ClarenceMage
git gud
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Straight upback loses to any low, but because lows are pretty slow in SG compared to other Assist games like mvc2 or umvc3, it's easier to do something like upback->downback on defense to jump away vs startup of throws and if you're stapled to the ground by a low you'll block the low in time.
In conjunction with downback->back throw tech fuzzy to cover earlier low/throw, it makes opening people up with low/throw a bit of an ordeal in SG. Of course, both of these defensive techniques are beatable. Upback->downback loses to super pre-emptive low, air throw, anti-air throw and s.LP~s.LK kara tick throw. Downback->back throw tech loses to IADs, delayed lows, command grabs, and spaced downback+assist.
The issue is that upback->downback survives against what downback->back throw tech survives against and vice versa, and neither of them lose to straight up ground throws. Ground throws either require a lot of conditioning to set up, or a really surprising situation.
The most consistent way to land ground throws vs people who use these defensive techniques is with s.LP~Kara cancel s.LK throw, or running up at neutral vs someone who's doing downback+assist. The first option is only available if your character can chain their s.LP to their s.LK, so Parasoul and Double at least can't do it. Cerebella doesn't count here because she can cancel any normal into any of her command grabs as a tick throw.
I think command grabs are in a pretty good place right now, with Bella's qcf grab being faster than others and less punishable, her qcb throw reaching several character lengths for great punishing/footsies/conditioning people to jump at that rang. Fukua has the only multiple-hit armoured command grab, and her other command grab is still cancelable from any normal, and is still untechable. Big Band's command grab mostly capitalises on players being paranoid of his anti-air grabs either to set up oki or as a character killer with commandgrab->ssj->HK Step->ssj.
The biggest thing is that command grabs beat downback->back throw tech, so the fear of that removes it as an option in players heads, making players you're up against decide instead between upback->downback and downback, leading to a stronger low/throw mixup game.
I can't think of a way to make ground throws more useful utility-wise, without shortening the tech window, but I don't think that would be desirable for the game since they're not breakable on reaction anyway. Therefore, I think the damage scaling on ground throws should scale to a higher percentage for more damage.
If this ends up with normal grabs leading to more damage on average then command grabs, then that is fine since characters with command grabs would then choose between damage or untechability. No-one techs Cerebella's ground throws anyway due to the aformentioned paranoia of eating a command grab or low.