Air throw properties

As a player who's only recently started playing a character that has an air throw, I'm curious about the specifics about exactly how they work. Specifically, some of the things that I was hoping to learn are:

 

1. Can an air throw be performed at any part of a jump, or just some parts? (i.e. while rising, at the peak, while falling)

2. What does the typical air throw's hit box look like? Directly in front of the character?

3. Do air throws behave differently than ground throws in terms of priority versus other moves?

4. Do normal air throws differ among characters who possess them, and if so, in what ways?

5. Do command and/or ground-based air throws (Guy, El Fuerte, Rose, etc) have different properties than normal air throws? Do they beat regular air throws?

 

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created May 17 '10 @ 15:49 by:

Keres
Rep: 900


Responses (3 total)

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1. As mentioned by others, where exactly you can execute an air throw depends on the character, but generally, you can use an air throw at any point of the jump (on the rise, at the top, and on the way down).

2. An air throw, like other throws, doesn't really have a "hitbox", but for all intents and purposes, it is the same thing.  There is an area around the character attempting the throw which if it comes into contact with a vulnerable area of your opponent, you will throw them.  That being said, the air throw "hitbox" is typically in front of the character.  For example, here is the hitbox for Guile's air throw:

In the above example, the blue box represents what part has to overlap the opponent's vulnerable hitboxes in order for Guile's air throw to be successful.

3. Air throws and ground throws behave the same, in the sense that they extend an area that if it connects with a vulnerable part of the opponent (and while the opponent does not have a hitbox that isn't hitting your vulnerable hitboxes), then you will throw them.

4. Yes, air throws differ among characters.  Using the example of Guile above, you can see two numbers in the hitbox, indicating the width and the height of the hitbox.  This area will differ in size and in placement among characters.

5. Yes, command throws are different than regular throws/air throws.  Command throws will always beat out regular throws.

5

created May 22 '10 @ 5:24 by:

casperOne ♦
Rep: 2159


1: Depends on the character.  Guile, for instance, cannot air throw immediately after leaving the ground, if you try you get a jumping short instead.  If you input your jump command simultaneously with the throw as Cammy you do get an air throw, but her throw start up is slower than normal (5 fames vs. 3 frames) so she doesn't execute it until later in her jump.

 

2: Hit boxes vary a great deal.  Guile's backwards air throw has can grab opponents further beneath him than his forward throw.  Claw and Cammy seem to have pretty good hitboxes diagonally below them for their throws, but Chun Li needs the opponent to be right in front of her.

 

4. The big differences between different characters air throws, aside from the hitboxes, are the ranges start up frames.  Guile has the greatest range on his throw at 1.25, followed by Claw with 1.2, ranging down to 1.0 for Cammy, only ~10% better than a standard ground throw.  Hakan has the fastest start up for his air throw at 2 frames, most characters have 3 frames, and Cammy has 5 as previously mentioned.

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created May 19 '10 @ 0:32 by:

mrd1919
Rep: 91


To question #1 Yes a air throw can be performed at any part of a jump. (i.e. Beginning, Peak, almost on the ground.)

 

and to question #5

 

- Guy's Air throw I believe can grab you no matter what I am not sure if you can duck it (that is a thought)

- One of El Fuerte's Ground/Air throw (Propeller Tortilla) can be dodged by jumping and the other (Guacamole Leg Throw) can be dodged by not jumping near him. or better yet NOT jumping at all.

- Rose's Command Air Grab can Only grab you out of the air.

1

created May 18 '10 @ 16:02 by:

Cool3stNERD
Rep: 229

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