In sfv i’d like to know an appropriate counter for people who are very good at teching throws. Any input would be appreciated
Walk towards them, walk backwards stick out a button for the counter-hit.
Go for a cross-up with a built-in frame trap.
Walk up neutral jump.
Hit them meaty on wake-up.
Kind of depends on if they go for a delayed throw tech or tech immediately when they see you walking up.
Kinda helps if you tell us what character you play. Some have different option for blowing up throw techs.
I play as karin. a really really bad gold karin
get better at setting up your throws.
Can you elaborate a little more?
@“Kinniku Buster” thanks for wasting everyones time. Including your own.
@WOKMAN I’ll look into it. Thanks.
If your throws are getting teched this means you are predictable in your offense. Ask yourself in what situations do you actually throw.
Generally the best moment to throw an opponent is to use a FAST and LOW HITSTUN normal with minimal PUSHBACK, in Karin her case it would be the st.lk.
So once you are in an opponent their face on a knockdown for example you time you st.lk when they get up. after that you either throw or do a medium for example.
This is good because st.lk will combo on counterhit into a cr.mp, if the st lk is blocked and they press a button then the cr.mp will hit them and you can link another medium and finish the combo.
If you are going to try a throw after a medium attack like cr.mp, then you need to walk forward to be in throw range. The walk forward gives it away that you want to throw, people are reacting to this little walk forward.
You can use this walk forward as a BAIT. Next time you walk forward a bit and then slightly back and either do st.hp or cr.mk xx tenko or whatever you want.
The st.lk leaves you close enough so that you do not really need a walkforward(a tiny step), so it’s mainly a guess for the opponent, do st.lk and next time do a very small step backwards and do cr.mp, and you can then link a cr.mk for example afterwards and finish the combo.
You can change it up by doing a st.lk and “stagger” your pressure string. A lot of the better players delay their buttons and throws a bit so they won’t get caught. An example would be st lk, very sall step forward and another st.lk and then a cr.mp. You are looking for a counterhit in this instance which allows the st.lk, cr.mp to combo, you commit to this string regardless.
Another example is after you jump and they block and you go for a throw. You can do a jump and expect them to block it and then do a neutral jump which will catch the recovery of them throwing. This situation is a pure guess for the opponent as they don’t know if you will go for a throw, a normal or a throwbait in those instances. A delayed throw tech covers two options, they’ll block the next attack and tech the throw attempt.
when pressuring the opponent you need to take in ques of what the opponent is doing, a few examples:
- counterhit when they are crouching(means theya re pressing buttons)
- counterhit while they are standing(probably means they are either doing a standing button(if a character has a fast standing button this might be the case like Vega), or it was them trying to throw)
- counterhit and they are airborne(means they are backdashing)
- no counterhit and standing(they are trying to jump away)
- no counterhits, nothing nada(they are ither delaying their buttons a LOT(which means you need to stagger your offense), or they are pressing nothing and you can get free throws)
In general you want people pressing buttons and teching throws, this makes it easier to land bigger damage.
*The throw baits described above on the ground where you use the walk in and walk out is called a “shimmie”
A thousand thank yous for the reply. When I play as karin my main source of offense is usually to get the knockdown so I can use st lk. as a meaty into throw or pressure string. My main issue is, like you’ve outlined, i’m just simply too predictable. I will definitely try staggering my strings to fish for CH - as well as learning how to “shimmy” properly.
There are so many minor details that I really haven’t been paying attention too(the ques you outlined are proof of this), but I guess it’s all apart of the process! Again, thank you so much.
You can train the shimmy with the dummy:
1 - Set it to all block. Then record a wake up action as throw and turn it on.
2- Throw the dummy so you get can get a knockdown (remember to leave the recovery as “no recovery”)
3- Walk forward
4- As soon as he starts to wake up, walk back
5- Visualize the dummy sticking their arms and confirm he is grabbing nothin’
6- Stick a long cancellable normal and combo.
To further develop that, set two wake up actions to simply block (so you’ll have one throw and two blocks happening randomly).
Repeat until step 5. Then, if he throws, you cancel the normal into a combo. If he does not throw, do nothing after your normal. You might try to buffer your special.
To develop that even further, just stick your normal reacting to the throw attempt. It’s way harder. That’s what PROs do when you see them walking back and forth right in front of each other doing nothing.
Some material to help you out: