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Throw Techs...C'mon Man...

It's the worst aspect of this game, it's horribly designed and counter intuitive. You legitimately have to not only win a coin toss but make the read that the person is not going to stomp your ass with his mixup and take 30 or 40% of your health. SF4's tech system is perfect in comparison.

Also, pointing out a horrible mechanic is not crying, NRS has yet again made a horrible decision for the competitive player and it's objectively so. Anyone who can't handle criticism needs to hop off NRS and MK's nut sack and learn anything is fair game.
What makes you competitive?

I thought making reads and shit about throws comes with that spirit?
 

JTB123

>>R2 - BF4 = Unblockable.
Hopefully this will help some people understand throw teching more and how throws can be used to punish. The latter is particularly handy when not wanting your opponent to break.
 
reminder that in super turbo you couldn't jump out of tick throws, they did like twice as much damage as MKX's when not teched, and even teching only reduced the damage by half or so. oh yeah, and throws were instant (0f) and had no whiff animation, so some characters had an OS with throw/AA normal. AND you couldn't tech throws that could be mashed for extra damage, which were the best ones already. teching was mad easy in that game, but aside from that throws were insane.

reminder that guilty gear (at least pre-xrd) also had 0f throws with no whiff animation, allowing for the same kind of OS. unlike in ST you could convert some of those AA normals into full combos though! most characters could also combo off of their throws, generally for similar damage to unteched ST throws but better corner carry. guilty gear also didn't have throw techs AT ALL until accent core, and even then it was a 1-frame window.

and these are often considered some of the best fighting games of all time!

not exactly comparable to today, but the point is that throws can be much more powerful than they are in this game without killing it. i think throws have been TOO weak in the modern era and welcome MKX's implementation.
 

Eddy Wang

Skarlet scientist
Hopefully this will help some people understand throw teching more and how throws can be used to punish. The latter is particularly handy when not wanting your opponent to break.
You should make one where we can actually duck throws and whiff punish. I'm enjoying your videos so far and i think you should do them very often.

Also there is few things ppl are rarely using in this game:
In MKX you can full combo punish advancing specials by jumping backwards as a combo starter, in MK9 it wasn't possible, in MKX is.

Also, ppl need to know what can be reversal punished.
 

cyke_out

Noob
reminder that in super turbo you couldn't jump out of tick throws, they did like twice as much damage as MKX's when not teched, and even teching only reduced the damage by half or so. oh yeah, and throws were instant (0f) and had no whiff animation, so some characters had an OS with throw/AA normal. AND you couldn't tech throws that could be mashed for extra damage, which were the best ones already. teching was mad easy in that game, but aside from that throws were insane.

reminder that guilty gear (at least pre-xrd) also had 0f throws with no whiff animation, allowing for the same kind of OS. unlike in ST you could convert some of those AA normals into full combos though! most characters could also combo off of their throws, generally for similar damage to unteched ST throws but better corner carry. guilty gear also didn't have throw techs AT ALL until accent core, and even then it was a 1-frame window.

and these are often considered some of the best fighting games of all time!

not exactly comparable to today, but the point is that throws can be much more powerful than they are in this game without killing it. i think throws have been TOO weak in the modern era and welcome MKX's implementation.
Or soul calibur that practically uses the same 50/50 guess on throw breaks as mk. You can't see which throw to break and you have to guess between breaking with A or B.

Or virtua fighter 5, that is even worse than a 50/50. You have to blindly guess between 3 different options. Neutral, forward or back break. There are no visual clues just like mk or sc. Just make a guess.

You know what else all those games have in common besides having to guess on a throw break? You can duck all throws. So if you read a throw, just duck and punish accordingly.
 

Redk9

Noob
No one is saying throws shouldn't be good. No one is saying they shouldn't be as strong as they are. But requiring someone to let go of block, tech in time, and guess the direction in which they are being thrown is not a good mechanic in my opinion. There are other games with strong throw options without requiring you to hop through hoops on fire.

And no saying "This is Mortal Kombat not *insert game here*" is not a legitimate argument.