I noticed that Japanese players rarely empty jump -> throw. However, some other people do and I’m one of them. The first thing I wanted to post is how I do it, which I thought was pretty neat. Don’t know if other people do it this way, but I haven’t seen it anywhere. What I usually do is jump in and tap forward for a parry, input throw, then tap forward again. I time it so the throw is just when you land. The idea is if you input the throw during the parry freeze (and your character doesn’t have an air throw) nothing will happen. If you don’t parry something you’ll land and throw, but if you do parry something the second tap forward parries again for slow multi-hit anti-airs like Ken and Gouki’s dp’s or Ryu’s EX dp. If you want a non neutral throw you can also do forward, back+throw, forward.
The other thing I wanted to post was something I thought of a long time ago but haven’t put into practice. It’s basically a defense against the guessing game around deep jumpins and empty jumpins followed by an immediate throw. If I input a parry and a follow up and they empty jump, then they land before my follow-up hits and are able to throw me. If I guess right that they’re trying to empty jump yit’s possible to punish big and even do cmd grabs as AA’s or jump straight up for a full jumpin combo, but it’s way risky obviously. Another option is to just block and tech if you see them land without sticking something out. One more option would be to parry > throw by default. The problem I have with this is that if it’s not a super deep jumpin I often do the throw too early making it whiff OR if it IS a super deep jumpin they can land and tech the throw which is infinitely annoying. I’ve seen YSB and a local Hugo player even do super deep body splash into insta-land 720. So anyway, what I came up with is a variation on SGGK. Input parry, then kara-throw using whatever move you want to AA with to kara into throw. If they attack and you parry the normal you did first will come out and hit, if they empty jump you will usually tech their throw (if that’s what they’re doing anyway). I say usually because the big problem with this technique is that if they are slow with throwing you or you do it too early, it is possible for them to throw you out of the start-up of the move you’re kara-canceling. This technique benefits characters with launcher type normals a lot because they can follow up with a juggle. Like the twins into (close) MK~LP+LK or Ibuki with (close) HK and Oro with (close) MP. This technique also loses to empty jump into low attacks.
So, opinions on practicality? novelty? gimmick? am I being silly?