TotteryManx
cr. HP Master
If throws are different I haven't noticed. You still have to not block and hope for the best so it's w/e.
IMO because in a game with a block button you want throws to be strong. It is harder to open people up in a game with a block button because there are no ambiguous crossups so having throws be stronger makes sense. Now ill admit it is not as big of an issue for some characters in mkx due to the amount of characters that have some form of overhead/low mixups but I still think it is good that throws are powerful. In mk9 it was essential to have throws be strong because it was much harder to open people up in that game which had fewer oh/low 50/50s. Im fine with them adding a couple of frames to the tech window but if they remove the 50/50 guess element you will see throws go from strong to worthless very quickly (especially since they are increasing the window)It's kind of funny to be opposed to the 50/50 meta and then argue in favor of a 50/50 that's still a 50/50 regardless of the beta change.
I just don't get why throws should be 50/50s at all. MK is the only game where they are. why?
I agree with this. If you read throw just duck and if you are right you get to blow them up.it's not even an higher risk to duck throws, it's the exact same risk, with the difference that you eliminate the 50/50 part and you get an higher reward by full combo punish it.
teching: higher risk / low reward
ducking: high risk / higher reward
If that were true about see them and react to, throws wouldn't be nerfed to teched into one button in Tekken 7, but only regular throws though.I just remember people telling me you can see it and react. I don't know maybe I didn't play it enough.
1) There is more time to tech the throws in the enhanced online version of the game than there is in the current version.Hi, I'm new so it'd be great if anyone can answer these questions please as they pertain to this thread.
1) What's the difference between a "strong" throw and a "normalized" throw?
2) How do you "tech" a throw in MKX?
3) What do you guys mean when you say throws are 50/50?
Throws were for champsThrows are for champs? Throws are for champs.
You're probably right. These were Tekken veterans telling me this when I played TTT2. Until I realized it was a copy and paste of previous Tekkens and quit playing lol.If that were true about see them and react to, throws wouldn't be nerfed to teched into one button in Tekken 7, but only regular throws though.
It 100% isHave any of you guys actually tested throw teching in the Beta? A friend and I tested it for a good while, and I feel literally zero difference between the window of the current build and the Beta.
Is there any solid proof that there even is a larger tech window?
Very simple, buff other things of these characters, like strings, normals and special moves to make their offensive better.Throws have allegedly been normalized. According to reports, the escape window has been increased by an unknown amount of frames, permitting throws to be escaped easier. I think this change is abysmal for the following reasons.
1. Almost all zoning and defensive characters (i.e., Balanced Kenshi, Cybernetic Kano, Hish-Qu-Ten Predator, Royal Storm Kitana, etc.) lack 50/50 mix ups and thus rely on throws and staggered strings to create offense.
They might not benefit from strong throws but it still is more than a 50/50.2. All vortex characters rely on 50/50 mix ups to break down opponents while all command throw characters rely on command throws to break down opponents. The point is vortex characters and command throw characters do not benefit from strong throws because they have superior mix ups.
Naaah. I Play Liu Kang and I always throw my oponents EVERYTIME. Seriously, it is very easy. And even when I play Kenshi, I throw my oponents eveytime. Low poke into throw is a god damn thing3. People in the community have the image stuck in their heads of Foxy throwing opponents over and over again in the corner. Remember that Kung Lao's pressure has been normalized because the advantage on the EX hat spin has been reduced.
I play a lot offline with some friends, and it is the same thing about the throw. Watch the matches between SonicFox and Reo in the Beta so you will see that the throws still are difficult to tech.4. People in the community could not escape throws online because of lag. With the implementation of the enhanced online gameplay, this issue ought to be fixed.
Prove it. Post the link of the matches.5. High level players escape throws fairly well. As seen on stream, strong players like DJT and Scar are known to escape throws consistently.
Strong throws help all characters. An example of strong throws benefiting a very strong character, Liu Kang (Dragon's Fire):The reality is that strong throws help characters with weak mix ups. They do not affect characters who already have good mix ups. Characters whom some people consider to have an overpowered throw game are being normalized in the beta. I personally think throws have been normalized so scrubs can finally escape throws and feel good about themselves, yet a fighting game should rarely ever be changed based on the lowest level of play. Revert throws to how they are currently in Mortal Kombat X.
Agree or disagree?
Pressing back to block is NOT any harder than pressing a block button. That has never been true. Ever.IMO because in a game with a block button you want throws to be strong. It is harder to open people up in a game with a block button because there are no ambiguous crossups so having throws be stronger makes sense. Now ill admit it is not as big of an issue for some characters in mkx due to the amount of characters that have some form of overhead/low mixups but I still think it is good that throws are powerful. In mk9 it was essential to have throws be strong because it was much harder to open people up in that game which had fewer oh/low 50/50s. Im fine with them adding a couple of frames to the tech window but if they remove the 50/50 guess element you will see throws go from strong to worthless very quickly (especially since they are increasing the window)
I NEVER said that pressing back is any harder than pressing a block button but if you press back to block it opens up a whole new world of mixups (that being left and right mixups). On ambiguous cross up attacks in a b2b game you must guess to press left or right because you don't know which side the ambiguous crossup will hit on. If you have played any b2b game you should already know this.Pressing back to block is NOT any harder than pressing a block button. That has never been true. Ever.
SF4 has a ton of characters without OH / Low mixups. They win majors. Throwing is still strong in that game. Tell me how JWong or Ricky have trouble opening people up with Rufus... please.
Throwing needs to be a 50/50 if there aren't OH / Low starters is a line of logic predicated on an assumption that isn't true. There is precedent to prove otherwise.
So you didn't say that it's harder to press back to block but then you're going to explain to me why it's harder to press back to block?I NEVER said that pressing back is any harder than pressing a block button but if you press back to block it opens up a whole new world of mixups (that being left and right mixups). On ambiguous cross up attacks in a b2b game you must guess to press left or right because you don't know which side the ambiguous crossup will hit on. If you have played any b2b game you should already know this.
You are not getting this so I'll try to simplify it for you...So you didn't say that it's harder to press back to block but then you're going to explain to me why it's harder to press back to block?
Not everyone that's viable in those games has an ambiguous cross over. Throwing is still good.
BRING MKDC THROWS BACK@General M2Dave is on to something. I say we buff the throws.
From now on, the thrower chooses 1,2,3, or 4 after he throws the opponent. The person being thrown should have to guess which button they pressed to tech the throw on a 1f timetable.
This is the best way to balance it IMO. What'd be best for teching rewards is some or all of: {Frame advantage, no damage penalty of 2%, meter gain}Throws should not be easy to tech but the reward for teching should be greater. You should be very positive if you tech a throw so you can start your own pressure.
This is false, Soul Calibur also has 50/50 throws, difference is that they're avoidable by crouch block.It's kind of funny to be opposed to the 50/50 meta and then argue in favor of a 50/50 that's still a 50/50 regardless of the beta change.
I just don't get why throws should be 50/50s at all. MK is the only game where they are. why?
This is what you're not getting. You can't say that pressing back to block isn't any harder and then in the same breath explain that there are more mixups to be concerned with directionally in those games. "It's not harder; you have more mixups to deal with when there's ambiguous cross ups because there's both left and right and overhead and low."You are not getting this so I'll try to simplify it for you...
It is not "harder" to press back vs. Pressing a block button. That is obvious.
But in back to block games there is a whole new type of 50/50 mixup added to the game in addition to having tick throw mixups and overhead/low mixups and those are ambiguous crossup (left vs. right) mixups. If you think that not many characters in Capcom games that are b2b and even in NRS' s own Injustice have many setups for ambiguous cross up 50/50s you are kidding yourself.