to use the normal throw
I perfer TWO button throws since it can also be a seperate move rather than a command. I do not like the fact that you cannot neutral throw with one button, but it depends on the game…
um, its ok, but the old forums had that charm.
and where’s the REP?!?!?!
posted in the wrong thread??
Lol…wrong thread Tim.
Anyway…I prefer either depending on the game.
After nearly 20 (Jesus Christ…) years mostly playing games that used one-button throws, I’ve become used to that by reflex memory. Often I end up having to remind myself that “oh wait, I’m playing a newer game” whenever I play a fighter that uses two-button inputs for basic throws/holds.
It’s like when you try to use a mouse with your off-hand. You have to remember that the commands for your index finger and middle finger have suddenly been reversed.
i like both actually. they both have advantages/disadvantages. giving throw punishable properties (besides invincible reversals) like you would any other move is making it more risky to go for throw loops. however, if ST had 2 or more frames to reversal after being knocked down, then 1 button throws are fine. then of course with 2 button throws comes kara’s and that can be good or bad.
Is there a way to do two-button grabs without adding karathrows?
Only thing I can think of is making the buttonpress requirement really tight executionwise, and/or making it where the throw range is based off of the initial position no matter what.
I prefer 1 button throws because tick throwing seems a lot more natural compared to 2 button throws. But honestly other than my own likeing of one system, I don’t really care. I adapt. They both have + and -.
I think it makes grabbing a little more fair.
But all the games with it have SHITTY grab ranges, and whiff animations…
wtf?!
I’d settle for the whiff anies IF the ranges weren’t shit.
It’s something I can adjust to, though I preferably enjoy the one button ones.
Did… did you just kara throw this thread?!
i an only g by playing cvs2 when i say that 2 button grabs is a good thing. atleast you dont have to sit and think if the person meant to grab or not. its just a stupid option select tactic all together
Two button throws.
I just find them all around easier.
It depends on what game I am playing. But even then, I just adapt to the control scheme.
I like to walk up and shortx2 super people, so 1 button throws for me.
You would just FD-jump. Millia has to wait until blockstun from her disc dissipates before attempting to throw. If she attempts to throw, the 6HS won’t be meaty and thus you would be able to jump. It also depends on what character you’re playing, if that character has a good backdash you’d avoid the 6hs. But in general Milla is a beast in the corner.
Lol hell no man, there is no such thing as mashing 1-button throws, it’s nigh impossible.
No his post makes perfect sense. Why add a needlessly complicated maneuver simply to compete when it comes to such a basic thing as grabs?
Personally I don’t mind any type of grab, 1-button or 2-button. Though there are no solid reasons why one is better than the other, it’s just preference. I prefer 1-button throws, they just feel alot more satisfying and promote offense and defense better, as well as spacing.