Tick throwing in Super Street Fighter 4

What is the best way to execute tick throw in Super Street Fighter 4?  According to definition, tick throwing would be to put your opponent in block/hit stun then attempt the throw, however, when I try this in training mode, the recovery for jabs seems to be too long for the throw to come out (in SF2 Turbo, the tick throwing would be similar to a "teleported" throw animation - which I couldn't seems to replicate in SF4)   

 

If you whiff your attack, then the range is too long for the throw to come out.   If you hit your opponent, then the recovery animation is too long.

 

An example with any character would be appreciated.

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created Jul 12 '10 @ 12:56 by:

ppking123
Rep: 181


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An opponent that is in hit or block stun is not going to be able to be thrown and this was the case in older versions of the game (e.g. Super Turbo).  The reason for this is that if an opponent is in hit or block stun then it's basically an unescapable move which has good reward for minimal risk and level of execution.

Street Fighter 4 is also different from Super Turbo (but not Third Strike) in that you can tech throws.  This limits the usefulness of tick throws in a number of ways.

Assuming you are in range (and you aren't using a command throw), your opponent always has the ability to tech your throw, meaning they can execute a throw command when they see the animation for your character's throw, and if they do it within a certain frame window, the throw will be negated.

This leads to the crouch-tech option-select, where your opponent can crouch and hit LP+LK at the same time.  If you try and throw them and are in range, the throw will be teched.  If you do not try to throw them and are not blocking, a LK will come out and you will more than likely get hit.

Because of this, it's better to find more practical throw setups (which are still really difficult to finish with, given the ability to tech), such as empty jumps (very dangerous, if your opponent has a good anti-air move) and throwing the character on wakeup (again, can be dangerous if your opponent has a good wake-up move with invulnerability frames on startup).

Tick throwing becomes an asset as part of a good mixup game, and in that case, you want to set them up to not expect the tick throw; get them in the mentality to always block.

Characters with good pokes are good at doing this, like Ryu with his standing LP, cr.LP, cr.LK, and cr.MK.  In this case, you can poke, poke, poke, keeping your opponent always on the defensive and allowing you to come in and throw them when they are expecting another poke.

Of course, this has it's drawbacks - if your opponent is not conditioned or has great reaction time, at best they will tech your throw, at worst, they will counter your walkin/throw attempt with something that can punish you severely (e.g. Sagat cr.LK -> TU -> FADC -> F+HK -> Ultra 1, or Ryu's cr.LP -> SRK -> FADC -> Ultra 1, etc.).

 

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created Jul 12 '10 @ 23:19 by:

casperOne ♦
Rep: 2159

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