Smoke_Of_Finland
Believe in the hop kick
Yeah the CH launch was totally OP on Bryan's qcb3, there was already a knockdown and a guaranteed grounded soccer kick before the buffs. He was already given a CH launch on 3+4 and fF4. I think they changed qcb3 to -15 from -14 on block, now I just hope they reverted it back to -14 on block ie. revert the whole move back to TTT2 status.
As for the throw teching... where are you getting this info from? ATP or is there some developer stream going on?
My problem with throw teching in TTT2 was that I either reacted with the false input or I reacted with the right input but too late. Only way I broke throws was in anticipation from common setups, like DVJ db2 into 2+4 or King/AK b1,2 into giant swing, or at the wall just mash 1+2 as soon as I can tell I am being grabbed without visually confirming the hand position and correct break.
Overall these changes are somewhat questionable, I would use throws every now and then and quite frequently but for me I would just sprinkle them here and there if I see the opening rather than purposefully try to set them up. I tried to pick up AK at one point but I got pissed off because my regular sparring partner is a random ducking bastard who doesn't give a shit about getting hit by df1's and other weak mids... and overall I just prefer having safe OP mids and rudimentary low/throw game over a more balanced mix-up pool.
Edit: Characters with a command throw for every break have comparatively stronger mix-up game than before the more they nerf generic throws.
As for the throw teching... where are you getting this info from? ATP or is there some developer stream going on?
My problem with throw teching in TTT2 was that I either reacted with the false input or I reacted with the right input but too late. Only way I broke throws was in anticipation from common setups, like DVJ db2 into 2+4 or King/AK b1,2 into giant swing, or at the wall just mash 1+2 as soon as I can tell I am being grabbed without visually confirming the hand position and correct break.
Overall these changes are somewhat questionable, I would use throws every now and then and quite frequently but for me I would just sprinkle them here and there if I see the opening rather than purposefully try to set them up. I tried to pick up AK at one point but I got pissed off because my regular sparring partner is a random ducking bastard who doesn't give a shit about getting hit by df1's and other weak mids... and overall I just prefer having safe OP mids and rudimentary low/throw game over a more balanced mix-up pool.
Edit: Characters with a command throw for every break have comparatively stronger mix-up game than before the more they nerf generic throws.