Controversial title, right? Anyways, as you could guess from my title I'm about to say my two cents about neutral ducking.
People are saying the mix in this game is throw or mid. People go for this "mix" on knockdown all the time. Geras is inflated up the tier list because his "50/50" on this is near unreactable. FoxyGrampa made it to winner's finals with mostly this 50/50.
This is only "mix" if you're going for the riskiest defense option and trying to neutral duck. I see more people get stuck on that "50/50" and don't even have the reaction to tech grabs.
The only 50/50 you should be guessing on is which way to tech. If players just held their block keys and tried to react to the grab and tech, people would take so much less damage in the long run.
Now I know what the defenses are going to be:
1.) "Oh, Kutless, the throw crushing blows on escape failed are so op." okay yea lets say 320 damage at most. How about you tell me how bad that throw damage is after you get opened up by the third 400+dmg Kung Lao/Geras Bnb because you tried to neutral duck.
2.) "Oh, you dumb nerd it also makes highs whiff." Okay, well as someone who uses johnny cage a lot, not really. If you're caught in enough hit or blockstun someone can punish your neutral duck "read" with a high and once again: full combo you. All this to avoid 320 damage? It's the riskiest anti-high/throw option you have and everyone seems so keen to use it. I literally have ranked sets where my opponents do not block, at all.
3.) "You're just saying this because you're mad and lose a lot because of neutral ducking," I don't. There's all of one player I know with a consistent neutral duck game (
@Based Pr0digy ) but even he will say it is a dangerous game to play and I wholeheartedly agree. (Also he's psychic but that's a whole other thread.)
4.) "Reward is worth the risk" Okay so the combo open ups are nice, but you can get just as much with os'ing options. But you should save the D2 crushing blow for a very obvious throw/high. Or maybe as an actual whiff punish.
Options that should be getting used:
Neutral Jumping: If timed right and not used often can catch the opponent off guard, and punish throws as well as melee in one option.
Blocking and then reacting to tech: You just hold block and look closely to see if your character gets grabbed. The throw tech mindgame is a 50/50, but most players will throw you towards the nearest corner. So 2 for forward guess and 1 for sideswitch guess.
Also you cant be hitting block when you tech for those of you first time blockers.
So yea here's my thesis on why everyone neutral ducks too much and loses to fake stuff. Anyone care to voice an opinion? Friendly disagreements encouraged.