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Oh good. Now I feel better. A few tutorials I think could have been designed better.
It depends on whether you play fighting game to have a second nature to it, or are new to them entirely, as some people learn the basics of these games faster than others.
I am absolutely new to fighting games entirely
The way I've been working with the tutorials is to learn a few techniques and then test them out through trial and error.
Throws have a 7f startup and the throw-break window is 11 frames wide therefore the time you have to see the throw and react to it with a break is about 18 frames.. but when you include the build-in frame skip its more like 16 frames.. which is borderline.
Pure twitch reflexes are about 11 frames for most people, but at that point you're just seeing movement from your opponent and making a guess. When you add on the time it takes to identify the throw animation and then react with a throw break, its much, much harder.
Most people look for those sudden pauses in combos or stops in block chain. But those are not reliable at all. Some stuff like a blocked squigly dive kick has no movement telegraph. Even if do spot a early telegraph, it can be a fake. The same pause might lead to a c.lk or a burst bait, guess wrong and you die.
Just recently I start doing this fun air throw/burst bait 50/50, both comes at the exact same time with the same delayed jump. Good players gets out of the throw sometimes, but then they will almost always get burst baited once I made obvious that I can throw reset.
Proper spacing and not getting into block chains are the only reliable ways of defense.
I have escaped throws on reaction in Soul Calibur V only because the animation is both long enough and noticable. Guessing a grab in Soul Calibur might be possible but not always necessary with a proper "mental template" of what the start up animation of a grab is combined with good concentration and enough practice.
Street Fighter, MvC, and SkullGirls you're on your own; it's a guessing game when grabbing/teching.
SkullGirls might be the worst offender if only because there are enough fast normals you can use instead of a throw to fake an opponent out. Pushblocking is a good counter to grabbing but can be counter productive in certain situations.