Yes, they are. To break neutral or backwards throws you need to let go of block and press 1 or 3, while to break a forward throw you need to let go of block and press 2 or 4.throws are not 50/50.
fixedYou're right. To break neutral or backwards throws you need to let go of block and hold down, while to break a forward throw you need to let go of block and hold down.
Since the startup is the same regarding of directions, breaking throws is not a 50/50.
It makes perfect sense. Let’s say you get knocked down and you’re out of meter to wakeup/roll. You do a delayed getup and block immediately to stop the meaty. You crouch block because the enemy has a slower OH and you can react if it comes. Right now you can stop both options safely. Throws can be teched by just mashing escape buttons while blocking. Besides the 50/50, (that isn’t always a true 50/50 depending on screen position), you’re totally safe. This situation is wack.LOL
You will not tech every time because it's a 50-50. Astaroth would be garbage tier if this was true.
Having to let go of block to tech is a stupid decision that you will not find in any other fighting game ever.
Imagine street fighter needing you to not hold back to tech a throw LOL. That game doesn't even have 50-50s and evos are won with 5 throws in a row.
ANY system is better than this release block to tech. There is literally no logical reason for this system to be better than any other out there.
I'll have to try that... if that's true then throws in MK11 are not 50/50, and the tech window is too large lol
- Yep.
- The reason I do D+12 is because if my my opponent is not quick enough for the throw a d1 comes out instead, think of this OS as Crouch teching in Street Fighter.
Nope, you're both still wrong. If we want to put it under those terms then throws become 50/50s with mids and lows.fixed
Is there some sort of timing issue here? The reason I ask, I have found that whichever button gets placed into the buffer first is the one the game uses to determine which button you pressed to tech. For example, if 1 gets placed into the buffer first (according to the inputs in practice mode), I am able to tech back throws. Vice versa for if 2 is considered to be the first button input by the game.
- Watch for the throw animation
- Input D+12
- Watch your opponent freak out as you can now tech front & back throws.
Yea I can help. The best way to practice is to use Jacqui's stance cancel into throw and for each string do back throw and front throw and randomize it once done with recording, so that way you are focusing on when Jacqui grabs you to tech it, as far as timing goes.Is there some sort of timing issue here? The reason I ask, I have found that whichever button gets placed into the buffer first is the one the game uses to determine which button you pressed to tech. For example, if 1 gets placed into the buffer first (according to the inputs in practice mode), I am able to tech back throws. Vice versa for if 2 is considered to be the first button input by the game.
To be clear, I have tried a couple of different methods. The first method was to attempt to press 1 and 2 simultaneously. This, for me at least, ALWAYS came into the buffer as 21. While it was considered simultaneous by the buffer (meaning it was on the same line as shown in practice), I couldn't get 12. Because of this, I could only tech forward throws and my attempts at breaking back throws always failed. The second method was to press d+1 and slide quickly to 2. This caused an issue because the buffer read 1 coming in first and I was prevented from breaking forward throws. To be thorough, I tried d+2 with a quick slide to 1 and the opposite happened; I couldn't break back throws.
I am probably doing something wrong in this case. If you could shed some light on what the issue is, that would be a tremendous help to myself and everyone here.
When facing a solid player, you can't always rely on screen positioning to determine the way to tech. One example is when a good player chooses to forward throw to begin the transition and patiently work out of the corner, rather than panic mash back throw. A solid OS would definitely help. It could be an issue though because I play Jax and that OS could very well force D12 to come out, which don't want every time.
then everything is a 50/50 including movement vs not movementNope, you're both still wrong. If we want to put it under those terms then throws become 50/50s with mids and lows.
But that's not the point of this thread, is it?then everything is a 50/50 including movement vs not movement
my point is if you think they're going to throw you never have to guess between forward or back throw never!
As long as I know that it isn't 100%, I'm good with it. I noticed the d1 come out in certain situations, I noticed it break in certain situations, but the break really depends on what button lands in that buffer first according to the game. Thanks for the clarification!Yea I can help. The best way to practice is to use Jacqui's stance cancel into throw and for each string do back throw and front throw and randomize it once done with recording, so that way you are focusing on when Jacqui grabs you to tech it, as far as timing goes.
When it comes to the inputs for teching throws you don't necessarily have to do crouch to do the OS, hell you could do 12 / 21 / 34 / 43 and it will still tech back and front.
Even when I was doing the OS I was still getting thrown so this is not 100%, it could be timing (idk). All i can say is watch for the arms to grab you THEN press 1 2. You don't have to do it fast because like someone said the window is fairly big, but for the sake of getting it on point do it as quickly as possible.
Hopefully this helps bro, because to be honest there's really nothing else I could add on to this, you just going to have to go in the lab and hash out the timing. But just know that once you've gotten it down some matchups are going to be a breeze.
pretty sure it's on topicBut that's not the point of this thread, is it?
100% this^The window is very large to tech, as is. Also, the throw meta is generally relative to screen position, unless a specific throw grants better oki opportunities (For example, Jacqui). The game also isn't heavily reliant on high/low 50/50s as much as MKX for mixups.
It's fine. Asking for teching via throw input makes throw teching a lot less risky, considering jumps are really floaty this time around and there's often instances where you can jump out of a throw but your jump attack still doesn't land. Also, a big issue with Injustice was how weak throws were due to the large tech window + no 50/50 tech. I'd rather throws be strong. The game's offense isn't exceedingly layered enough to warrant a bad throw game, and they're already KB d2 fodder by being highs.
This is probably one of the best posts I've ever seen on this site. Lol100% this^
Also throws are not true 50/50s, you are not forced to tech. There are multiple options to both evade throws and counter punish them:
Walk back
Some low profiling moves
Neutral Jump
Jump Back
Jump forward/crossover
Duck
D2
On top of this you can tech them if you guess wrong and don't evade the throw.
Back throw is 1 or 3 and forward throw is 2 or 4.
You can tech either by pressing 1+2 at the same time.
Using pushback is also useful to keep them out of range of throw.
Certain pokes and normals have pushback enough to make throw wiff.
Walking back is a great tool to make not only throw wiff but many Normals and pokes.
Throws are fine. Lab up responses and develop a plan to keep them out. Adapt instead of making the game cater to you.