Tekken Tag Tournament 2/System/Throws Part-2
This series of lessons are aimed to introduce the offensive systems Tekken has, which include hit ranges, throws, crush system, frames and the combo system, in a way that the readers can take advantage of this system in a fight.
- Strikes and Hit Ranges
- Frames #1: Explanation
- Frames #2: CH-Hunting
- Frames #3: Block Punishing
- Crush System
- Hitboxes and Range
- Parries and Reversals
- Throws #1: Front, Side, Back
- Throws #2: Crouch, Ground, Air
- Throws #3: Shifts, Chains, Tackles
- Combos #1: Launchers and Bounds
- Combos #2: Stage Gimmicks
- The Art of Buffering
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Throws #2
Objectives
- To introduce crouch, ground, air and wall throws
Standing throws are the usual throws you're gonna use and deal with most of the time, but for some grappling-type characters, they also allow access to different throws to give you options (or headaches if you're facing them). These character-specific throws have larger damage potentials, and even if your character is not a grappling type, it's still nice to know these throws, especially for understanding the ways of dealing with them.
Crouch Throws
For grapplers, they often have an access to at least 1 crouch throw. Crouch throws are performed (usually) by using d+1+3 and d+2+4, and as their name says, they are used to throw crouching opponents. Crouch throws have larger damage than a generic throw and the hand animation is the same whether it's a 1 break or a 2 break. Because of this, breaking crouch grabs is a pure guessing game which favors the grappler.
Though, even with this advantage, crouch throws only work on crouching opponents (duh?). However, this is worth mentioning because they totally whiff when the opponent is standing, like you're saying "Hit Me! My face is open!". Therefore, it's risky to just do crouch throws out of the blue unless you're sure your opponent is crouching (or gonna crouch). The good thing is, there are some moves that forces crouch on your opponent. Force crouch attacks put your opponent to crouching status on block or on hit (depending on the move). These strikes are a perfect complement for crouch throws, for you can use these strikes to set up a crouch throw (and even mids in general).
Ground Throws
Usually, for striking based characters, to inflict damage against grounded opponents (opponents lying on the floor), they use specific strikes that hit grounded, and though it's nice to have, the damage is somehow disappointing. But for grappling characters, they have the useful tool of ground throws. In the same way as a crouch throw, ground throws (abbreviated as GT) are throws that target opponents who are lying down. Usually, they have inputs db+1+3 for 1 break and db+2+4 for 2 break throws, and just like a crouch throw, they have the same hand animation, so the opponent can only guess to break free of the grapple. For grapplers, this is a nice option along with the strikes that hit grounded, due to its superior damage and its ability to catch siderollers (which will be talked about later). Again, ground throws will not hit standing or crouching opponents! After all, you won't use this when your opponent is standing up anyway...
Air and Wall Throws
Also, some grappling characters have specific throws that can catch people who are airborne. Air Throws are a variation of a specific throw that catches an opponent in midair. Usually, throws like these are just some of your regular generic throws (like King's 1+3_2+4), or a command throw (Marduk ff+1+2), which have different functions when they catch someone in the air. These throws are unbreakable, and they are used a lot as combo enders because of their better, unscaled damage potential and ground game opportunities (which we'll talk about later). Sadly, only select characters have these kind of throws. Another special throw related with air throws are wall throws, which catches people when they're slumping through the wall. Wall throws do the same function as an air throw, but gives bigger damage because it usually gives way to a wall combo opportunity.