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OP, throws are a necessary part of the game. you can't just hold back and expect to take no damage
git gud and stop that scrub mentality. Tech the throw and move on.
sf6 throws are 5 frames and most of the cast jabs at 4
figure out the rest yourself
Most of the time, I have a stupid habit of trying to use the drive parry thing, and end up "paused" mid action, while my opponent decides how on exactly he'd like to sodomise my character. lol.
Some people jump into throws, some people try to camp you when you get up. If you press two attack buttons at the same time, you roll back on landing, which might help you keep some distance.
Now then, if you're talking about command grabs, like with characters such as Zangief.. I don't know what to tell you other than stay the hell away from that guy; because even at a mid range he has ways to grab you and do nuclear damage; he sucks if you keep your distance though.
There were corner throw loops in SFV that were absolutely devastating. Shimmies in SFV defined a large portion of the meta, and fear of the throw enabled big damage punish combos.
The tech window is also huge by the way, you are probably accidentally teching too early. Calm down and hit the buttons on reaction, you'll realize that you have the world to tech out of the throw.
If a person can throw you out of a move, they can CH you, or even whiff punish if the spacing is bad.
GL OP.
SFIV also had 3 frame throws. SFV had 5 frame startup like this one.
If someone never ever techs throws ill throw them 10 times in a row. lol. Once you start teching it opens up combo opportunities. Its rock paper scissors it wouldnt be interesting without throw.
Throw Technical: Hit throw when your opponent hits theirs to escape the throw.
People generally have a predictable pattern of when they like to go for throws, or when an opportunity for throws presents itself just go for a throw, the conditions are the same for both players. use this to anticipate a throw or tech them.
If I match with someone and notice they never tech my throws. Best believe i'm going to throw them all match.
A good reaction time when you're focused on a visual task is probably around 150-250ms. Visual reaction time is our worst reaction time to a stimuli. In SF6 you have 9 frames after the throw startup connects. Based purely on what you see, that gives you 149 ms.
Given all the other possibilities and awareness you have while playing the game, the reality is that part of it is predicting when someone wants to throw you.
You have way more time than 149ms to react to a jump-in and we're not even consistent with how we react to that scenario.
Learn what your invincible reversal is and use it judiciously. It can cover several wakeup options. Of course, it can't cover your opponents option to block.
how to say I don't have a dedicated throw button
How to play when people don't break grabs or jump.
This all just sounds like an acute case of Skill Issue
OP set a anti grab to LB.. Set parry to RB
set HP+HK to R3
lab using LT (HK) and RT (HP) to get the timing for HP+HK
save R3 for playing laggy matches