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I'd rather jump away and eat an AA, than being stuck in there, and if I ever do get there, I drive reversal the first chance I get to get out of there.
no. you were never reacting to throws to tech them. you tech via reading the situation and your opponents habits to get a feel for when they are coming. you aren't teching a 5 frame throw on reaction in streetfighter.
much like you aren't blocking a 8-9 frame medium low on reaction when you're walking back.
Jump ins plenty slow enough to react to with an AA.
the success rate of using a normal or even some specials as an AA is on you and your positioning / timing with the option you chose. some choices will lose, some will trade, some will whiff entirely and others will always work clean if you are positioned and timed right for the option you decided to go with.
overheads have always been slow enough to block on reaction.
DI being even slower than overheads also easily blocked or counter DI'd on reaction. (or parry'd if you don't have the HP left to counter DI.
crosscut DP's are a skill to do exactly that. catch people that try jump out or cross you up with a jump in at closer range. do them wrong and your DP will go in the wrong direction and you'll get punished for the whiff.
the higher you go the less useful DI is and the more of a risk throwing it out becomes.
the only way to reliably land a DI in high level play is to pressure and mix them so hard to a point where their focus considering DI as an option completely lapses.
this is a strategy that's used not for just DI but pretty much anything. you can do the same thing with never jumping while your are piling on the pressure and then out of the blue you jump and because the focus has been so set on the grounded pressure watching for a jump in left their minds and the opponent cant react fast enough to AA anymore.
you also forgot command grabs that remove the ability to tech as an option.
as for the corner. the corner is always dangerous in every 2d fighting game or being backed against the wall in in a 3d fighter like Tekken
if you get manoeuvred to and get stuck in the corner. your opponent is just playing better than you. practice more and work out what your doing wrong for it to happen.
While I more often guess than react if I'm cornered, I'll also try to condition. If I wake up EX DP a few times in a match for example, whether or not it works, I'm teaching my opponent that I tend to do that, which means the next time I'm waking up in a corner, I can guess they're going to wait for that DP again and that reduces the # of options I need to anticipate.
I mean one tries to get out with a strike, but end up trading blows. Trades seem to happen more in this game, so what would be a get out results in a tie (both losing life, one still stuck), or even losing a match (whoever is cornered has few HP, and remains outbalanced).
If one learns to read the opponent, one is surely reacting.
Command grabs count as throws, since one possible answer is the same: jump and hit.
I find very hard to decide that if the one who gets stuck in the corner is playing worse, mainly when some characters have strong corner carriers against others than don't.
SFV had a button priority system
on simultaneous hits Hard's beat Medium's beat Light's that was the design for crush-counters so heavy's stomped other inputs most of the time.
other SF games are like 6 in that strength doesn't matter and you'll trade on any simultaneous hits.
Alpha 3 is the king of priorities in SF. Actually that is the one I've played most, followed by II and III. Don't try to make assumptions, surreptitiously inferiorizing people.
as far as i know SFV and 3rd strike were the only SF games that had button priority for simultaneous hits.
all the other SF games its just hit box vs hit box and if the active frame boxes collide you get trades just like sf6
Skill issue.
And again. If ya'll think getting cornered on SF6 is THAT bad, go play MK11.
Nice stats. So we and the pros have skill issue, but you're doing fine? Please, send me your profile name, I want to add you to learn from your replays.