A rabbits foot.Is there any techniques To tech them better?
Animation of the back vs forward is different with every character. Slightly. If you set in practice and observe the minor difference it help alot. Then there is the readability of them. If they have you in the corner it's most likely going to be a forward throw since they want you to stay locked down with limited options and it's easier to land a throw on someone who can't walk or jump backwards.Is there any techniques To tech them better?
I always felt that forward and back throws should have their own unique animations.Throws beat block AND counterpoke. Teching a throw is a 50/50 that leads to 30% with some character if you tech wrong. Throw beats too much shit. When in doubt, fucking throw. It's going to land and worst case scenario you get a free mixup out of it! woohoo! You have to just NOT BLOCK on wakeup sometimes if you think he might throw you. What type of shit is that?
inb4 'I tEcH eVeRy SiNgLe TiMe"
no you fucking don't you're a liar.
I was with the op until I read this post. Idk throw might have been stronger in MKX but you feel like demi god throwing in MK11. Maybe it needs to be toned down a bit and I say this as athrow spammer.Making pokes able to low profile throws will make the game an insane poke-mashing-fest.
Throws are strong I agree but the other way around will make it muuuuuuuch worse.
KB throws need to be toned down IMO. Make them around 18 or 19% instead of 31%.
I think there is a valid argument here at least that D1s could use a global adjustment. Pretty much everyone can jail into a high on D1 hit but it's a tight window in a lot of cases. I'm not sure how negative you can afford to make them when there are 6f D1s - I don't think anyone should ever be able to punish a blocked D1 with a D1 - but making the attacker have an easier time jailing into highs after D1 would probably curb "D1 spam" a good deal.I feel like there are two changes that would benefit the meta and would go hand in hand.
1. Make d1 active longer and have more advantage on hit, and more negative on block.
This would stop people from mashing d1 like an idiot and having to literally justframe your input after your d1 not to get d1'd back on hit.
This would also blow people up who just d1 out of habit.
2. And then make throws not work on downpokes anymore, and we wouldn't have scrubs go d1, throw, d1, throw annoying the fuck out of people who are trying to play honest neutral online.
Certainly. I think they all should be 7f, all should be active longer and have a bigger hit advantage so that they are compelling on hit.I think there is a valid argument here at least that D1s could use a global adjustment. Pretty much everyone can jail into a high on D1 hit but it's a tight window in a lot of cases. I'm not sure how negative you can afford to make them when there are 6f D1s - I don't think anyone should ever be able to punish a blocked D1 with a D1 - but making the attacker have an easier time jailing into highs after D1 would probably curb "D1 spam" a good deal.
hate the time you have to jail a high after a successful d1 sometimes it comes out sometimes I get hit back with a d1 lolI think there is a valid argument here at least that D1s could use a global adjustment. Pretty much everyone can jail into a high on D1 hit but it's a tight window in a lot of cases. I'm not sure how negative you can afford to make them when there are 6f D1s - I don't think anyone should ever be able to punish a blocked D1 with a D1 - but making the attacker have an easier time jailing into highs after D1 would probably curb "D1 spam" a good deal.
hey thanks. it's a simple advice but very usefull.Best option is not to tech. Since you have to let go of block anyway to tech, might as well just duck it then punish. Make one guess not two.
I feel like there are two changes that would benefit the meta and would go hand in hand.
1. Make d1 active longer and have more advantage on hit, and more negative on block.
This would stop people from mashing d1 like an idiot and having to literally justframe your input after your d1 not to get d1'd back on hit.
This would also blow people up who just d1 out of habit.
2. And then make throws not work on downpokes anymore, and we wouldn't have scrubs go d1, throw, d1, throw annoying the fuck out of people who are trying to play honest neutral online.
I saw your opinion previously but unlike most of the time, this time I disagree. I always disliked 2-3 frame windows in games and I'm too old and set in my ways to change my opinion about that.
- This game has an excellent practice mode, you can find all the answers you need there, moves in general have 2 active frames and that's how they should be.
- This games needs no changes.