Oh, I get it, so you basically guess neutral throw but it's literally going to be another and you just buffer another throw escape immediately? Making the initial guess wrong doesn't matter. Why does that sound easier in theory than fs, except that fs is only easier because you don't have to press the throw as it happens and not hold it down. Also, I understand you have to learn every characters unique throw
In VF4, you basically had the opportunity to enter as many throw escape inputs as possible within the allowed window (~16f?). In practice, most humans could manage to enter 2 or 3 clean TEs consistently but you had to guess which directions to enter. Some characters had up to 6 different throw directions for you to guess from, which means your probability of success was anywhere between 2/6 (33%) or 3/6 (50%).
(con't) Selection of TE direction in VF4 was typically prioritised by damage, but also ring position, player habits, mind games, etc, so the TE percentages would either go up or down, depending how good you were at reading the opponent or situation.
(con't) In FS, you have 1/3 (33%) probability of success, and the execution is significantly easier. You still need to have the same awareness of throw damages, player habits, ring position, mind games, etc, in order to select which TE to use, but the execution barrier has been removed and I think the game is better for it. (end)
This was a pretty silly system against the likes of Jacky who only had 4 possible throw directions in total.
Mar 16, 2016
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Comments on Profile Post by Myke