Command
(4、6、N) + Lp + Lk.
Explanation
Throws
are an useful tool against opponents guarding or parrying. In addition to regular ground throws, certain
characters in the game have command throws (special move throws). All ground throws are: 2F start-up, 1F
active, and have a recovery animation of 21F.
Each
character has an unique throw range/distance and often 4, 6, N throws each
differ. Generally speaking it is best to
throw your opponent towards the corner.
Most N throws in the game are excellent because mid-screen your
character can follow up with an okizeme even if the opponent quickstands.
Situations
where you can be thrown from farther than normal include:
-
crouching (4 extra pixels)
-
doing a crouching light normal (4 extra pixels) *including crouching state +
light normal = 8 extra pixels.
Despite
the potential range of being thrown being smaller while standing, it is a bad
idea to stand just for this reason.
Techniques such as crouching grap defense (crouch throw tech) are useful
tools to learn.
Throw
Invincibility
The
game considers a character thrown invincible for 6 frames after a wake-up or
blockstun. This is the case for all
throws in the game with an exception of throws that are able to be guarded. The
4 situations where throw invincibility exist are: on wake-up, blockstun, after
air-resets, and ???. A character still has 6 frames of throw invincibility even when performing a quickstand.
Multi-hitting
Neutral Throws
Both
the player doing the throw, and the player taking the throw can influence the
amount of damage and stun a neutral throw creates with button and joystick
inputs. There is an in-game “timer” that
is implemented to these types of throws.
The
Player Throwing
To
influence the amount of damage, stun, and speed of the throw the player can
use both button and joystick inputs.
- Joystick
inputs that are left, right, up, down are considered 1 directional input and count
as 4 points for the timer each.
-
Joystick inputs that are diagonal (Up-Left, Up-Right, Down-Left, Down-Right)
are considered 2 directional inputs, and count as 8 points for the timer
each.
-
One punch button pressed counts towards the timer as 2 points each.
-
Two kick buttons pressed counts towards the timer as 1 point each.
Ideally the player throwing should input diagonal directions on the joystick while
pressing all punch buttons.
The
throw timer and speed of throws correspond with these points: 0~11 slow, 11~23
average, 24+ fast. Urien, Twelve, and
Gill are exceptional throws in that only punch button inputs from the player
throwing influence the speed and throw timer.
The
Player Being Thrown
Similar
to the player throwing, both button and joystick inputs influence the amount of
damage, stun and speed of the throw. A notable
difference when compared to the person throwing is 1 kick button pressed counts
as 1 point each as opposed to 2 kick buttons pressed counting as 1 point. Ideally the player being thrown should input diagonal directions on the joystick while
pressing all punch and kick buttons. The values of the throw timer is listed
below, when reaching this number the player being thrown will escape the
throw.
Urien,
Twelve, Gill = 128
Hugo,
Alex = 74
Ken,
Yun, Yang, Oro, Dudley = 64
Kara
Throws
Refer
to Kara Canceling section of the website under Techniques.
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