Throw: Difference between revisions

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*Chain throws
*Chain throws
*Odd throws
*Odd throws


== Generic throws ==
== Generic throws ==
'''Generic Throws''' is available to all characters, with the inputs 1+3, 2+4, F1+3, F2+4
'''Generic Throws''' is available to all characters, with the inputs 1+3, 2+4, F1+3, F2+4
The throws without F in them are all 12 frames fast, where as the others are 15 frames fast.
The throws without F in them are all 12 frames fast, where as the others are 15 frames fast.


== Command throws ==
== Command throws ==
'''Command throws''' are throws that require a specific input to do which is unique to each character.
'''Command throws''' or command grabs are throws that require a specific input to do which is unique to each character.
They can vary between being 10-12 frames fast.
They can vary between being 10-12 frames fast.


== Chain throws ==
== Chain throws ==
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Most throws have a 20 frame escape window.
Most throws have a 20 frame escape window.
== Tick throws ==
Some command grabs can be buffered into during a recovery animation, helping to hide the animation.
This is done by doing the motion inputs of the command grab during the recovery animation of an attack and then pressing the necessary button afterward.

Revision as of 03:12, 26 January 2021

Throw are a type of attack that are usually highs which cannot be block, so they must be either ducked, sidestepped or teched/escaped.

There exists 4 different groups of throws

  • Generic throws
  • Command throws
  • Chain throws
  • Odd throws

Generic throws

Generic Throws is available to all characters, with the inputs 1+3, 2+4, F1+3, F2+4 The throws without F in them are all 12 frames fast, where as the others are 15 frames fast.

Command throws

Command throws or command grabs are throws that require a specific input to do which is unique to each character. They can vary between being 10-12 frames fast.

Chain throws

Some characters possess the ability to do multiple throws consecutively by inputting specific sequences during the animation of a previous throw.

Characters with chain throws:

  • King
  • Armor King
  • Nina
  • Anna

Chain throws are mixups beyond the initial grab, because each successive throw must be broken before its animation plays, and there is usually more than one option for the chain.

When inputting chain throws, the player only needs to input the correct series of commands once to continue the chain, meaning if you're fast enough you can attempt the input multiple times.

The break window between chain throws is shorter than the usual throw break window at ~8 frames.

Odd throws

Throw escapes

While generic throws (1+3 and 2+4) can be escaped by pressing either 1 or 2, Command throws require specific 1, 2 or 1+2 inputs. You can usually tell which button is needed to escape the throw by looking at which hand extends forward during the animation.

If they reach forward with their left hand, it can be escaped with 1
If they reach forward with their right hand, it can be escaped with 2
If they reach forward with both hands, it can be escaped with 1+2

There are some exceptions to this rule. King's CD 1+4 reaches out with both hands; however, it is broken with 1. This kind of discrepancy is mostly exclusive to grappler type characters.

There are some throws that can't be broken at all, such as Nina's qcb+1+4.

Most throws have a 20 frame escape window.

Tick throws

Some command grabs can be buffered into during a recovery animation, helping to hide the animation. This is done by doing the motion inputs of the command grab during the recovery animation of an attack and then pressing the necessary button afterward.