What is the upside of throws being so awful?

as someone trying to learn rolento i can feel you on that. with out the threat of throw their is no reason to push buttons against rolento when you have the life lead. which sucks because i never been good at opening people up. i was just starting to add frame traps to my sf4 game.

although it not the same since bison and rolento are different characters.

Eh, I don’t think crouch tech is bad, per se. Crouch tech would be fine in SFxT if throws weren’t 7f and short range, or if rolling wasn’t so good. 3rd Strike had crouch tech, and nobody complains about it there.

You can make a game without crouch tech and I’m sure it’ll be fine and stuff, but it’s not a problem in SFxT or SF4 (imo). If they change a few other things about the system, crouch tech can stay.

that the thing about 3rd strike if you crouch tech it would be a jab if i remember correct. which i think can be parried high and was not as fast as shorts. mind you i only know basic stuff about 3rd strike so i might be wrong on this.

Yeah you could parry crouch techs high or low and punish and walk speeds in that game were faster also amongst the cast.

I really wish Capcom just came up with the idea of making it so you have to stand to tech throws. Instead of Mike Z having to do it first. Then maybe they wouldn’t decide to shit up the throws so much.

I apologize for my errant behavior. Sarcasm is impossible to read on the internet.

They’re on sale at Best Buy.

Yeah, but I guess my point is crouch techs can be punished in their own unique way in any game. So the existence of crouch tech isn’t necessarily a bad thing. It took SF4 a while for everyone to start counterhitting the shorts, but once it happened, the viability of throws really opened up in a game where throws were deemed pretty bad early.

That said, I think throws will always be pretty underwhelming in SFxT (not useless, but not great) until they make some changes. I just don’t think they need to remove crouch tech to do it… in fact, I don’t think removing crouch tech in SFxT (and changing nothing else) will have any impact at all.

Only retards mash on a person who is blocking, learn to grab or don’t use it.

I think you gotta make jabs way worse for throws to ever be good

because jab seems like a good answer to a lot of things. they’re gonna throw? jab. they’re gonna block? jab. they’re pushing buttons? jab.

there’s a thing you can do in a lot of other FGs where you establish space with a good move then once you have them not pushing buttons go throw them. I do this with Elena’s standing RH in 3s all the time. throw it out a couple times and they’re either gonna block or guess parry but either way I can throw them.

I’ve tried that a lot of times in SFxT and it just does not seem to work. you get near them, they’re jabbing. the guy has to be so totally committed to blocking that he has nothing else on his mind if you’re gonna succeed at throwing him. and setting that up can be some work. plus it’s not even worth it because why would you throw anyway.

I really didn’t think jabs could get better than they were in SF4, but this game proved me wrong. I’d like to believe that using Alpha Counters or something is the answer, but it’s not like you get unlimited meter.

I’m having fun with this game for the most part, and trying to take shitty throws and mashy jabs in stride, but I kinda fear that high-level play might devolve into some pretty stupid mashy stuff.

This came from the same source who said Jill was this super goddess-tier character in vanilla and had to be nerfed because of technology only capcom play testers knew about. Different design teams, sure. But the same source. Until I see some video footage on both counts, I’m calling bullshit.

What games have you played where throwing was THIS bad? The only 2d game I know of with throws this slow is BlazBlue. And it definitely had its fair share of problems, but you are more inclined to push buttons in Blaz since there are unseeable overheads that lead to big damage and a form of a guard meter. A bad form of a guard meter, imo, but better than no guard meter. I also don’t think the range is as bad as SFxT, but I haven’t done a side by side comparison on this, so I might be wrong on range.

I’m not upset that normal throws startup and range are awful I’m more upset with just how unrewarding it is to grab people with any form of throw in this game. I think it would have been cool if more throws opened people op to a combo instead of doing damage…or somehow allow you to tag cancel a throw into more damage, then it would at least be rewarding to try it. Just to back up what I’m saying normal throws do 130-150 damage and command grabs don’t really expand on that by much here’s a short list of command grab damage -

Abel - light TT - 140, Hp TT -160
Gief - light spd - 180, hp spd 220
Hugo - spd 200, ultra throw 321? meterless
Marduk - lp 160, hp 180
Kuma - rock and roll circus 150-180
King - stand throw 210-250, crouch throw 170-200

I don’t know it just seems all throws are very underwhelming when any character, leading to any character can do a minimum of abc launch hit confirm for 275+ damage in this game (this is at the lowest of the low end), especially so when games already timeout so often and throw animations take quite a long time for the piddly damage they deal. Don’t get me wrong I’m not saying grapplers are bad, or need buffs an any way but I’m just saying throwing is not the core of any characters game plan right now even “grapplers”. It is a lot better on gief for example to get a good hitconfirm (mp, mp, hp, launch) than it is to get a hard spd. I realize this thread is more oriented to normal throws but it’s the same for everyone…why attempt throw when the reward is so low and the risk is moderate/high.

What i’m supposed to do if I don’t have an overhead? Jump into your goodlike Ryu/Juri crouching fierce? Say I’m Bison, I cannot even chip you because he doesn’t have a SK presure in this game, you eat a reversal if you try to continue any blocked special.

This game needs some kind of UOH, it would solve most of its problems.

Can’t believe it took 18 fucking posts for someone to post this. Absolute truth.

i kinda think it is too to be honest. surely there was another way to fix the problem anyways?

moves extend your throwable hitbox really far in this game for some reason. thats why that happened.

True. Now that I think about it being thrown is not a bad thing since in many cases it allows you to escape pressure rather easily. 100 dmg is not a bad tradeoff for that

GLAVIN!
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I’m a bonafied scrub hands down. I’ve hated throws in fighting games, always have, always will. I personally don’t find a flaw with lack of throws because rolling eliminates most of the mixup potentials after a hard knockdown anyway. If it were to be changed to SFIV style, I’d hope the damage would be nerfed across the board as my Tekken characters would be screwed :frowning:

Other solutions I guess would be to make many of the Tekken characters specific strings become unthrowable, so the throw mixup still exists for the rest of the match, but for those particular strings that would get thrown 100% of the time for Tekken Characters, just remove the ability to throw them at that moment.

Throws don’t really need to be strong in this game. There are so many overhead mixups in the game that you can eventually open you opponent up since a throw is basically used against someone who is blocking every single thing.

What I don’t like is how ass command grabs are.

Yeah, I agree. Gief really doesn’t get a lot of milage out of spds in this game than he would out of just hit confirming into combos. After a knockdown it is hard to maintain pressure. For Hugo I see many players not even bothering much with his command throws and just opting for the heavy dmg combos (which makes sense anyway)