Okay, first off I want to mention that I found this glitch about a month before EVO and wanted to test every possibility out with it until I posted something that may have been incorrect. I was suppose to speak to Hector Sanchez about this on the Saturday during EVO. Unfortunately, I was unable to find him in the sea of people so whatever. It’s all good.
I also do not have a camera to record this(although it would definitely be easier in explaining it) so please keep in mind this will probably be a very long read in me explaining how and why this glitch works and what can be done with it strategically.
Okay so here we go:
What is it??
The throw interruption glitch is just that. You’re manipulating a throw / throw situation to accomplish an advantageous situation/wakeup scenario.
How/Why does it work? (Theoretically)
You knock/hit the opponent during a throw.
I believe why it works is because hits don’t trade in this game, causing all kinds of mishaps within the code of the game.
Keeping in mind that hits/attacks don’t trade in this game, remember that every attack has properties within them, and each property uses a certain code within the game to distinguish it from others. So what happens within the glitch itself is you’re taking properties between three things:
1. Throws
2. The attack
3. The properties within the above 2 things.
And mixing them together to create an aftereffect of the glitch.
What??!!
Don’t worry all this will be explained later. J
Who can use it? (In order for most potential to least)
Kung Lao
Reptile
Sub Zero
Cyrax
Noob
Raiden
Jade (Very rare - to my knowledge)
The first three have the best ways to apply the glitch in their favor. The last four have little to no effect or are rare cases of actually applying it in a useful way.
What’s the main goal of the glitch? (with example)
The main goal when using it is to close out a match/round by throwing out a projectile that allows the character to move freely afterwards. You throw the opponent and cause the glitch. Then when you do this you hold down on the stick. This “stores” the properties of the glitch within the body of the character. Like I said before, because hits don’t trade the code within the game, of those properties HAVE to go somewhere, so by causing the glitch, you enable the code to be fixed, and you down and store those properties.
Basic setup:
Cyrax medium bomb, dash in throw, bomb explodes, hold down. Opponent hits you with OTG, they drop to the ground allowing you to get free wakeup.
And this is just the bare minimum of the potential of the glitch.
They dropped to the ground because when the bomb exploded it interrupted the knockdown property of Cyrax’s throw. Think of it kinda like a match formula.
Cyrax throw = 3 hits
1
2
3= Knockdown property, wakeup attack property(invincibility property)
So when you interrupt the throw with the bomb, the knockdown property goes into Cyrax and the game allows you to store it by holding down, or you can quick get up and be invincible during the duration of the wakeup attack.
That’s the general idea behind it. On paper it may seem useless but it’s when you apply the mind games behind it that it can be pretty good.
Character applications
Kung Lao
Kung Lao is able to apply the glitch through his EX Low Hat.
The idea behind this is to apply more pressure with a 50/50 from the already good pressure in the corner, and a throw mixup which can get you a 28% throw.
Setup:
1. Any EX Low Hat after corner knockdown
This setup allows you to hold the hat and pressure with 11, back 33, throw, jump over P/K, pretty much anything.
Other stuff:
If they decide to jump away you can spin, neutral jump punch, jump 3, dive kick, let go of the hat, 1,1, 24, 1+3.
2. 1121 (if they don’t block right away) for spacing
Pretty much same as above.
With both options you get a 3 in 1 throw setup.
1. They tech the throw, let go of the hat and keep pressure.
2. Throw xx let go of hat = glitches throw then hold down.
3. Any throw, pause, hold down let go of hat, roll xx spin = 28% throw
Pros:
More options in corner
A scary end game situation
Damage
Pretty damn safe overall.
Cons:
Uses a bar of meter
Reptile
Reptile uses the glitch through his EX Slow Force Ball.
It allows him to have continuous pressure off a 321 xx EX forceball because while you’re hitting 321, you’re pushing the opponent back at the same pace that the forceball is moving,
So it comes down to:
1. 321 pressure for continuous, safe chip.
2. Force ball pressure which will beat any attack that could come reptiles way into a free juggle
3. Throw glitch.
It’s not MUCH different than what people do now, but it’s the idea of being glitched with a safe wakeup that makes it scary.
Other applications:
If this glitch is used with the invisible forceball glitch, doing a back throw will give reptile a 20% back throw. It was like that anyway but the throw glitch pressure just adds to the situation. You can choose to throw them into the invisible forceball, or glitch them with the moving one.
Sub Zero
This one is a fun one. Sub can apply the glitch through the use of either of his clones(regular or EX)
The glitch allows Sub to have insane corner pressure, or a 17% back throw with the use of EX clone. (The clone + the 5th throw hit collide and the properties are equal to one double freeze damage of 5% - It turns the clone into a hit basically with property trading)
Clone properties:
Through some experimentation, I found(I believe) the clone to have 2 hit boxes. One that causes the clone to shatter, and one that causes the clone to freeze. So the torso of the clone shatters and the exterior limbs freeze the opponent ONLY WHEN USED WITH A THROW because of both characters colliding. During regular play the torso freezes, which is why some times you can D4 through the legs of the clone but have a hard time jumping over or randomly poking through.
So using the clone properties, you can manipulate if you choose to freeze the opponent or if you want to glitch them. You can choose ANY option you want with consistant practice and getting the spacing correct.
If you want to glitch them, just do 212 clone in corner, and just throw them right away after 2 dashes.
If you want to freeze them, do 212 clone in corner, walk up and then MAX RANGE THROW. What happens is Sub pulls the opponent into the clone but the arms of it freezes, then you can quick get up and refreeze glitch into combo of choice. Or if you want , you can do 212 clone, dash in d4, throw. With this you get a ton of options for mixup(22 pressure, jump in punch, whatever)
Throw tech freezing:
Let’s say I posted this when I originally found it and people knew the setup was with a back throw, so I could bait their tech by jumping over, right? The limbs would freeze and so on. Well a week before EVO I found that SOME characters CAN’T TECH OUT OF THE THROW BECAUSE THE ANIMATION OF THE TECH FREEZES THEM ANYWAY.
So basically any characters with a push off tech throw animation, gets frozen in the clone(Smoke, Sub) and those with a push back animation don’t get frozen (Kung Lao, Ermac).
Noob
Noob’s setups aren’t very practical but are possible. He can use the glitch throw his portal.
Setups:
1. Portal xx throw, hold down
2. Back 1214, portal xx teleport (very strict timing)
Because of the hard timing, it’s not very practical. I actually think the first setup is better because it can beat throw techs, and you get a free combo after.
Raiden
EX Lightning, then someone has to throw you and get hit with the 2nd hit. Happens on rare occasions and not practical for any usefulness.
Jade
EX Boomerang - Same as Raiden, not practical but happens rarely.
Overall I think this glitch is pretty damn cool. Almost like an accidental genius that it works the way it does.
As far as fixing it, I dunno. There are some possibilities, like having EX forceball go away when Reptile gets hit or hit’s the opponent. This still allows reptile to use forceball in combos, and still keeps pressure until he lands a hit which should be confirmed into combo.
For Kung Lao you could have the hat retract back once the opponent is hit or Kung Lao is hit.
Random notes:
When you hold down for the glitch you can still block the incoming attack. The only exception is Cyrax, his glitch setup seems inconsistent when it comes to blocking. But the glitch works vs. any attack that OTG’s , low hats, X RAYS, you name it. If you get hit with an X ray you take 10% damage roughly and the opponent loses their whole bar.
Other cool effects:
If you do the glitch vs. a Scorpion and you OTG with Hell Fire, his hands stay lit on fire for about 10 seconds.
With Sub, his ice puddle attaches to Sub and the ground.
Have fun guys.
I also do not have a camera to record this(although it would definitely be easier in explaining it) so please keep in mind this will probably be a very long read in me explaining how and why this glitch works and what can be done with it strategically.
Okay so here we go:
What is it??
The throw interruption glitch is just that. You’re manipulating a throw / throw situation to accomplish an advantageous situation/wakeup scenario.
How/Why does it work? (Theoretically)
You knock/hit the opponent during a throw.
I believe why it works is because hits don’t trade in this game, causing all kinds of mishaps within the code of the game.
Keeping in mind that hits/attacks don’t trade in this game, remember that every attack has properties within them, and each property uses a certain code within the game to distinguish it from others. So what happens within the glitch itself is you’re taking properties between three things:
1. Throws
2. The attack
3. The properties within the above 2 things.
And mixing them together to create an aftereffect of the glitch.
What??!!
Don’t worry all this will be explained later. J
Who can use it? (In order for most potential to least)
Kung Lao
Reptile
Sub Zero
Cyrax
Noob
Raiden
Jade (Very rare - to my knowledge)
The first three have the best ways to apply the glitch in their favor. The last four have little to no effect or are rare cases of actually applying it in a useful way.
What’s the main goal of the glitch? (with example)
The main goal when using it is to close out a match/round by throwing out a projectile that allows the character to move freely afterwards. You throw the opponent and cause the glitch. Then when you do this you hold down on the stick. This “stores” the properties of the glitch within the body of the character. Like I said before, because hits don’t trade the code within the game, of those properties HAVE to go somewhere, so by causing the glitch, you enable the code to be fixed, and you down and store those properties.
Basic setup:
Cyrax medium bomb, dash in throw, bomb explodes, hold down. Opponent hits you with OTG, they drop to the ground allowing you to get free wakeup.
And this is just the bare minimum of the potential of the glitch.
They dropped to the ground because when the bomb exploded it interrupted the knockdown property of Cyrax’s throw. Think of it kinda like a match formula.
Cyrax throw = 3 hits
1
2
3= Knockdown property, wakeup attack property(invincibility property)
So when you interrupt the throw with the bomb, the knockdown property goes into Cyrax and the game allows you to store it by holding down, or you can quick get up and be invincible during the duration of the wakeup attack.
That’s the general idea behind it. On paper it may seem useless but it’s when you apply the mind games behind it that it can be pretty good.
Character applications
Kung Lao
Kung Lao is able to apply the glitch through his EX Low Hat.
The idea behind this is to apply more pressure with a 50/50 from the already good pressure in the corner, and a throw mixup which can get you a 28% throw.
Setup:
1. Any EX Low Hat after corner knockdown
This setup allows you to hold the hat and pressure with 11, back 33, throw, jump over P/K, pretty much anything.
Other stuff:
If they decide to jump away you can spin, neutral jump punch, jump 3, dive kick, let go of the hat, 1,1, 24, 1+3.
2. 1121 (if they don’t block right away) for spacing
Pretty much same as above.
With both options you get a 3 in 1 throw setup.
1. They tech the throw, let go of the hat and keep pressure.
2. Throw xx let go of hat = glitches throw then hold down.
3. Any throw, pause, hold down let go of hat, roll xx spin = 28% throw
Pros:
More options in corner
A scary end game situation
Damage
Pretty damn safe overall.
Cons:
Uses a bar of meter
Reptile
Reptile uses the glitch through his EX Slow Force Ball.
It allows him to have continuous pressure off a 321 xx EX forceball because while you’re hitting 321, you’re pushing the opponent back at the same pace that the forceball is moving,
So it comes down to:
1. 321 pressure for continuous, safe chip.
2. Force ball pressure which will beat any attack that could come reptiles way into a free juggle
3. Throw glitch.
It’s not MUCH different than what people do now, but it’s the idea of being glitched with a safe wakeup that makes it scary.
Other applications:
If this glitch is used with the invisible forceball glitch, doing a back throw will give reptile a 20% back throw. It was like that anyway but the throw glitch pressure just adds to the situation. You can choose to throw them into the invisible forceball, or glitch them with the moving one.
Sub Zero
This one is a fun one. Sub can apply the glitch through the use of either of his clones(regular or EX)
The glitch allows Sub to have insane corner pressure, or a 17% back throw with the use of EX clone. (The clone + the 5th throw hit collide and the properties are equal to one double freeze damage of 5% - It turns the clone into a hit basically with property trading)
Clone properties:
Through some experimentation, I found(I believe) the clone to have 2 hit boxes. One that causes the clone to shatter, and one that causes the clone to freeze. So the torso of the clone shatters and the exterior limbs freeze the opponent ONLY WHEN USED WITH A THROW because of both characters colliding. During regular play the torso freezes, which is why some times you can D4 through the legs of the clone but have a hard time jumping over or randomly poking through.
So using the clone properties, you can manipulate if you choose to freeze the opponent or if you want to glitch them. You can choose ANY option you want with consistant practice and getting the spacing correct.
If you want to glitch them, just do 212 clone in corner, and just throw them right away after 2 dashes.
If you want to freeze them, do 212 clone in corner, walk up and then MAX RANGE THROW. What happens is Sub pulls the opponent into the clone but the arms of it freezes, then you can quick get up and refreeze glitch into combo of choice. Or if you want , you can do 212 clone, dash in d4, throw. With this you get a ton of options for mixup(22 pressure, jump in punch, whatever)
Throw tech freezing:
Let’s say I posted this when I originally found it and people knew the setup was with a back throw, so I could bait their tech by jumping over, right? The limbs would freeze and so on. Well a week before EVO I found that SOME characters CAN’T TECH OUT OF THE THROW BECAUSE THE ANIMATION OF THE TECH FREEZES THEM ANYWAY.
So basically any characters with a push off tech throw animation, gets frozen in the clone(Smoke, Sub) and those with a push back animation don’t get frozen (Kung Lao, Ermac).
Noob
Noob’s setups aren’t very practical but are possible. He can use the glitch throw his portal.
Setups:
1. Portal xx throw, hold down
2. Back 1214, portal xx teleport (very strict timing)
Because of the hard timing, it’s not very practical. I actually think the first setup is better because it can beat throw techs, and you get a free combo after.
Raiden
EX Lightning, then someone has to throw you and get hit with the 2nd hit. Happens on rare occasions and not practical for any usefulness.
Jade
EX Boomerang - Same as Raiden, not practical but happens rarely.
Overall I think this glitch is pretty damn cool. Almost like an accidental genius that it works the way it does.
As far as fixing it, I dunno. There are some possibilities, like having EX forceball go away when Reptile gets hit or hit’s the opponent. This still allows reptile to use forceball in combos, and still keeps pressure until he lands a hit which should be confirmed into combo.
For Kung Lao you could have the hat retract back once the opponent is hit or Kung Lao is hit.
Random notes:
When you hold down for the glitch you can still block the incoming attack. The only exception is Cyrax, his glitch setup seems inconsistent when it comes to blocking. But the glitch works vs. any attack that OTG’s , low hats, X RAYS, you name it. If you get hit with an X ray you take 10% damage roughly and the opponent loses their whole bar.
Other cool effects:
If you do the glitch vs. a Scorpion and you OTG with Hell Fire, his hands stay lit on fire for about 10 seconds.
With Sub, his ice puddle attaches to Sub and the ground.
Have fun guys.