That is a huge gamble from NRS . Anyone can abuse this grab system. I though the grab system here works like SSF4.It's impossible to tell which throw is coming, and there are two breaks, so you have to guess. In addition, the throw break window is very short. If you're holding block, you have to release before you can break, which shortens the window even more. From my experience, throws are just about guaranteed against a blocking opponent. You have to have very good reactions and guess right to break a grab.
Thank you, I was confused about it. The idea of guessing the input to counter sounds a pain.All you have to do is time and simultaneously and you'll break everytime no matter which grab it is. You can't really mash, you just have to time it right. So, it's not a guess.
i have yet to be able to break a forward throw with that method. works for a neutral throw everytime but never for a forward throw unless i press bk a lil earlier than the fk.All you have to do is time and simultaneously and you'll break everytime no matter which grab it is. You can't really mash, you just have to time it right. So, it's not a guess.
Well, the only other way is do the break depending on your position, most of the time people will attempt to lock you in a corner so you can assume they will use the throw that will leave you there.i have yet to be able to break a forward throw with that method. works for a neutral throw everytime but never for a forward throw unless i press bk a lil earlier than the fk.
hmm I need more people posting in this thread.i have yet to be able to break a forward throw with that method. works for a neutral throw everytime but never for a forward throw unless i press bk a lil earlier than the fk.
Yeah, was testing it in training mode. Training mode is ass.i have yet to be able to break a forward throw with that method. works for a neutral throw everytime but never for a forward throw unless i press bk a lil earlier than the fk.
So it is a guess game? hmm Throws are too good in this game then.Yeah, was testing it in training mode. Training mode is ass.
^This!So it is a guess game? hmm Throws are too good in this game then.
Its a guess but normally do this and you will be okay. Be aware of ur surroundings and tech the throw that leads you into the corner. and if your opponent throws you out of the corner then congrats, you got them in the corner.Well, the only other way is do the break depending on your position, most of the time people will attempt to lock you in a corner so you can assume they will use the throw that will leave you there.
This.Well, the only other way is do the break depending on your position, most of the time people will attempt to lock you in a corner so you can assume they will use the throw that will leave you there.
This.Its a guess but normally do this and you will be okay. Be aware of ur surroundings and tech the throw that leads you into the corner. and if your opponent throws you out of the corner then congrats, you got them in the corner.
This is easy to say in theory, but it just doesn't work like that in high-level play. Throws are too good right now, and while having the corner positioning is important, throw damage and the potential resulting oki are also important. I would rather land a throw and get the follow up oki, than have it broken just because I'm attempting to keep my opponent in the corner. Not to mention, just going against the "rule" one time, you then make the opponent guess if you'll do it again.If you're cornered break with 2. If you're facing the corner, and a throw will leave you cornered, break with 1.
That's the rule of thumb.
If you're about to die, even a tech throw will probably kill you (you take damage from teching, remember that). If you have, say, 12% health, then it is indeed a 50/50 situation.
Just don't get into that situation. Even in Chess, such a balanced game, if you make mistakes, you lose pieces. If you lose too many, you get into a situation where your chances to win are slim. Again: be pre-emptive and avoid being thrown.
I rarely get thrown while playing because... Well...This is easy to say in theory, but it just doesn't work like that in high-level play. Throws are too good right now, and while having the corner positioning is important, throw damage and the potential resulting oki are also important. I would rather land a throw and get the follow up oki, than have it broken just because I'm attempting to keep my opponent in the corner. Not to mention, just going against the "rule" one time, you then make the opponent guess if you'll do it again.
It's also very difficult to escape a throw situation. After a blocked jump punch a throw is free. During many block strings, a throw is free. In fact, pretty much any time you're blocking, a throw is free. And the risk of releasing your guard in an attempt to guess and avoid a throw, is just too high.
NRS needs to allow you to break while holding block. With that slight change, I think the throw system would be fine. The way it is now, throws are too good.
VF has multiple throw escapes. If you're on point, you can escape any single throw. And they actually made it easier in the last few revisions of Final Showdown.It could be worse, VF has that covered =P
Risking the off-topic here but he did counter Smoke Bombs after a while with jump ins. He was constantly blocking vs Smoke Bombs at first simply because he was frozen. He was either wondering about a gameplan, or just waiting for something else.The reason Bone was blocking was to prevent smokes projectile and force smoke to come to him. Its like chasing a ghost. Smoke has alot of tools,but KrazieBone nulified a few by blocking.
You play risky, that's fine. I do not. I play as safe as I possibly can. I shouldn't be at a disadvantage because I want solid defense.*snip from throw stuff*
I don't know many VF players that can buffer every throw break, but I haven't paid much attention to the newer revisions since none of my local arcades have VF5 machines. Most high-level VF players only buffer 3 or 4 breaks for the most damaging throw options.VF has multiple throw escapes. If you're on point, you can escape any single throw. And they actually made it easier in the last few revisions of Final Showdown.
I play safely in every other game.You play risky, that's fine. I do not. I play as safe as I possibly can. I shouldn't be at a disadvantage because I want solid defense.
It's very easy to play offense. I don't think any high-level player will say offense is harder than defense. What NRS has done with the current throw system is give the advantage to the offensive player, making offense easier than it needs to be, and defense very difficult.
Now when I said throws are free, I simply mean they're difficult to escape in the situations I described. After I block a jump punch, I could mash out an attack, but then if the opponent doesn't throw, I may eat a 50% combo. If you mashed out an attack every time I jumped in on you, I'd only need two blocked jump punches to take a round. At the very least, I'd need ~9 throws to take a round. I'll take 9 throws over two wrong guesses any day.
I don't care if there are multiple throw breaks. Most 3D games have multiple throw breaks and I come from a 3D background. All I want is the ability to break while holding block. I don't think that would change your risky game plan hardly at all, but it would allow me to play much better defense... something this game is sorely lacking.
You've already got a 50/50 throw mixup, chip damage on everything, safe launchers, launchers that give adv on block, safe overheads, safe lows, projectiles that can lead to 50% or more, virtually safe and almost instant teleports, a plethora of attacks with armor or super armor, and numerous other things that greatly benefit the offensive player. I see no harm in NRS throwing defensive players a bone here.
I don't know many VF players that can buffer every throw break, but I haven't paid much attention to the newer revisions since none of my local arcades have VF5 machines. Most high-level VF players only buffer 3 or 4 breaks for the most damaging throw options.