The thing is, you shouldn’t even be reacting to the ‘walk forward’ during those 9 frames. You should be teching on reaction the tech window is big enough, not on anticipation of the throw. Obviously during the 9 frames of throw invincibility you could fake a walkup throw and stick out a poke.
So this whole ‘reacting to 9 frames throw invincibility’ is silly. The throw invincibility has absolutely nothing to do with how easy it is to react to a throw. It only has to do with how easy is to mash/jump/counterthrow/alternate guard/backdash out of it when you anticipate a throw.
And even if walking up always meant you were going to do a throw, you wouldn’t be able to react to the 9 frame ‘startup’ all the time, no. But that doesn’t mean that you can’t do a lot about that even on anticipation. If you give your opponent a 9 frame window to do shit, chances are he’ll do something that will make him unthrowable, with various levels of painful punishment.
Before you can even think of tickthrowing someone, you really, really have to make someone incredibly scared. And in those cases, you’re still better off doing something more threatening.
Let’s take a situation like this: Kyo does cr.B you block it.
Now Kyo can walk forward for 9 frames and do a throw attempt.
The opponent sees this and can press b+cl.C at a timing that, if you were to throw he’d tech, if you’d do something else his fast close C comes out. If he doesn’t feel like being balsy, he can alternate guard.
How is this threatening? nothing happens, it’s fairly safe. This is actually more threatening for the person attempting the tickthrow.
Now, good players, will know that if you block a cr.B and Kyo hops instantly afterwards, it sets up a crossup attempt with hop j.d+C. So if Kyo does cr.B and hops afterwards, there’s the obvious threat of a crossup. So what do you do? You attempt to block the crossup. Instead, the Kyo player does the crossup setup, but doesn’t do the crossup but lands and throws.
It avoids the throw invincibility, it threatens with something different, which leaves the opponent more open for throws.
A tickthrow attempt doesn’t threaten anything but ‘a throw is coming’. It should be threatening in more than one way, otherwise there simply is only one answer your opponent has to think of, which should result in a correct reaction. Of course it will not always, but that has to do with inexperience of the player, not the viability of tick throws.
This is what I meant with ‘throws are there to break guard, not to use as an unblockable poke’.
Attempting a tick throw in KOF with a character that only has a normal throw, is pretty much testing if your opponent is retarded/slow. And while this is viable in tournament settings against people who aren’t at a high level, it is not something you do at high level of play.
Grapplers have better uses for tickthrows, as I mentioned earlier can force a jump away/throw tech mixup with their two throws.