sfxt has the worst throw system made to date by capcom.
2 button throws are dumb. the only good thing that came out of 2 button throws are kara-throws.
they should go back to one button throws. yes, i understand that one button throw system being too strong for option select for certain characters (cvs2 cammy, (u)mvc3 taskmaster, st chun), but there are also bad option selects (cvs2 sagat, (u)mvc3 doom back throw, st/cvs2 vega).
When I see throws in this game, my first impulse is to compare them with blazblue. They have 7 frames of start-up in both frames, both games have different types of wake-up to escape oki, but Blazblue has an even bigger throw tech window. However, throws are way WAY more useful in Blazblue, and I really wish Capcom had learned a few lessons from it.
Blazblue has throw reject miss. If someone misstimes an OS throw tech and gets thrown at like 30ish frames after it, they get “counter thrown” and can’t break it. This adds a huge mindgame element of its own and completely prevents OS techs from becoming problematic.
Damage. If you get ground thrown in blazblue, most characters will eat you alive.
Bad roll techs/quick rises can actually be punished in Blazblue. And even then, a lot of players still bitch about how they give too much advantage to the defending player. I don’t understand why capcom thinks giving knocked down players a 50% chance to escape oki for free is a fucking standard feature. It makes more sense in a marvel game, it makes NO sense in an SF game.
the problem really is that capcom has their hearts set on having throws go by hurtboxes now instead of proximity like in sf4 and older games. so instead of just changing it back to the way it used to work, they nerf the rest of the properties on them.
lmao instead of picking one solution they did both. SMART
if characters have overheads that are + or chainable on block(aka leading to more pressure) that can also create incentive to hit buttons (assuming it isnt like a 27 frame overhead that you can just react to with a jab on frame 24 or whatever)
plus, combos off throws like in bb=potential for strong corner carry and meter gain
What is the range on Ryu and Ken’s throws? IT seems like theirs is still or at least closest to SFIV range before anyone else. I can still jab twice and then grab without having to walk forward. I feel like their throws should be nerfed to match the shitty throws of everyone else. :smokin:
their design philosphy is fucking terrible. I’ve said for years now SF just needs to convert to a KOF style where dashing, running, and short hopping become a standard part of the game just like meter usage has across the 2d board. Not only do throws suck but even then, there still isn’t enough offense to keep people away from dwnbck.
1 button throws suck too, they fuck up the game even more. In ST ryu could do walk fwd+mk and it was a +frame OS. It either threw you or left you in ridiculous block stun. That’s the problem with 1 button throws. You’d have to make all close standing moves shit garbage like negative on block to avoid that problem. Then you create another problem, nothing has + any more!
2 button and 1 button are both flawed to begin with. However, at least 2 button throws can be fixed. One of the main problems with 2 button throws is crouch tech and that has a simple fix. If you throw while crouching, the game should do a force stand wiff throw animation so its punishable. Simple as fuck and problem solved. Next is that throws don’t stop mashing like they have before. So all you have to do is design a throw # range. If you want throw to be 3 frames, that means the fastest poke in the game has to be 4 frames. This means that on perfect +layers, you could never be mashed on because you would have the frame advantage needed. When throws are 7f startup and c.lk is fucking 3-4frames, there is no way in hell you could ever fix that problem.
I think of it this way: “pros” almost never throw because the other “pro” always techs the throw anyway, sure they’ll represent it, but it is rare that it hits. So essentially a pro has to open their opponent up in other ways. SFxT allows everyone to experience this style/frustration type of play without mastering throw techs. It is kind of like how you see newer players jumping a lot and getting AA’d a lot or when they don’t have good anti air they’ll get jumped on a lot and this opens them up until they can shut it down. A “pro” really doesn’t have to deal with this kind of stuff because they’ve mastered how to limit it. The game the “pros” are playing is a much more limited game in a lot of respects, but it is only that way because they’ve limited options through knowledge and skill. If the game mechanics are limited instead it allows people to get a taste of what a fighting game really is at high level play: a really hard fought battle to do any damage you can in very limited amount ways despite all of the options available in the game mechanics.
Being plus on block does not give you incentive to push buttons at all. You can be plus on block all day long, so what? Eventually the push back is going to push you far enough that you are no longer plus on block which means I now can push buttons or you have to make a move to regain position. Even some of the seemingly repeatable pressure strings have weak spots.
Having an overhead isn’t incentive to press buttons, it is incentive to switch from :db: to and for most characters their overheads are average or unsafe on block. Granted better than frame traps in this game, but still kind of weak since it is somewhat risky for most characters.
Overheads are good for the handful of characters who have good ones, everyone else is back to square one. You want to know why the top characters are the top characters? Because they are the few characters who have a consistent way to get you to release :db:
As I mentioned in another thread. I think they should either improve damage, and the range OR start up. In SF4 a throw could deal as much dmg as a crappy bnb, but in this game it’s a lot harder to land throws and they do a lot less dmg than a combo.
Alternatively they could just give throws true untechable knockdowns. This would force you to respect throws a lot more and generally just make the game a lot more exciting to both play and watch IMO.
You open people up with… footsies? You are already in, you don’t need to play footsies anymore. This is about pressure being weak for characters without strong overheads.
SF4’s throw range was way too big and it was also easy to throw enemies out of the startup of their normals. Tekken characters probably would get screwed by it since you could throw them out of the gaps in their Tekken strings and also the fact that the majority of the Tekken cast is very “in your face”
EDIT: oh and i’m willing to bet a ton of people complained about sf4 series’ throws (getting grabbed too much), so they toned them down in this game. IMO sfxt’s throw range is excellent, the only ones complaining about them are the ones that relied on throws too much in ssf4
i can’t believe i actually have to explain this to you, but… if 1 person is holding down-back, then footsies cannot exist.
I completely agree that doing a string is definitely a better option for grapplers than command throw (in this game).
however, just the threat of the command grab is what makes it valuable (especially for gief). for example, if Gief is doing a block string, his opponent knows that an LP SPD could come at any point so they often try jumping away after the 2nd or 3rd blocked jab / short. And if he leaves a tiny gap between those jabs / shorts (which is pretty easy), he will hit them during pre-jump frames. This automatically rewards gief with a successful frame trap, and all he had to do mash light attacks.
When i use Gief, i only go for an SPD maybe once per round, maximum. most of my damage actually comes from catching up-backs with standing short into full chain.
ewww… thats even worse than the current sf4 throw metagame… low/throw will own people in skullgirls… better have those AA’s up to snuff so that people cant put you in a low/throw mixup… its WAY WORSE than throw/frame trap cause its WAAAAY easier.