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How to deal with throw resets

ss1shadow

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Hello!

I have a real problem with throw resets, especially air throw resets. I am wondering if there is some obvious way of dealing with them that I am just not thinking of.

Unfortunately right now it just feels like it is a 50/50 shot guessing game of either...

1) Mashing throw when I -think- there is going to be a throw reset, or
2) Trying to predict the proper block to use when that throw reset actually ends up being an attack rather than a throw reset

Now there may be a third option, but this last option seems near impossible to me, so if someone is actually doing it please let me know and I will strive towards it.

The last, but likely impossible(In My Opinion) option is to...

3) Improve your visual frame detection and trigger reflexes enough so that you can read and distinguish between a 7 frame throw startup and a 5-8 frame poke startup, and react accordingly based on what you are actually seeing in the character frame animation.

Any help and/or suggestions would be greatly appreciated!
 
oh hey the only way to outright beat air throw resets (as in punish the opponent for attempting it) is if you have an invincible air super which none of your characters seem to have :p

However if the mixup you generally struggle with is between getting hit as you recover and getting air thrown as you recover you can try holding back and delaying a throw tech. If they go for a hit you will block it (and input the throw while you're in blockstun which results in nothing happening), and if they go for a throw the throw input you do will tech the throw.
This tactic still loses to a bunch of things (namely crossups and delayed hits) but might be a good start for defending against this kind of mixup. (If you need me to record this id be happy to)

Hope this helps

EDIT - These videos are really good shout out to @Skarmand
 
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It depends on the throw reset. Now I'm going to TRY to keep this not long winded... But anyways yeah:


The prototypical airthrow reset comes from a launcher... Most players don't really get hit by these anymore nearly as much as they used to. There is generally a visual indicator of these types of throws:

Launch and then immediate jump means that they are going to combo you.

Launch and then DELAYED jump, means they are going to airthrow you. They delay the jump so that your hit stun can wear off so that they can throw you, because you cannot be thrown while on block or hitstun. There are ways around this delay, but in general, yeah that's what they will do.

When it comes to airthrow/burst bait mixups however, generally speaking the timing doesn't perfectly overlap. Usually the burst bait will be timed before the airthrow can happen. This is because you can't be thrown during hitstun like I said earlier, yet for the burst bait to be effective it will have to occur during hitstun... So there's always at least a bit of difference in the timing... Although it may not seem like it on the best burst baits. The most effective way to deal with that type of reset is to unfortunately do your opponents set up in training mode, and then practice throw breaking very late. This can beat some of this type of mixup. HOWEVER, there are burst bait/airthrow mixups that are almost completely impossible to defend against in a timing fashion. These are usually burst baits that occur on a medium or heavy attack. These types of burst baits have hitstun well into what would have been the end of the airthrow window. These mixups are truly evil... Luckily there aren't to many of them that are known and easy to setup, and ambiguous startup.

When it comes to ground throws a lot of the same stuff applies. But in this case one of the best things to consider is what is your opponents throw setup and what is the mixup for the throw setup. There is an option select that allows you to block low, then throw break, then block low, then throw break etc etc very quickly, but the timing is hard and varies depending on who your character defending against.


And finally to make a long story short the linear throw counters are:

Jump off the ground.
Do an invincible move.
Do a throw invincible move.
Throw tech.

And that's basically it.

Against command grabs you can't tech and against air throws you generally won't be able to jump out or use throw invincible moves since those are almost all grounded afaik. Hope this helps.
 
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I also have a lot of trouble reacting to throws. Personally my main problem right now is kind of instinctually giving up when I see that I've been thrown. One thing to remember is that you don't need to react to the startup of the throws, just more or less that you are being thrown. You don't need to tech a throw right as it happens, the throw tech window in Skullgirls is actually kinda large, you would be surprised how long you actually have to tech.


Dealing with mixups get easier the more you get hit by.
 
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You've got a few options to combat throw resets.
First it helps to mention that you aren't really expected to improve your reaction times so much that you can react to the resets. You've only got a few frames and it isn't really possible to react to it in time.

With ground resets, you have three main options: block however you think you're going to be hit, mash grab, or mash into an invincible super/move. Keep in mind that if you block low, you can't tech grabs on the ground.
The first two are fairly obvious, but mashing into a super has benefits the other two options don't have, but it also has its own problems as well. It counters both attacks and grabs, but it also costs meter, can be punished by your opponent not doing anything and just blocking, and can become predictable. It isn't a perfect answer. If you don't abuse it, it can be helpful.
You can also jump back, which has its own benefits and problems too. If you're hit by a low before you leave the ground, You'll stay on the ground and can't block. In exchange, it avoids grabs and lets you block highs/mids. Once again, don't abuse this because it can get predictable. You can also jump forward which is much more difficult to catch with a low and still avoids grabs, but it doesn't block highs/mids.
Obviously there are a lot of options that you can pick from on the ground, but on to air throws-

With an air throw, you've got much less options. You can either mash into grab, block, or mash into an invincible air super (not all characters have one). As mentioned earlier you might have an easier time reacting to air throws than ground throws, so always pay attention to what your opponent is doing.
 
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Thank you, your insights actually help a lot. Now that you mention it the delayed jump definitely seems to be a noticeable thing in certain air throw reset setups, I'll have to pay closer attention to that. Also I guess I'm gonna practice the hell out of the back+throw tech thing, it seems to have tricky timing.

>>Keep in mind that if you block low, you can't tech grabs on the ground.

I think there might be a way around this, unless this video is no longer accurate:

Thank you all again!
 
>>Keep in mind that if you block low, you can't tech grabs on the ground.
I think there might be a way around this, unless this video is no longer accurate:
It's accurate.
If you're holding down you can't throw.
If you can't throw you can't tech.

Like it says in the video though, if you're fast enough you can release down after you've been thrown and press throw to tech.
 
oh hey the only way to outright beat air throw resets (as in punish the opponent for attempting it) is if you have an invincible air super which none of your characters seem to have [emoji14]

However if the mixup you generally struggle with is between getting hit as you recover and getting air thrown as you recover you can try holding back and delaying a throw tech. If they go for a hit you will block it (and input the throw while you're in blockstun which results in nothing happening), and if they go for a throw the throw input you do will tech the throw.
This tactic still loses to a bunch of things (namely crossups and delayed hits) but might be a good start for defending against this kind of mixup. (If you need me to record this id be happy to)

Hope this helps

EDIT - These videos are really good shout out to @Skarmand
Tagging for later. Been needing these.