Saturday 5 December 2015

SFV Throw System



The subject of Teching. I'm obsessed with it!

In SFV, throws have 5F of startup. They activate standing or crouching. This is a massive change compared to SFIV and is more in line with SFxT in terms of their speed and range. The overall decreased speed of light normals and lack of crouch teching mean that teching a grab is a definite commitment. The reward is much lower too; they don't cause hard knockdown anymore.

When teching a grab, there is an overall tech window of 11 frames. This consists of:

4F Startup (throw)
1F Throw Connects
7F Tech Window (Inclusive of frame the throw connected on)

When a throw tech is inputted, the game instantly techs the grab and the throw tech animation plays. This is massively different to SFIV, which had a tech window of 11 frames, broken down like this:

2F Pre-tech
2F Startup (throw)
1F Throw Connects
7F Tech Window (Inclusive of frame the throw connected on)
1-11F Tech Decision Period

It doesn't look like much is different, but the core of throw teching has been completely changed. SFIV played the throw anim up until the eleventh frame when a throw lands, and if the game has received a throw tech input in that period, then it plays the throw tech anim on the twelfth frame. In SFV, the throw tech anim is played on the frame the throw is teched. If the throw tech was inputted before the 7F tech window, then the throw tech animation is played on the first frame the throw lands.

Finally, because of these changes, as well as the overall changes to the input system in SFV, you cannot Pre-tech. In SFIV, you could input a tech up to two frames before a throw lands whilst in knockdown recovery or blockstun as a means of safely teching meaty throws. In SFV, the longer input buffer means that if you input the throw 2F before blockstun ends, the throw will come out regardless.

Thanks, and hope this helps!

2 comments:

Unknown said...

Excellent and informative

Unknown said...

Excellent and informative