Yeah, I heavily agree with this, well put.
It is not actually a mixup. Let’s say for example that you do the mixup you mentioned; a blocked cross-up and then small delay, close forward or throw, depending on how you time it. Let’s go over the opponent’s options.
After the blocked cross-up, they can
- reversal throw
- reversal invincible move
- block
If you go for the throw, 1 and 2 will beat it. If you go for a close MK and the opponent is still on blockstun, they will simply block, even if they perform a reversal throw or invincible move, because they cannot leave blockstun. If you time the MK late, but not late enough to get a throw, then reversal throw and reversal invincible move will both still hit you. Option 3 isn’t even needed.
The actual mixup after a cross-up roundhouse would be between a throw and delayed dp/crouching forward (low move). Once again, the opponent’s options:
- reversal throw
- reversal invincible move
- block
1 will lose to the delayed dp or crouching forward, because dp is un-throwable (therefore a normal comes out and gets dped), and the crouching forward hits because it is low, and you have to stand up to throw. Since you can still block incorrectly even while in blockstun, this mixup works.
2 will win vs the throw or crouching forward, but lose to the delayed dp, granted you time it correctly and also character specifics come into play
3 would ‘beat’ both the delayed dp and crouching forward and the delayed dp, but lose to throw
Basically you cannot actually ‘mixup’ between mid moves and throws in sf2 games, but you can pressure with them.
lp + lk = throw ruined SF