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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!moe.ksu.ksu.edu!ux1.cso.uiuc.edu!news.cso.uiuc.edu!uxa.cso.uiuc.edu!el27166
- From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
- Subject: How to counter-throw
- Message-ID: <C04FLG.8I6@news.cso.uiuc.edu>
- Sender: usenet@news.cso.uiuc.edu (Net Noise owner)
- Organization: University of Illinois at Urbana
- Date: Thu, 31 Dec 1992 11:22:26 GMT
- Lines: 174
-
- Okay, I'm sick you whiners out there complaining about how hard it is
- to get out of ticks. In fact, it's not hard at all. Once you learn how
- to counter-throw effectively, throws and ticks won't peeve you as much.
- All you need to do is learn how to counter-throw 50% of your ticks. At
- that rate of uncertainty, most people would rather not take the chance.
-
- (Psychological studies show that given a choice of having $1 or a 50/50
- chance at having $2, most people choose $1.)
-
- So, let's start with the easiest ones to counter and move on to the
- hardest ones.
-
- 1) Ken/Ryu's flying knee, throw:
- If they're really bad tickers, they'll do the knee early in the jump.
- This is a sure sign of a No-Thrower trying to tick. If they do this,
- you can walk into the hit and then throw. That is the simplest sac-throw.
- If you're playing an arcade which 'allows' throwing, you can walk into
- roundhouse kicks which are timed to early and sac-throw. Beware, if
- you don't know what you're doing, you could get comboed. It takes a
- little practice to know when you can and can't sac-throw.
-
- Once you've mastered the sac-throw, you can try to block and then throw.
- The key here is not to tap the buttons until AFTER your opponent lands.
- If the opponent hit you high, wait until he gets on the ground before
- trying to throw. Then, you can tap the buttons as much as you like.
- You will NOT be able to throw the opponent while he's in the air, so
- why push the buttons? When you push the buttons like that, the computer
- interprets it as your intention to do a punch. You can't. You're still
- temporarily 'stunned' from the block. But you can throw, even though
- you can't do a normal move.
-
- 2) Ken/Ryu's short, short, throw or other variations:
- Some people think these are impossible to get out of. You have to
- catch me offguard to pull on of these off me. For the less advanced
- player, you can play anticipation. If you THINK your opponent is going
- to try this (and it looks REALLY obvious), then try to throw after the
- first or second jab, depending on what you think your opponent will
- do.
-
- Always counter-throw backwards (toward standing defense). There is
- no advantage in counter-throwing forwards. Some characters (Guile)
- get messed up with their charge if they counter-throw forwards.
-
- So if you're playing anticipation, wait for that first tick to hit and
- then move the joystick from defensive crouch to standing defense and
- hit your button immediately. If you do it right, your opponent will
- get thrown out of an attempted throw or roundhouse. I've thrown
- No-Throwers out of their short, short, roundhouse patterns just because
- that's my reaction. They still consider it 'cheap'.
-
- Once you're confident with using the anticipation counter-throw
- technique, you can move up to reaction counter-throw techniques.
- This is necessary if they people you play use tick-fakes (they're
- a lot of fun, really!). The ones which occasionally get me involve
- the dragon-punch. They go like: short, short, <.1 second pause> DP.
- The reason is that the very brief pause is my cue to counter-throw.
- If the pause is NOT inserted, I know there is no way for me to get
- thrown. The opponent will do a roundhouse sweep or flub a throw attempt.
- That slight pause in button pressing MUST be there in order to throw.
- So listen for it. If you hear it, counter-throw as described above.
- Most people don't try to fake a tick since they think the tick itself
- is more effective. Once the tick becomes INeffective, then they'll
- try something else. So it's your job to force them to try to fake-tick
- you :-). It's a compliment to you, since it says they fear your
- counter-throwing abilities.
-
- Fake-fake-ticks: What I like to do is make it seem like I'm NOT going
- to tick, but then come in for the tick anyway. In a typical situation,
- I'll start my short kicks, and the opponent with be trying to counter-
- throw before he gets up. He fails, and gets hit by the shorts. So
- I do three of them, and he stops pounding on his buttons... THEN I
- come in for the throw. It's nasty and very surprising. In this
- situation, you're not supposed to coutner-throw. Do a roundhouse
- sweep instead. Use your discretion. Of course, there are even more
- fakes, but I won't go into them. It seems most people can't even
- counter-throw consistently, so the world of fakex5-ticks and other
- subtleties would be lost on them. This is a whole dimension of SF2
- for you to discover, if you choose.
-
- The flying roundhouse, walk in and throw tick:
- Again, this one looks pretty obvious when it's coming. Players at
- UIUC tend to do combos after their initial roundhouse is blocked.
- If they don't do a combo and start walking up, then it's a sure sign
- that something sneaky is about to happen :-).
-
- Okay, so now that you know your opponent is going to try something
- after you blocked a well timed flying roundhouse or fierce, what
- can you do?
-
- I'll tell you what you CAN'T do: You can't do a normal move, and you
- can't do a special move, and you CAN'T throw. That's right. Immediately
- after blocking, you can't do ANYTHING! But that's okay, because if you
- block, your opponent CAN'T do anything to you while you're in this
- 'blocking stun'. Shortly afterwards, you stun will be gone and you CAN
- do something. But you must do the right thing.
-
- You can do a special move: DP, Blanka Ball, or whatever. You may
- put the joystick motions for a DP or SPD into the buffer after you block,
- but it won't come out until after you're out of your 'block stun'.
- Incidentally, doing this with the SPD is an easy way to stop ticks.
- Just do a SPD from Def. Crouch to Def. Crouch everytime you block a
- high attack. If they happen to come in too close, they're taken for
- a ride!. However, doing a DP, Blanka Ball or whatever may leave you
- vulnerable to fakes and such. (I fake Blanka's into doing balls into
- DP's and fake Ken/Ryu's into doing useless DP's which get thrown or
- roundhouse swept).
-
- So what you want to do is counter-throw, because it doesn't leave you
- as vulnerable. And besides, that's the point of this post, remember?
- Well, when you're in your 'block stun'--- loosely defined as the time
- in which no special moves may come out, even though you 'performed' them,
- do NOT try to throw. You cannot put the throw into the buffer like you
- can with the special moves. You must time is so that you press the button
- to throw IMMEDIATELY when you are able to. Not a second before, not a
- second after. And only do this when you know your opponent is within
- your throw range. So what do you do in the meantime? BLOCK! In defensive
- courch. Your opponent can't hurt you. Even if s/he tries to throw, s/he
- will fail. If you keep tapping the buttons, you're sure to get thrown
- because the computer interprets that to mean you want to perform a normal
- move. If it comes out, it'll just help extend the throw range of your
- opponent.
-
- So, there's really only two things to consider: the range at which you
- are able to throw, and the time at which you are able to throw. You
- probably know the range, if you play with throws at all. And you certainly
- must know the timing, if you've played the game at all. So just put the
- two together. Only throw when your opponent is in range, and you are able
- to throw. In any other case, sit in defensive crouch. your opponent can't
- hurt you. And remember not to tap the buttons before your opponent is
- in range, or before you're ABLE to throw. If you do, you'll mess up your
- counter-throw.
-
- I find the easiest tick to counter is Guile's follow the sonic boom/throw.
- I am very rarely caught by this tick or its many fakes. If Guile gets
- within your throw range, and you're able to throw him, then do so.
- Otherwise, block. If Guile tries to stick his leg out or anything, and
- he's within your throw range and ability, then he'll get thrown out of
- his sweep.
-
- All of these techniques can be applied to any character. Their 'block stun'
- times are the same, but their range varies a bit. I find Guile to be
- the toughest character to perform counter-throws with. Zangief, of course,
- is the easiest, followed by Blanka and Ken/Ryu. Dhalsim, Vega, and others
- have good range throws, but sometimes I have difficulty with their counter-
- throws for some reason or another. I have no trouble counter-throwing
- with Sagat (He has pretty decent range sometimes, too!).
-
- You counter-throw should be a very fast motion. I can sometimes try a
- counter-throw in between Ken/Ryu's short sweeps. If I'm anticipating,
- and I anticipate wrong, you'll see my character stand up for a brief
- instant in between short sweeps and then go back into defensive crouch
- in time to block the next sweep. Ideally, that's how fast your counter-
- throw motion should be. After all, how long does it take to move the
- joystick from defensive crouch to back defense and hit a button once?
-
- I hope you have success learning how to counter-throw out there! There's
- great satisfaction in knowing that you performed a very difficult move
- to best 'cheapness'. For me, the novelty has worn off quite a bit, but
- for a long time, it was quite a rush to counter-throw successfully!
-
- A good counter-throw also looks good too. You'll be able to throw your
- opponent from a fairly great distance. What my counters look like is
- this: One moment, Ryu is sitting innocently in defensive crouch, waiting
- for an opponent to come into his throw range. The next minute, the
- opponent gets sucked up about an inch and gets hurled behind Ryu. Blanka
- can get some very long counter-throw ranges which amaze even me sometimes.
-
- It takes some practice to get a good feel for it. Every so often I lose
- the feel because I play in a No-Throw arcade and lose my edge. Oh well.
-
- - Ming
- --
- Eu-Ming Lee (aka CyberGeek) el27166@uxa.cso.uiuc.edu
- If you have nothing good to say, sit down, shut up, and post to USENET.
-