Uh it’s way harder to tech it than it was in AE because of the speed in which the throw starts up. Without tech gem it’s really hard to try to throw out a short because you could be baited into a raw launcher. Throws are actually really good in this game. If you land one it takes a good chunk of life. Whiff a throw on the otherhand is bad and it does come out slower, so that’s the only downside. Throws in essence are just part of the yomi mix-up game.
Seems like the people that think throws are good are talking from the perspective of being up close, which is when it’s mostly just a guess more than anything.
The people that think throws are ass are talking from a more neutral game perspective, in which, I believe throws or abysmal. You’re trying to open people up safely but you can’t because walk speeds aren’t very good, throw range is ass, and the opponent can just block or run away. From a more neutral distance, throws aren’t scary at all and that takes away from the fun RPS part of fighting games for me.
That’s just my opinion though and I haven’t played too much so maybe I’m just speaking out my ass.
To anyone who has the game, how good is mashing backdash during jab pressure?
It depends on who’s doing the jab pressure and how good your character’s backdash is. If your character has a bad backdash you can get hit out of the air and get reset back into jab pressure all over again. Worst case is you get comboed for your trouble.
That sucks, yet it really doesn’t seem to be any reason to stop blocking. I can see all teams becoming one Tekken char for the high/low and one SF char to turtle with the life lead.
I’ll speak from the perspective of 3s, since that’s the game I know best. But presumably it works the same in other well known old games.
In 3s game, throw range is good, walk speed is fast, and there’s not a huge window for reacting to a throw. So it forces you to commit to something. If someone has you in the corner, pushing buttons can be dangerous because a lot of stuff can be parried and then punished for huge damage. But not pushing buttons and just blocking means often times you’re just giving up throw. You take a throw because you’re afraid of how well they’ll punish. Depending on the character, you might take several throws. But it’s always a tradeoff because throws hurt and there’s a good chance they’ll work and at some point you’re just like “fuck it I need to get out of the corner any way I can” and you take a risk to get out somehow.
I don’t get the sense that throws function in any way similar in this game. Jabs beat them clean, and they also happen to beat a ton of other stuff. The danger on defense in this game is blocking the mixup strings the wrong way and getting combo’d for big damage. You’re not afraid of throws, they don’t do much damage and they’re relatively easy to react to and your buttons will beat them out anyway. That means on defense your way of functioning is going to be “block correctly until you find an opening.” Finding a way out of standing jab pressure, or making sure you block mixups correctly. That’s the priority there. If you took the “block until you figure something out” approach in a game like 3s, you’d decide pretty quick that eating those throws is not a desirable outcome.
Basically the tl;dr version is that in other games throws make you commit to something or take a risk to get out of danger. in SFxT the danger comes from other sources and getting thrown is the least of your worries, if it ever happens at all. Compared to how they function in other games, throws are pretty weak here and I don’t think there’s really a suitable replacement.
[quote=“IglooBob, post: 6829392, member: 57681”
. in SFxT the danger comes from other sources[/quote]
except it doesnt
I think what you are hitting on is the same thing that I (and others) have been bitching about for a while. In this game, Defence is stronger than offence. The defending player has way to many options with a huge reward and a relatively minimal risk. Meanwhile, the attacking player has a bunch of lower reward options that are just as risky. And the game is set up so that you can’t really cover all the defensive options. That in and of itself is fine, but when said defensive options are so damned effective and can lop off so much of your life, suddenly the idea of going for a mixup (throw or otherwise) seems foolish.
You can explain if you want. But throws are nowhere near as scary or as functional here as they are in a game like 3s. And while I’m no pro at ST, my impression is throws are way scarier there too.
i was talking about the “danger from other sources” part. Seriously this game has literally no mixup to stop you holding downback all day. A few characters have threatening overheads but thats all. Throws are complete balls so no need to worry about that. Dashes are as shitty as they were in sf4. Giant stages with nothing to prevent you running away until the time runs out. Limited oki and no resets. Super-amazing reversals. No effort whatsoever put into the damage scaling system so even if you get a punish with full meter you still only get about 50%. Try using steve and m.bison then tell me that danger comes from other sources. Oh and i forgot to mention the “auto do everything for me” gems.
You’re really going to complain about ‘only’ being able to do half life off one mistake??
when you take into account the meter cost, the super fast regenerating red life, the turtle nature of the game, the shitty throws blah blah blah then yes i do. But then again i was brought up on tobal and guilty gear so it might just be me being used to high-damage games
Damage scaling is perfectly fine, we don’t need any more damage from combos that are easy enough as it is. The stages are too long and the timer doesn’t freeze at all; those are the problems.
The problem isn’t that combo’s don’t do enough damage, it’s that the damage scaling is wrong. meaning HOW the damage scales is shitty.
It actively curtails using advanced tactics and combos. More often than not, just ABCD is the way to go. That’s the problem.
Then you have to approach playing with Xiaoyu differently.
THIS. MOTHERFUCKING THIS!
How to use throws, overheads, mixups, etc. can be summarized by this video.
[media=youtube]9-k5J4RxQdE[/media]
Hhahah he is complaining about not doing enoug damage?
Noob…
Learn the game mechanics first
Light med hev hev scales differently than
Cr med punch x2 x cr med kick x launcher (hkhp)
The links do more damage
Counter hits are where u get your good damage from
For example
Lili
Jumping med kick, Stand light punch x med punch x forward med kick x angel knee x angel knee, crouchin heavy punch x into sunflower lance
More damging combo
Basically the same
Jump hev kickx standing hevy punch x angel knee x angel knee, crouchin hev punch x sunflower lance.
The problem with throws is the risk vs reward is crap.
If I throw you I get 100 damage + little to no mix ups afterwards
If you jab me out of the throw you get 300+ damage.
A capcom community manager says to use raw launcher to beat mash jab.
http://twitter.com/#!/CapcomDawg/status/192879094692720640
i don’t even
Only applies to crouching jabs since launchers crush all low attacks.
i know, but it’s still crazy unsafe. it’s like saying walk forward dp to beat mash jab.