Throws



Command

(46N) + 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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