I can't see grabs: is there something wrong with me...?

BT9M1BT9M1 Joined: Posts: 23
I apologize in advance if I post things in the wrong area

I've always had trouble seeing grabs in SF. However, if people spam grabs, I can anticipate it a bit, however, I really have trouble visually seeing grabs. Not command grabs but the universal grab.

I looked it up and on start up it's 4 frames :/ that's pretty fast.

So I wondered. Is there something wrong with me...? Should I be able to see them easily...? Do I just suck >.< Or is it simply that I have not played enough SF

I don't have as much trouble in Tekken. Tekken is unfortunately often much harder, because you have 3 universal grabs and a lot of characters have character specific grabs, even the characters that aren't grapplers at all. However the fastest grab in Tekken is 10 frames I believe. There are tricks that at the same time make it easy to recognize grabs and break them in Tekken.

I played SF 2 when I was a kid and some of the others as a kid, but, I only started seriously playing about a year ago. I played SFIV for about 6 months, then SFV for a few weeks, then quit and have been playing Tekken for 8 months or so playing and practicing almost daily, now I return to SFV a much better player, but, I have a lot of the same problems I had when I left. I'm a more motivated player and breaking grabs is an essential skill

Thanks for any answers
SFV - Urien, Akuma
Third Strike Online - Ryu and Akuma
TTT2 - Heihachi, Kazuya, Devil Jin, Bryan
Tekken Revolution: Kazuya, Paul, Steve

Comments

  • Sephiroth73003Sephiroth73003 Joined: Posts: 4,277
    BT9M1 wrote: »
    I apologize in advance if I post things in the wrong area

    I've always had trouble seeing grabs in SF. However, if people spam grabs, I can anticipate it a bit, however, I really have trouble visually seeing grabs. Not command grabs but the universal grab.

    I looked it up and on start up it's 4 frames :/ that's pretty fast.

    So I wondered. Is there something wrong with me...? Should I be able to see them easily...? Do I just suck >.< Or is it simply that I have not played enough SF

    I don't have as much trouble in Tekken. Tekken is unfortunately often much harder, because you have 3 universal grabs and a lot of characters have character specific grabs, even the characters that aren't grapplers at all. However the fastest grab in Tekken is 10 frames I believe. There are tricks that at the same time make it easy to recognize grabs and break them in Tekken.

    I played SF 2 when I was a kid and some of the others as a kid, but, I only started seriously playing about a year ago. I played SFIV for about 6 months, then SFV for a few weeks, then quit and have been playing Tekken for 8 months or so playing and practicing almost daily, now I return to SFV a much better player, but, I have a lot of the same problems I had when I left. I'm a more motivated player and breaking grabs is an essential skill

    Thanks for any answers

    Grabs are not sightable, the basic mixup of SF is to get in grab range where you can't react to the grab and mixup grabbing you or baiting your attempt to not get grabbed (mashing grab yourself or mashing a button). Them being unreactable is the fundamental tenet that creates these mixup situations.
    SF3: Makoto and Ken
  • Missing PersonMissing Person Givin' dat ho ho ho dem eyes. Joined: Posts: 13,745
    It's not about seeing them, it's about judging player tendencies and knowing what kind of tick throw setups each character has and preparing yourself to tech. You often can see the throw frames before they actually execute just by knowing what their next move will be.
    XBL: WatCnBrwnDo4U | PSN: LanierIsPlusEV | CFN: MissingPerson GGPO/FightCade: Missing Person | Steam: [TAS] Missing Person | Battle.net: MissingPersn#1365
    Twitter: JTMMissingPersn | Instagram: jtmmissingperson | Twitch: twitch.tv/missingpersonsrk
  • TizTozBriBruTizTozBriBru Joined: Posts: 253
    edited January 7
    OP probably is used to older games where there was a very definite and clear grab animation. SF5 still has one but its faster. To be honest SF5 grab animations can be ambiguous and some of them i wasn't 100% sure if i was hitting grab or doing something wrong until i tried it out in training mode.

    Just assming op is talking about SF5 cause his signature says so and also that he plays 3rd Strike which is another one with very clear and obvious grab animations. They were awesome too, especially Q's and his supers.
  • NaerasNaeras Terribad Joined: Posts: 3,261
    edited January 7
    You can't react to throws in SF. You have to predict them based on the situation, matchup and player tendencies.

    Also, just to hijack a newbie dojo-thread: what kind of tricks are you referring to for making throwbreaking in Tekken easier? I'm curious, because I'm sort of fascinated by how consistent top players manage to break throws in that game.
  • BT9M1BT9M1 Joined: Posts: 23
    Naeras wrote: »
    You can't react to throws in SF. You have to predict them based on the situation, matchup and player tendencies.

    Also, just to hijack a newbie dojo-thread: what kind of tricks are you referring to for making throwbreaking in Tekken easier? I'm curious, because I'm sort of fa
    scinated by how consistent top players manage to break throws in that game.

    Tekken is just easier for me. I can tell what people are doing or trying to do to me, I can do that with SF but, I can't always figure out what I should do in SF.

    p.m novaroad pilot did a good job answering.

    A good example of dumb shit done online is the stupid shit King/Amor King players will do to do high damage throws. Like silly jump ins then an attempt at giant swing..."ah, you're acting awful weird/annoying, you're getting pretty anxious to grab me aren't you..." :P

    For some reason, in Tekken, I know to watch out for these things so I'm on guard. I know most Akuma players are going to try and throw me at some point, but, I have a tough time breaking grabs. It's frustrating...
    SFV - Urien, Akuma
    Third Strike Online - Ryu and Akuma
    TTT2 - Heihachi, Kazuya, Devil Jin, Bryan
    Tekken Revolution: Kazuya, Paul, Steve
  • FrozteyFroztey That British Dude Joined: Posts: 8,216
    Wow this thread just turned into a Tekken goldmine, thank you for the insight on how throw breaks operate in that game I had no idea.
  • OceanMachineOceanMachine ROCKET LAUNCHER GOD Joined: Posts: 8,747
    edited January 8
    The reason why breaking throws in Tekken is easier for you than doing the same in SF is because you're much more used to how the game works.
    In SF5 throws are 5f and every single character has at least one normal that is faster than 5f (either 3 or 4f). This means that in a perfect neutral situation if your opponent tries to throw you and you press a 3f light button it will beat the throw attempt.
    This only happens in truly neutral situations though. If the opponent has some frame advantage that makes your light button become active at the same time as his throw, then the throw will actually win. This is why tick throwing is such a common strategy across the roster.
    MU knowledge plays a very important role here: some characters like Ryu or Chun can't throw you right after pressing a button and require a microwalk forward to do so, while other characters like Urien or Laura can tick throw you out of basically every light normal because of a combination of long enough throw range, small pushback on their buttons and frame advantage on block. And finally some characters like Cammy or Akuma have a button with low pushback and small advantage on block (+1) that can be used as a tick throw because of the mixup situation it creates (if they try to tech or press a button the might get tagged by their 3f lights).
    Also keep in mind that in SF there are specific throws - namely the command grabs - that cannot be teched or broken. These have usually a long ass recovery though, so if you escape them by jumping or backdashing and then punish them.

    In the end, everything boils down to knowing what the character can do and to being able to read the player's tendencies. Great players are able to see most of the times if the opponent is gonna throw in said situation, but for the same reason they might also be easily baited through shimmies.

    And finally, throws are not extremely powerful in SF5 since the last patch, they deal low damage and don't give any true oki after that. You just need to be careful about the relatively few throw loops that are still in this game.

    When you consider that there are games like GG where throws are instant (even if they have zero range) and give oki setups you'll know that SF5 throws aren't really that scary.
    [SFV] Laura, Vega [3S] Alex, Ken
    [UNIEL] Orie [Xrd] Leo
    [BBCF] Bullet [T7] Claudio
  • MelchettMelchett Go home and be a simple kind of man! Joined: Posts: 1
    Thank you so much for this thread. I was having the same problem, and driving myself to insanity and eyestrain trying to "correct" it.

    Now I know! And knowing is half the battle!
Sign In or Register to comment.