What is the upside of throws being so awful?

lots of comparisons to SF4 here

but I mostly play 3s

and compared to 3s throws in SFxT seem pretty awful

I agree, you can blow people up with frame traps, but that’s something that was commonly used in older games as well. cr teching in this game works also but is way different than SF4. My point is that in SF4 with the throw ranges being so large and cr teching being so good (due to a number of factors of how the game worked), throwing was really really bad. In fact i’d bet that SF4 has the least number of completed throws of any SF game. In SFxT people actually block because of walk up low short into whatever. The “horrible” throw range that everyone complains about actually opens up offense. No longer am i getting option select low shorted out of my walk up attempt, now i can actually apply pressure similar to the older games ( walk up c.shorts, walk up bait an attack and neutral jump, or just walk up throw). I mean the truth is in how the matches actually play out. I see people landing throws way more often now than they did before.

yup.

dunno what game exactly a lot of people are playing in sf4.

i also feel like its getting further and further away judging by the vast number of misinformed posts, and the fact that the meta in sf4 is still changing

Let me see if i have my terminology is correct:
Pre-launch terminology: Seth explains throws were toned down because of the “reverse” Kara throw (an opponents hit box extending to the defensive characters throw range) and it being over abused.

Post launch terminology: if throw ranges stayed the same, tekken characters could be thrown from the slightest pause mid combo making all tekken string combo’s ass.

Much like srk’s are still able to do?

Or am I way off?

because throws are so easy to scope out and slow , this gives you almost the same as a sf4 frame trap well for some characters

you can say I’ll take the though only so many times , then when you go to tech

boom ,

unless you have shitty assist gems on

fuck !

not that it matters because I can high/low people anyways

but its another option

Jab is the new crouch tech.

It has kind of evolved to that in sf4 too as well.

So many angels are brainless after this thread :frowning:

No it’s not. It’s always been the anti-throw defensive button in the old games.

I swear to god a fucking Heihachi player WALKED UP to me for a throw and I was so scared of his overhead/low mixups that I just froze there.

Looking back at the replay, I see Hei walking as slow as a snail and I watch myself just holding down+back, anticipating his overhead to fuzzy guard it, waiting for his next move to alpha counter it. I had years to react/tech his throw but I never did because I was already conditioned by his usual pressure. I didn’t want to press buttons because I knew I would eat a counter hit that would lead into 40% and that would mean my ass.

Cammy. Walk jab, walk jab, walk throw. Mindfucked. I was expecting at least 10 more jabs!! I’m down. I roll forward and she gets me with an ambiguous cross-up into tag cancel madness that takes half of my life bar… I quick stand she fakes a cross up with canon strike. I’m dead.

Throws are effective in this game. Some people are just too dumb to understand why. Bad players just mash jabs/reversals all the time which is why you can never throw them. But a good player aware of all the risks involved will not be so eager to press buttons. Which is why CADC > throw and even walk > throw often works.

That’s nothing, sometimes I’ll try to cross someone up with Cammy’s jumping LK, and if they block I’ll go straight to a throw. They almost never expect that. In truth, I think that throws are effective, just only for certain characters such as Cammy, Rolento and Raven.

Possible compromise: what about having forward throws be 3f startup, but back throws staying at 7f? That way you can actually do tick throws, even if the range is awful, and the only way you’ll be able to throw people out of their strings is if you take the risk of letting go of (crouch) block and go for forward throw?

Can anyone explain to me why limbs extend a character’s throwable hurtbox? This was the case in SF4 too. You might be just outside Gief’s light SPD range but if you stick out a short, you extend yourself into that range and get grabbed. What is the reasoning behind this and wouldn’t removing that aspect of the game have been a better compromise than giving throws no speed or range?

THIS… yes, yes and yes.

** Edit: add Guile, And of course Ryu (with his short nub, T-Rex arm jabs)

Your limbs have a hit box which is why you can hit or grab them.

The problem isn’t necessarily that throws got nerfed, it’s that certain characters depended on them and they’ve been given nothing in exchange.

Not true. You’re not throwing the limb, you’re throwing the body of the characters sprite which moves forward a little bit when you do an attack.

Let’s just use this terminology for the moment for the sake of clarity: hitbox = the attacking part of a move (such as the entire front side of Ryu’s body during SRK), hurtbox = the vulnerable part of a move (and the character’s entire body in neutral state).

So I understand why limbs have a hittable hurtbox, but why do they have a throwable one? Why is it important that (most) normals extend your throwable hurtbox? I don’t understand why they couldn’t have just made limbs unthrowable but still hittable.

Edit:

I’m pretty sure that when Ken does cr.LK his body does not move at all, but it still extends him into throw range if he’s just outside.

You can’t throw limbs. Try throwing sim’s limbs from full screen. Take ken, do standing roundhouse with cammy just outside her hitting range and try to throw her. Doesn’t work.

You’re not throwing limbs, you’re throwing the characters body as it gets extended. Everyone knows what you mean when you say “you threw their limb” but that’s not literally what happened.

Not all normals make limbs throwable, but some at least seem to. Otherwise, why can Ken be thrown from just outside throw range when he does cr.LK? In his cr.LK his leg is the only part of him that moves at all, the rest of his body is completely stationary.

Not all limbs have THROWABLE hurt boxes.