Basic Q&A Thread

Pick up Mitsurugi, he can put Pyrrha to rest with his punishes, that are almost always SAFE on block. It's either him or Natsu maybe, but I don't like her (Taki was better).
Umm... I'm confused, please clarify for me:

Mitsurugi has a weak punishment game, his big punishment tools are unsafe and Natsu is superior in every aspect of gameplay to Taki.
 
Umm... I'm confused, please clarify for me:

Mitsurugi has a weak punishment game, his big punishment tools are unsafe and Natsu is superior in every aspect of gameplay to Taki.

Well, it appears from my experience that Mitsu has a good whiff punish game, so if you read your opponent and react to their verticals, then its smooth sailing
 
1. Sometimes when I try to throw people on their wakeup they seem completely avoid it and go straight from getting up into an attack. In Street Fighter initiating a special move immediately after being grounded is a reversal. Is there a "reversal" mechanic in this game that allows you to avoid certain moves on wakeup?

2. My reactions are very slow (can't block lows under 18 frame startup) even though I try to get them better, so I need help with this one a lot. I played Tekken briefly and I could never break throws on reaction in that game. On the very rare chance I actually recognized a throw animation it would always take too long for me to distinguish if it was a 1, 2 or 1+2 throw. In Street Fighter I break throws most of the time because you can option select tech during block strings. Also there are a lot of situations (empty jump, walk up, dash in), that you just press throw in reaction to the move giving you plenty of time to tech. I watched this already, but my question is is there a trick to avoiding throws, while still defending against mids without having to throw break on reaction? Like an option select or something? I've been eating throw/mid mixups on wakeup all day every day since release...

EDIT: I was just reading the first post in this thread and read about guard throw escapes. That post was made in 2009 so I don't know if it still applies to SCV, but if it is, that's exactly the type of thing I'm looking for. If someone could clarify that for me, I'd appreciate it.
 
There isn't a "reversal" mechanic, but you can perform While Rising moves (some characters get 236 stance moves) from the ground in Face Up Feet Towards position or Face Down Feet Away position. Some of these moves can interrupt your approach, some can beat out your throw and some have tech crouch frames that also deny your throw.

If you must throw them, the best thing to do against players who abuse this is to walk up and then guard. They'll attack, it'll get blocked, and then you'll probably be in good range for a throw.

The best way to avoid throws is to hold G and mash A or B. When you feel throws coming, make it a habit to mash A or B while holding guard, your break percentage will go up.

Remember to only do this when you feel the throw coming but you're not sure, as standing there and mashing buttons may slow your reactions so you can't step or duck whatever big moves the opponent throws at you.
 
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