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'''Throw''' are a type of attack that are usually highs which cannot be blocked, so they must be either ducked, sidestepped or tech'ed/broken/escaped.
'''Throws''' are moves that play through a choreographed sequence when they connect. Most throws are fast highs that go through through an opponent's [[guard]] but can be broken on reaction with correct input.


Since the animations for all throws are unique for each character, some might allow for guaranteed follow-up, potentially even a stage break.
Breaking throws consistently takes some practice, making them a potent form of [[cheese]]. However, throws are still useful against opponents who are good at breaking them, being effective againstโ€”


== Generic throws ==
* [[string]]s, since if a throw interrupts the first attack, it's likely the next attack's input will fail the throw break before the opponent can react; and
'''Generic Throws''' are available to all characters, with the inputs 1+3, 2+4, f+1+3, f+2+4
* [[powercrush]]es, since if a throw interrupts a powercrush it becomes unbreakable. (For this to happen, the opponent must be in the powercrush state, which typically starts on frame 8 and much later than the white sparks. If your throw still gets broken, it's because it interrupted too early.)
The throws without holding f are all 12 frames fast, the others are 15 frames fast, but reach farther. They are broken by pressing either 1 or 2, but not 1+2. They always deal 35 damage.


Note: After Armor King's Rage Drive all throws including generic are unbreakable
The [[okizeme]] situation after a throw is usually consistent, with both players recovering at the same distance and with ample time to prepare. However, some throws don't allow attacks to be [[input buffer|buffered]] during recovery, which can make the situation less consistent.


== Side throws ==
Many throws have guaranteed damage after them, or ย 
Side throws are also available to every character and activate if any throw connects with opponent facing left, right, or backwards. Left and right throws are broken by holding forward and 1 for left hand throw, 2 for right hand throw, they deal 35 damage. Back throws are unbreakable, and they deal 50 damage


== Command throws ==
== Types of throws ==
'''Command throws''' or command grabs are throws with unique to each throw input. They require a specific input to break, 1, 2, or 1+2.
They can vary between being 10-12 frames fast, and they have tighter break windows compared to generic throws.


== Chain throws ==
{{See also|Generic movelist}}
Some characters are able to do extend their throws multiple times by inputting specific sequences during the animation of a previous throw.<br>


Characters with chain throws:
; Regular throw
* King
: A fast high that goes through the opponent's guard with a startup animation of the attacker's hands literally grabbing the opponent and which doesn't get [[counter hit]] if interrupted (except ''during'' its active frames).
* Armor King
: If a regular throw hits the opponent in the side or back, the throw will change based on where it hit, ignoring the input. Side throws can be broken with 1 if it hit the left side and 2 if it hit the right side. Back throws can't be broken.
* Nina
: Some of [[Armor King]], [[Gigas]], [[King]], [[Marduk]]'s regular throws can hit airborne opponents. If they do, they'll turn into a different throw that can't be broken.
* Anna
; Generic throw
* Marduk *technically
: Two regular throws every character has bound to 1+3 and 2+4. Both are i12~14, deal 35 damage, and are broken by either 1 or 2. The 2+4 throw will switch sides, sometimes even when broken. Some generic throws will cause a [[stage break]].
: These throws can also be done with f+1+3 and f+2+4, making them homing and giving them extra range, at the cost of being 3 frames slower and having longer recovery.
; Command throw
: A regular throw with an input specific to the character. For these throws, the input to break the throw is indicated by which hand is in front during the startup animation: left hand is a 1 break, right hand is a 2 break, and both hands is a 1+2 break.
: The input for these throws is often a [[input buffer|bufferable]] motion input, which can make them easier to use after an attack (such as a jab) rather than on their own.
; Chain throw
: A throw which connects into another throw. Usually each link in the chain can be broken, but what input to break with is a pure knowledge check and often a [[mixup]]. If the attacking player does the chain throw by mashing 1+2+3+4, it's usually a 1 break. Only [[Anna]], [[Armor King]], [[King]], and [[Nina]] have chain throws.
; Ground throw
: A throw that only hits grounded opponents.
; Mid throw
: A throw that only hits crouching opponents.
; Tackle
: A type of chain throw that is not a regular throw. Every character has a tackle in form of [[ultimate tackle]], and [[Marduk]] has his own unique tackle.
; Attack throw
: A throw from an attack that otherwise does some damage. These are either bonus damage for an attack on counter hit, or a way to make a move look cool on hit, and as such are usually unbreakable. Attack throws typically don't transition to the throw when they're blocked or when they hit the opponent's back or side.
; [[Parry]]
: A throw occurring after parrying an attack.
; Special
: Any other throw.


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.
== Breaking throws ==


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. Mashing 1+2+3+4 will result in a chain that is breakable by pressing 1, if there is a chain breakable by pressing 1
Most breakable throws are broken by pressing one of 1, 2, or 1+2 within the throw break window. Pressing the wrong attack button will immediately fail the throw break (so mashing out each one doesn't work). The throw break window of most throws is 19 frames, starting from the frame ''after'' the throw connects. The throw break window of most chain throw links is 9 frames.


The break window between chain throws is shorter than the usual throw break window at ~8 frames.
Most regular throws tell you the correct throw break with their startup animation by the hands rule:


== Unbreakable throws ==
* Left hand in front is a 1 break
Some throws in the game are just unbreakable, and have special unique properties to them. Sometimes they have "!" effect on them to signify their unbreakability.
* Right hand in front is a 2 break
* Both hands together is a 1+2 break


* Asuka d/b+1+2 - +8 on connect, 0 damage. Produces different visual effect if opponent was blocking or not
The exceptions to the hands rule are:
* Eddy Hand Stand 3+4 - i26 throw
* Geese Rage Art - consumes Rage, and deals standard 55 damage or more. In combos acts like an attack throw
* Kazumi's FLY stance throw.
* Nina qcb+1+4 - initially unbreakable, +6 on connect, but chains into breakable throws. 15 damage
* Yoshimitsu Manji Dragonfly 3+4


Armor King's Rage Drive makes all throws following it unbreakable.
* Generic throws, which can be broken with either 1 or 2
* Throws done from [[back turned]], which always have both hands together
* [[Armor King]] and [[King]]'s Giant Swing (f,n,hcf+1), which has both hands together but is a 1 break
* [[Armor King]] and [[King]]'s chain throws, which have both hands together but are either a 1 or 2 break depending on how they were input


Also all mid-air throws and back throws are unbreakable
In addition, there are some breakable throws which don't have a regular startup animation:


== Mid throws ==
* [[Alisa]]'s u/f+1+2 โ€“ 1+2 break
Some characters can throw crouching opponents by adding down input to the generic throw. Mid throws cannot throw standing opponents, they can be broken by pressing 1 or 2 depending on what the attacker used to input the mid throw
* [[Lars]]' u/f+3+4* โ€“ 1+2 break
* [[Law]]'s f+2+3 โ€“ 1 break


== Ground throws ==
=== Practicing ===
Some characters can punish players that stay on the ground by throwing them. They are inputed by adding down to the generic throw input, and they will only come out when the opponent is grounded, they may or may not lauch the opponent, and they depend on the way players are positioned.


== Mid-air throws ==
Practicing throw breaks is a pretty simple matter of building muscle memory. The goal is for your brain to immediately recognize and act on โ€“ without thinking โ€“ the animation of left hand, right hand, or both hands grabbing.
Some throws will catch mid-air opponents and the animation will be different. Such throws can be used in combos. They cannot be broken


== Attack throws ==
Go in to practice mode and choose [[Dragunov]] for the opponent. Set ยซCPU Opponent Action 1ยป to ยซRepeat Actionยป, and choose the throws to practice against from the movelist: Reverse Victor Clutch for 1 break, Victor Clutch for 2 break, and Blizzard Rush for 1+2 break.
Attack throws are more of regular moves, that trigger special animation on connect. They can be blocked, and they cannot be broken. They can be used in combos. Rage Arts can be considered attack throws, they have more in common with regular moves than with throws, but Marduk Rage Drive is an attack throw that leads to a chain.


There is also King's and Armor King's d/f+3+4 is an attack throw that you can't block by standing, but can block by crouching. It's a unique throw exclusive to them and Roger with Alex.
For beginners, start with only a 2-way mixup. Once this is comfortable, move up to the full 3-way mixup. Some people recommend making the bot also do things other than throws, but it's unclear if this is actually useful and is arguably just wasting time.


== Throw escapes ==
Make sure you practice on both sides.
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. It's usually possible to 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<br>
This practice is more efficiently done in small amounts over a long period, rather than in large amounts very quickly. For example, 5 minutes a day for 90 days is better than 90 minutes for 5 days.
If they reach forward with their right hand, it can be escaped with 2<br>
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 exclusive to grappler type characters.
== Unbreakable throws ==


Most throws have a 19 frame escape window.
The following throws go through guard and can't be broken:


== Buffering throws ==
* [[Armor King]] and [[King]]'s d/f+3+4 โ€“ smid, but doesn't throw against crouch
* [[Akuma]]'s Hyakkishu 3+4
* [[Asuka]]'s d/b+1+2 - +8 but deals no damage
* [[Eddy]]'s Handstand 3+4 โ€“ i26
* [[Geese]]'s Rage Art
* [[Kazumi]]'s Fearless Warrior 1+3 โ€“ i46 mid
* [[Lee]]'s 3~3:4 โ€“ i30
* [[Negan]]'s Intimidation 1+3 โ€“ i25
* [[Nina]]'s qcb+1+4 โ€“ poor range โ€“ chain throw with breakable links
* [[Yoshimitsu]]'s Manji Dragonfly 3+4
* [[Yoshimitsu]]'s Soul Siphon โ€“ poor range


Some command grabs can be buffered into during a recovery animation, they are sometimes called tick throws. Buffering helps hiding the animation of performing multiple directional inputs, and generally make the throws faster.
If a throw connects during the hitstun of [[Armor King]]'s Rage Drive, it becomes unbreakable.
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 afterwards.

Revision as of 11:30, 30 March 2021

Throws are moves that play through a choreographed sequence when they connect. Most throws are fast highs that go through through an opponent's guard but can be broken on reaction with correct input.

Breaking throws consistently takes some practice, making them a potent form of cheese. However, throws are still useful against opponents who are good at breaking them, being effective againstโ€”

  • strings, since if a throw interrupts the first attack, it's likely the next attack's input will fail the throw break before the opponent can react; and
  • powercrushes, since if a throw interrupts a powercrush it becomes unbreakable. (For this to happen, the opponent must be in the powercrush state, which typically starts on frame 8 and much later than the white sparks. If your throw still gets broken, it's because it interrupted too early.)

The okizeme situation after a throw is usually consistent, with both players recovering at the same distance and with ample time to prepare. However, some throws don't allow attacks to be buffered during recovery, which can make the situation less consistent.

Many throws have guaranteed damage after them, or

Types of throws

See also: Generic movelist

Regular throw
A fast high that goes through the opponent's guard with a startup animation of the attacker's hands literally grabbing the opponent and which doesn't get counter hit if interrupted (except during its active frames).
If a regular throw hits the opponent in the side or back, the throw will change based on where it hit, ignoring the input. Side throws can be broken with 1 if it hit the left side and 2 if it hit the right side. Back throws can't be broken.
Some of Armor King, Gigas, King, Marduk's regular throws can hit airborne opponents. If they do, they'll turn into a different throw that can't be broken.
Generic throw
Two regular throws every character has bound to 1+3 and 2+4. Both are i12~14, deal 35 damage, and are broken by either 1 or 2. The 2+4 throw will switch sides, sometimes even when broken. Some generic throws will cause a stage break.
These throws can also be done with f+1+3 and f+2+4, making them homing and giving them extra range, at the cost of being 3 frames slower and having longer recovery.
Command throw
A regular throw with an input specific to the character. For these throws, the input to break the throw is indicated by which hand is in front during the startup animation: left hand is a 1 break, right hand is a 2 break, and both hands is a 1+2 break.
The input for these throws is often a bufferable motion input, which can make them easier to use after an attack (such as a jab) rather than on their own.
Chain throw
A throw which connects into another throw. Usually each link in the chain can be broken, but what input to break with is a pure knowledge check and often a mixup. If the attacking player does the chain throw by mashing 1+2+3+4, it's usually a 1 break. Only Anna, Armor King, King, and Nina have chain throws.
Ground throw
A throw that only hits grounded opponents.
Mid throw
A throw that only hits crouching opponents.
Tackle
A type of chain throw that is not a regular throw. Every character has a tackle in form of ultimate tackle, and Marduk has his own unique tackle.
Attack throw
A throw from an attack that otherwise does some damage. These are either bonus damage for an attack on counter hit, or a way to make a move look cool on hit, and as such are usually unbreakable. Attack throws typically don't transition to the throw when they're blocked or when they hit the opponent's back or side.
Parry
A throw occurring after parrying an attack.
Special
Any other throw.

Breaking throws

Most breakable throws are broken by pressing one of 1, 2, or 1+2 within the throw break window. Pressing the wrong attack button will immediately fail the throw break (so mashing out each one doesn't work). The throw break window of most throws is 19 frames, starting from the frame after the throw connects. The throw break window of most chain throw links is 9 frames.

Most regular throws tell you the correct throw break with their startup animation by the hands rule:

  • Left hand in front is a 1 break
  • Right hand in front is a 2 break
  • Both hands together is a 1+2 break

The exceptions to the hands rule are:

  • Generic throws, which can be broken with either 1 or 2
  • Throws done from back turned, which always have both hands together
  • Armor King and King's Giant Swing (f,n,hcf+1), which has both hands together but is a 1 break
  • Armor King and King's chain throws, which have both hands together but are either a 1 or 2 break depending on how they were input

In addition, there are some breakable throws which don't have a regular startup animation:

  • Alisa's u/f+1+2 โ€“ 1+2 break
  • Lars' u/f+3+4* โ€“ 1+2 break
  • Law's f+2+3 โ€“ 1 break

Practicing

Practicing throw breaks is a pretty simple matter of building muscle memory. The goal is for your brain to immediately recognize and act on โ€“ without thinking โ€“ the animation of left hand, right hand, or both hands grabbing.

Go in to practice mode and choose Dragunov for the opponent. Set ยซCPU Opponent Action 1ยป to ยซRepeat Actionยป, and choose the throws to practice against from the movelist: Reverse Victor Clutch for 1 break, Victor Clutch for 2 break, and Blizzard Rush for 1+2 break.

For beginners, start with only a 2-way mixup. Once this is comfortable, move up to the full 3-way mixup. Some people recommend making the bot also do things other than throws, but it's unclear if this is actually useful and is arguably just wasting time.

Make sure you practice on both sides.

This practice is more efficiently done in small amounts over a long period, rather than in large amounts very quickly. For example, 5 minutes a day for 90 days is better than 90 minutes for 5 days.

Unbreakable throws

The following throws go through guard and can't be broken:

  • Armor King and King's d/f+3+4 โ€“ smid, but doesn't throw against crouch
  • Akuma's Hyakkishu 3+4
  • Asuka's d/b+1+2 - +8 but deals no damage
  • Eddy's Handstand 3+4 โ€“ i26
  • Geese's Rage Art
  • Kazumi's Fearless Warrior 1+3 โ€“ i46 mid
  • Lee's 3~3:4 โ€“ i30
  • Negan's Intimidation 1+3 โ€“ i25
  • Nina's qcb+1+4 โ€“ poor range โ€“ chain throw with breakable links
  • Yoshimitsu's Manji Dragonfly 3+4
  • Yoshimitsu's Soul Siphon โ€“ poor range

If a throw connects during the hitstun of Armor King's Rage Drive, it becomes unbreakable.