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Read his post. In his example he's doing a standing 1 so it Absolutely Would.Except it wouldnt. If that 10f is a high, you would beat it.
Read his post. In his example he's doing a standing 1 so it Absolutely Would.Except it wouldnt. If that 10f is a high, you would beat it.
This is actually asking that all normal moves in the game have throw invulnerability on startup.To summarize I dont think throws should ever "kounter" a normal.
Im reading YOUR post which said ANY 10f normal.Read his post. In his example he's doing a standing 1 so it Absolutely Would.
So how does a 7 frame move lose to a 10 frame move after being like -3 cause of blocked d1, your not selling you concept very goodThis SAME situation would happen if your opponent pressed any other 10 frame button.
Throws don't magically get properties in laggy environments that other moves don't have.
Because frame data. Nothing out of the ordinary is happening here. When two moves connect on the same frame you either trade or lose to the higher priority move.So how does a 7 frame move lose to a 10 frame move after being like -3 cause of blocked d1, your not selling you concept very good
That’s why there should be some visual indication of which throw is being performed. You shouldn’t make something harder by making it a guess and/or random. That’s an objectively lazy way to design a game, or anything for that matter. They could have made a slight animation indicating which throw was being performed. It would still be just as hard, but far more based on skill and reactions than luck.With 1 button tech covering forward and back throws it would be way too easy to tech imo.
The main benefit to teching a throw is being able to wait and see before making a decision but yes that does involve a guess. In most cases the direction is obvious. I do think talking damage on a tech is stupid. With that said I know what you mean with kb's and throwing away from the corner on purpose, I use it myself lol. I wouldnt be against a different animation for front and back throws.That’s why there should be some visual indication of which throw is being performed. You shouldn’t make something harder by making it a guess and/or random. That’s an objectively lazy way to design a game, or anything for that matter. They could have made a slight animation indicating which throw was being performed. It would still be just as hard, but far more based on skill and reactions than luck.
I understand you usually can predict which way they’ll throw you, but that’s not always the case. And it also can be used against you on purpose.
Also, it’s a combination of everything a throw does that makes it being a true 50/50 unnecessary. They do 140 damage, have KB’s attached to most of them, counter throws act as true mids so you can be thrown out of most things, you can’t be blocking when you tech, have to guess to tech correctly, even if you tech correctly you still take a small amount of damage, and there’s basically zero benefit to teching a throw other than potentially not taking 140 damage. Like at the very least if a throw is teched, put the player who attempted the throw at -1 or something.
So let me get this straight having a faster move of 3 AND 3 frames before they can press a button they win and thats normal.Because frame data. Nothing out of the ordinary is happening here. When two moves connect on the same frame you either trade or lose to the higher priority move.
if you did it right.. it won't counter.So let me get this straight having a faster move of 3 AND 3 frames before they can press a button they win and thats normal.
A 10 frame and a 7 frame move pressed at the exact time mean the 10 frame wins WTF.
Maybe Im not saying it right but I block THEIR d1 leaving them-3 then press standing s1 of 7 frames and lose to a 10 frame throw
I agree thats kind of the point I was making is it shouldnt work based on frame data, the person that keeps quoting me is saying its normal and nothing is wrong with it.if you did it right.. it won't counter.
THe problem is 3 frame input lag online... means that d1 throw is a legit tactic BECAUSE the throw counters normals. There isn't a "distance' for the throw to make because of the properties of it. I'm willing to bet that if you could time it perfectly every time... a throw will ALWAYS counter a normal.
I think NRS should realllllly take a look at how that property works. Apply it to Command Throws (which are all fuckin trash at themoment) and make normals always WIN the "trade" with a throw.
No. Just no. Block button needs to stay. Not because of tradition only, but because it fits the gameplay of MK, i.e. lots of characters with teleports. Some of us still remember the disaster that was INJ1 Scorpion or the mess that was ambiguous cross-over jumps in INJ2. And also, for me anyway, block button is the superior blocking mechanic. Holding back to block is counter intuitive and confusing. I can't count how many time times i've tried to block but backdashed instead in Tekken and i've eaten a full combo punish for it, or tried to backdash but blocked.Just introduce true crossups into the game and remove the goddamn block button then there will be new options to open someone up.
Fuck tradition.
A 10 frame move and a 7 pressed at the same time don't necessarily come out on the same frame.A 10 frame and a 7 frame move pressed at the exact time mean the 10 frame wins WTF.
I think he is looking at this from the reverse. The opponent d1's you blocked and go to counter poke or use a normal...Then you get swallowed by their throw.A 10 frame move and a 7 pressed at the same time don't necessarily come out on the same frame.
You're really pulling some lingual gymnastics to make it look like it's not a case of two moves hitting at the same time.
It's not important when you pressed a button. It's important when the first active frame comes out. If you're -3 and you press a 7 frame button then you are absolutely going to either trade or lose to a 10 frame move. Accept that you're negative on block and that has consequences
If you get thrown after blocking a d1 when trying to counter poke then it's because you were late on your input.I think he is looking at this from the reverse. The opponent d1's you blocked and go to counter poke or use a normal...Then you get swallowed by their throw.
"Kounter Throw"
Right, Apparently I'm the only one that gets hit by D1~throw...everIf you get thrown after blocking a d1 when trying to counter poke then it's because you were late on your input.
And if you're so late in counterpoking a d1 with your own such that even a 10 frame throw could interrupt than your lucky it was just a throw instead of a quick mid into a full combo.
He's right though -- if the opponent just went into their mid you'd have been full comboed. There's nothing special about the fact that it was a throw in that situation, other than that it made you saltier.Right, Apparently I'm the only one that gets hit by D1~throw...ever
This isn't accurate, tho. If they are -5 and you use a 7f attack after blocking, they have 2 frames to get something ACTIVE out to beat you. Grabs are not active until frame 10, and your 7f attack will definitely beat them. If it doesn't, you were late to press your 7f attack.Let's say their poke is -5 and yours is a 7-frame start-up. That means they have 2 frames to input their throw to catch your counter-poke. They're negative, you try to take advantage of those negative frames, but you get blown up. That's fucked up. That's just an incentive to mash when negative. If I know you can't counter-poke, why would I not just mash d1-throw even when the d1 is blocked?
If their poke is -5 and your counter poke is 7 frames, you need to be an entire 8 frames late with your counter poke to lose to a throw.Let's say their poke is -5 and yours is a 7-frame start-up. That means they have 2 frames to input their throw to catch your counter-poke. They're negative, you try to take advantage of those negative frames, but you get blown up.
I honestly don't think a lot of people have experienced this or done it to others. The throw opposite of the obvious direction is VERY strong, especially in combination with a character that has a KB on a throw.I understand you usually can predict which way they’ll throw you, but that’s not always the case. And it also can be used against you on purpose.
he's not rightHe's right though -- if the opponent just went into their mid you'd have been full comboed. There's nothing special about the fact that it was a throw in that situation, other than that it made you saltier.
You gotta be kidding me I'm not the one thats -3 in my last 4 posts WTF.A 10 frame move and a 7 pressed at the same time don't necessarily come out on the same frame.
You're really pulling some lingual gymnastics to make it look like it's not a case of two moves hitting at the same time.
It's not important when you pressed a button. It's important when the first active frame comes out. If you're -3 and you press a 7 frame button then you are absolutely going to either trade or lose to a 10 frame move. Accept that you're negative on block and that has consequences