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Thread: TNL Fighting Game Debate Club

  1. Not everyone has Jab + Short on the ready. I played in many a tournament where I was allowed to map buttons for 3S and I always mapped the throw. If I didn't need to hit all 3 punches or kicks for the ultra rest assured my pad would get a mapped throw button and no one would throw me.

  2. If they had the same option I can guarantee people wouldn't even attempt throws at a certain point in the tournament, but I think mapping for SRK tournaments is illegal.

  3. I don't think I've ever seen a high level SF4 match where someone wasn't thrown, just sayin.

  4. You don't always have your fingers set to hit Jab + Short when the throw comes out. If you had a mapped button (like those extra two on each 360 stick I've seen) I can't even FATHOM any top player getting thrown what with those huge tech windows.

  5. If the window isn't huge enough that top level players are able to move to jab-short on reaction then it really isn't that huge is it?

    I mean I know it's huge compared to other games but unless you're able to tech consistently on reaction there's not that much of a difference outside of it just being easier to tech when you're trying to, which really doesn't seem so bad to me.
    Last edited by FirstBlood; 22 Aug 2010 at 10:16 PM.

  6. Quote Originally Posted by Razor Ramon View Post
    Not everyone has Jab + Short on the ready.
    Pad players get no sympathy or respect from anyone, you know this.
    -Kyo

  7. Give me a PS2 pad and I'll show you what's what with Yun in 3S.

  8. your video actually kinda helps my argument, 5 or 6 successful throws out of 20-25 or so (a rough estimate, its probably higher) is only about a 20% success rate... you got a funny idea of "plenty" brosef

    also, fyi, I didn't said they never get landed, I said they are more worthless to use in this game than others because of how easy they are to tech (again, video helps my point of view)

    edit: they'd be more worth it if they put the throw-ee at disadvantage or did chip damage or something instead of resetting advantage to 0 for both players
    Last edited by cka; 22 Aug 2010 at 10:26 PM.

  9. Quote Originally Posted by cka View Post
    your video actually kinda helps my argument, 5 or 6 successful throws out of 20-25 or so (a rough estimate, its probably higher) is only about a 20% success rate... you got a funny idea of "plenty" brosef

    also, fyi, I didn't said they never get landed, I said they are more worthless to use in this game than others because of how easy they are to tech (again, video helps my point of view)

    edit: they'd be more worth it if they put the throw-ee at disadvantage or did chip damage or something instead of resetting advantage to 0 for both players
    Well, obviously that % will be proportionately higher with lesser players. And yeah, I'm actually kind of comfortable with the rate of them landing being that low. It feels well balanced to me, moreso than in past games like CvS2. Like I said earlier, de-emphasizing normal throws puts the emphasis on landing combos, which is just more interesting imo.

    One compromise could be if throw characters got an advantage after a throw break or a shorter window for opponent breaks. That would make more sense.
    -Kyo

  10. Throws don't do shit in SF4. Even for positioning purposes they're not really as great as they are in other games. I'm more concerned about unblockable ultras than throws.

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