Your timing always throws me off. You do it exactly when you need to, and that slight delay is enough to confuse me for that split second, especially on focus attacks.
-- "When I was a young man, I had liberty, but I did not see it. I had time, but I did not know it."
need some bob though that was the missing thing tonight
if you guys were actually playing at a high-ish level I would not have contributed much! I might have taken a win or two with Honda mashed hands or something, and we all would've laughed at how illegitimate I am at SF4.
actually to be real I think the next big FG B8 will play is probably Persona 4. hopefully that goes over better than SFxT since we played it for like two weeks and then half of us dropped it. but Persona 4 looks pretty sick so I'm optimistic. netcode just has to be good.
I've never played one of those air dash type FGs so it'll be a new experience for me
First, I'll say that I like them and think they're important. Throws should be damaging and quick to activate. Those things are important because having great throws forces you to push buttons, and pushes a game towards a footsie-oriented style. Good throws help you open the other guy up, basically. I think games with bad throws have some apparent problems. Offense is usually worse, and doing nothing is a better option. There's a lot of games where holding down back is pretty great, and those games do not appeal to me at all.
I prefer two button throws over one button throws in almost ever instance, for two reasons. First should be obvious - most games with a 1 button throw have built in option selects. For instance, in SF2 standing fierce and throw are the same thing. This makes some characters kind of brain dead (ST Chun standing fierce/throw OS) and some characters really goddamn awful (ST Vega wall dive into guessing game claw/throw OS nonsense). Throw should be an action you take on purpose in all instances.
The second reason I prefer a two button throw is because of whiff throws. In a game where throws are good, there needs to be a way to deal with it. If you can predict a throw attempt in 3s for example, you can backdash then cancel a move into super with most characters. In a lot of other games as well, you can bait out whiffed throws and then punish with something. This only helps the footsie game stay interesting.
And finally, let's talk about how you tech throws. I'll just say straight up that I think Capcom-style OS crouching tech throw is the dumbest thing ever and shouldn't exist. It's only bearable in 3s because if you predict it you can parry then punish for massive damage. I'm fine with being able to tech throws while crouching, but that action needs to force standing throw attempt. That way, if you guess correctly, you tech the throw. If not, you just did a whiff throw and can now be punished. That is very much preferable to hitting crouching throw and having the game choose the best option for you depending on what the other guy did. That's dumb defense and can only make the game less interesting.
Anyway this wall of text was inspired by some dudes discussing FG design on the SRK boards. I'd love to hear any thoughts you have, even if its "shut up bob you're so dumb."
As far as throws go, I think what SF4 has is nearly perfect. Crouch teching is dumb, yes, but there are so many ways to get around it that it becomes its own sort of mindgame. Frame traps, perfect spacing off of block strings, or just instant dive kicks (oh baby) all take care of them with relative safety. The damage they do is also good. Not too much, but not too little. They should do decent damage, but not as much as a combo. Soulcalibur tends to have that problem where throws can do an obscene amount of damage. Granted, that's an entirely different type of fighting game with a whole different mixup game, but I think there is something wrong when your mixups all net you roughly the same amount of damage. Tends to take out a bit of the pressure game, imo. SC5 seems to kind of alleviate this with the guard gauge and, to some extent, EX attacks, but I haven't gotten too into that game to see how it works out overall.
But yeah, games where throws just flat out suck tend to feel kind of watered down for some reason.
I'll also agree with the two-button throws over forward+HP or whatever crazy people like to put in their games.
-- XS2 is the only good Xenosaga game - Lady Ashe http://backloggery.com/cwistofu
I only know Bison from ST and I like him there. I have no idea what Bison is like in SF4. I can't imagine anyone being worse than Fuerte, though!
throws in SF4 strike me as relatively weak. I guess it depends on your frame of reference. throws are really friggin good in 3s and ST and compared to them SF4's are weaker. the stuff you described that beats crouch tech in SF4 I'm mostly not familiar with though, so it's hard to say. If I had more SF4-specific knowledge I could speak more intelligently on that situation.
in any case SF4 throws are still considerably better than SFxT's. how bad they are in SFxT is just mindboggling to me.
I like games where the focus is on reads and player interaction
combos are fine especially if they're part of a risk/reward game but the combo-riffic games like KOF 13 or Skullgirls or MvC aren't as up my alley since it seems like the combos are the main point of the game
dude, outside of HD combos, kof13 isn't comboriffic. it's more combo-focused than earlier kof games, but putting it on the same tier as skullgirls and marvel is nuts.
hell, sf4 is probably more combo-oriented than kof13.
--
"Oh God, maplejet's trying to be cool again. I'll call the ambulance." - Wylvane [NO BARKLEY NO PEACE]
I like games with good mechanics more than anything. It needs to feel good to play, and needs to make sense. SFIV does this very well, and it's why it's by far my favorite fighting game. It's the perfect Street Fighter game.
-- "When I was a young man, I had liberty, but I did not see it. I had time, but I did not know it."