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==Throws==
==Throws==
Throws are universally performed by holding [[File:f.png]] or [[File:b.png]] + [[File:kof.sp.png]] or [[File:kof.sk.png]] while close to an opponent. One cannot be thrown during [[The King of Fighters XIII/Systems/Defensive Actions: Alternate Guarding | blockstun]] or during the startup of a jump or hop.<br><br>
Throws are universally performed by holding [[File:f.gif]] or [[File:b.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] while close to an opponent. One cannot be thrown during [[The King of Fighters XIII/Systems/Defensive Actions: Alternate Guarding | blockstun]] or during the startup or landing recovery of a jump or hop.
*Throws universally deal around 100 damage ( 10% ) and result in a hard or soft knockdown. The available setups after each throw varies by character due to spacing and frame advantage.<br><br>
 
*A throw initiated with the [[File:kof.sp.png]] button will result in the opponent being thrown in front of the throwing player. A throw started with [[File:kof.sk.png]] tosses the opponent backwards.<br><br>
*Throws universally deal around 100 damage (10%) and result in a hard or soft knockdown. The available setups after each throw vary per character due to spacing and frame advantage.
*Upon pressing [[File:kof.sp.png]] or [[File:kof.sk.png]], a throw attempt is initiated on the same frame. If a throw cannot be performed, a corresponding normal move will come out instead.<br><br>
*A throw initiated with the [[File:snkc.gif]] button will result in the opponent being thrown in front of the throwing player. A throw started with [[File:snkd.gif]] tosses the opponent backwards.
*Upon pressing [[File:snkc.gif]] or [[File:snkd.gif]], a throw attempt is initiated on the same frame. If a throw cannot be performed, a corresponding normal move will come out instead.
*Throws cannot be performed while running.
 
 
{{StrategyCorner |
While it is not normally possible to perform a throw while running, there is a way around this restriction. Simply initiate a run ([[File:f.gif]][[File:f.gif]]) and continue to hold [[File:f.gif]] until close to the opponent. Once in range, hold [[File:b.gif]] and input a Heavy button ([[File:b.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]]). If the opponent was in close proximity while in a grabable state, a throw will be initiated.
*In KOF XIII, the distance between two characters required in order to perform a grab from a run has increased compared to previous games, making the technique very effective.}}
 
 
==Throw Teching==
Throw Techs are universally performed by holding [[File:f.gif]] or [[File:b.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] during a 10-16 frame window after being initially thrown. Upon a successful tech, no damage is dealt, and both players become spaced away at a neutral situation.
*To correctly tech a throw, the corresponding input must be pressed: [[File:snkc.gif]] to tech throws initiated by [[File:snkc.gif]] throws, and [[File:snkd.gif]] to tech [[File:snkd.gif]] throws. However, it is not necessary to choose one to break a throw successfully. In order to tech both forward and backward throws, one can consecutively drum both buttons one after another ([[File:snkc.gif]] ~ [[File:snkd.gif]]); this is commonly referred to as 'pianoing' an input due to the action mimicking a keyboard glissando.


==Throw Invulnerability==
==Throw Invulnerability==
A player cannot be thrown for 8-9 frames after waking up from a hard knockdown, landing from a hitreset, or after recovering from blockstun. This window leaves plenty of time for the opponent to press a button to mitigate a tick throw although frametraps deal with the opponent pressing buttons as in Street Fighter or most fighting games.<br><br>
A player cannot be thrown for 8-9 frames after waking up from a hard knockdown, landing from an air reset, or after recovering from blockstun. This, in addition to [[The_King_of_Fighters_XIII/Systems/Defensive_Actions:_Alternate_Guarding | Alternate Guarding]], makes tick throws far less effective than in other fighting games, since the defending player can press a button with little fear of being thrown. However, an attacking player can still use frame traps to punish an opponent for pressing buttons.
*After teching a soft knockdown (Press [[File:snka.gif]] + [[File:snkb.gif]] before landing on the ground), the rising player is immediately susceptible to throws on their first standing frame (as in Street Fighter IV).<br><br>
*After teching a soft knockdown (Press [[File:snka.gif]] + [[File:snkb.gif]] before landing on the ground), the rising player is immediately susceptible to throws on their first standing frame (as in Street Fighter IV).
*Certain normals (such as sobat kicks) and specials put the player in an airborne state and thus can avoid all manners of ground grabs.<br><br>
*Certain command normals and specials put the player in an airborne state and thus can avoid all manners of ground grabs.
*The startup period of a hop or jump is completely throw invulnerable. Even upon landing from an aerial approach (from a empty hop or jump-in) the player can always rehop to escape a command grab attempt since the recovery of a jump is throw invulnerable and can be continued into another jump/hop.<br><br>
*Because backdashes are considered airborne, they can be used to avoid ground grabs.
*Finally, it's possible to forfeit the initial grab invuln period by performing a reversal roll or by activating a normal attack.<br><br>
*The grounded startup and recovery periods of a hop or jump are completely throw-invulnerable. As a result, even upon landing from an aerial approach (from a empty hop or jump-in), a player can always hop again to escape a command grab attempt.
**A command grab attempt in particular typically must wait 8-9 frames to grab the opponent; this can make landing an instant grab difficult on oki without a tick or safehop mixup. However if the opponent tries to press a button after waking up their throw invincibility disappears as soon as their attack starts up, meaning the opponent could be grabbed faster than waiting for the 8-9 frame window to expire.<br><br>
*It's possible to forfeit the initial grab invulnerability period by performing a reversal roll or by activating a normal attack.
**A command grab attempt in particular typically must wait 8-9 frames to grab the opponent; this can make landing an instant grab difficult on oki without a tick or safe-hop mixup. However if the opponent tries to press a button after waking up, their throw invincibility disappears as soon as their attack starts up, meaning the opponent could be grabbed faster than waiting for the 8-9 frame window to expire.


===Throw Teching===
==Empty Hopping into a Throw==
Throw Techs are universally performed by holding [[File:f.png]] or [[File:b.png]] + [[File:kof.sp.png]] or [[File:kof.sk.png]] during a 10-16 frame window after being initially thrown. Upon a successful tech, no damage is dealt and both players become spaced back at a neutral situation.
*Most characters can typically hop at an opponent without doing an attack, land, and immediately either do a low attack or throw the opponent. Landing a low Crouching [[File:snkb.gif]] usually converts to a combo for most characters but loses to the Throw Tech Option Select mentioned below. A powerful tool for grapplers then is to do an 'empty' hop at the opponent and immediately land and use an instant grab. It can be tough for the defending player to react to the incoming player not attacking from a hop and is best dealt with by anti-airing or neutral hopping to punish the grab's whiff animation.
*To correctly tech a throw, the corresponding input must be pressed: [[File:kof.sp.png]] to tech throws initiated by [[File:kof.sp.png]] throws, and [[File:kof.sk.png]] to tech [[File:kof.sk.png]] throws.
*At times, a grappler may want a safer option that isn't so heavily punishable. One solution is to do an empty hop but land and use a normal throw to either grab a blocking opponent who forgets to tech, tech a throw the opponent may have used by an Option Select, or automatically attack with a Heavy normal if the opponent had jumped. This method punishes both jump out and roll out escape methods, though the opponent can negate the damage with a tech. The real advantage of this setup is the safety, especially if also combined with a empty safe-jump so that the player can also block a reversal attempt before doing a throw. Non-grapplers can also use this setup as a safe method of seeing how the opponent will react on wakeup or when being pressured.
**In order to tech both forward and backward throws, one can consecutively drum both buttons one after another ( [[File:kof.sp.png]]~[[File:kof.sk.png]] ); this is commonly referred to as 'pianoing' an input due to the action mimicing a keyboard glissando.
*Deciding to throw with [[File:snkc.gif]] or [[File:snkd.gif]] is important with this setup. For starters, a [[File:snkc.gif]] throw will keep the opponent in front of the player which can potentially keep the opponent cornered. A [[File:snkd.gif]] throw will throw the opponent behind the player, which can forfeit the corner advantage. So why possibly favor the [[File:snkd.gif]] throw? It comes down to analyzing each character's Close [[File:snkc.gif]] and [[File:snkd.gif]] normals. Daimon's Standing [[File:snkd.gif]] is a powerful anti-air that will beat out all jump attempts cleanly, unlike his Close [[File:snkc.gif]], so it can better cover all of the opponent's options. Some characters, like Iori, have a really powerful anti-air Close [[File:snkc.gif]] that allow this Option-Select to keep the opponent cornered while covering all bases. For other characters, either normal may not anti-air well, so pick a throw based on spacing preference; the choice is yours and yours alone.


===Empty Hopping into a Throw===
*Most characters can typically hop at the opponent while doing no attack, land and immediately do a low attack or throw the opponent. Landing a low Crouching [[File:kof.lk.png]] usually converts to a full combo for most characters but loses to the Throw Tech Option Select mentioned lower below. A powerful tool for grapplers then is to do an 'empty' hop at the opponent and immediately land and use an instant grab. It can be tough to react to the incoming player not attacking from a hop and is best dealt with by anti-airing or neutral hopping to punish the grab's whiff animation.<br><br>
*At times a grappler may want a safer option that isn't so heavily punishable. One solution is to do an empty hop but land and use a normal throw to either grab a blocking opponent that forgets to tech, tech a throw the opponent may have used by an Option Select, or automatically attack with a Heavy normal if the opponent had jumped. This method punishes both jump out and roll out escape methods, though the opponent can negate the damage with a tech. The real advantage of this setup is the safety, especially if also combined with a empty safejump so that the player holds [[File:b.png]] + [[File:kof.sp.png]]/[[File:kof.sk.png]] so that the player can also block a reversal attempt before doing a throw. Non-grapplers can also do this setup as a safe method of seeing how the opponent will react on wakeup or when being pressured.<br><br>
*Deciding to throw with [[File:kof.sp.png]] or [[File:kof.sk.png]] is important to know from this setup. For starters, a [[File:kof.sp.png]] throw will keep the opponent in front of the player which can potentially keep the opponent cornered. The opponent is thrown behind the player from a [[File:kof.sk.png]] throw which can forfeit the corner advantage. So why possibly favor the [[File:kof.sk.png]] grab? It comes down to analyzing each character's Close [[File:kof.sp.png]] and [[File:kof.sk.png]]. Daimon's Standing [[File:kof.sk.png]] is a powerful anti-air that will beat out all jump attempts cleanly unlike his Close [[File:kof.sp.png]] so it can better cover all of the opponent's options. Some characters like Iori have a really powerful anti-air Close [[File:kof.sp.png]] that allow this Option Select to keep the opponent cornered while covering all bases. For other characters either normal may not anti-air well so pick a throw based on spacing preference; the choice is yours and yours alone.<br><br>


{{StrategyCorner |
{{StrategyCorner |
*Throws can be incorporated from a run. Simply initiate a run ( [[File:f.png]][[File:f.png]] ) and continue to hold [[File:f.gif]] until close to the opponent. Once in range, hold backwards and input a Heavy normal ( [[File:b.png]] + [[File:kof.sp.png]] or [[File:kof.sk.png]] ). If the opponent was in a close proximity while in a grabable state, a throw will be initiated.
Correctly blocking offensive pressure from an incoming opponent's hop can be difficult, especially if the opponent begins to perform empty hops into throws or low hit-confirms. However, if a defending player uses the above piano method ([[File:snkc.gif]] ~ [[File:snkd.gif]]) timed correctly, multiple defensive options occur which will cover many of the opponents options in what is known as an 'Option-Select':
**In KOF XIII, the distance between two characters required in order to perform a grab from a run has increased, making the technique very effective.<br><br>
*If the input is timed late, then an opponent attacking with a jumping normal from a hop will be blocked before the defending player's normal is whiffed.
*While simple tick throws are less effective due to [[The_King_of_Fighters_XIII/Systems/Defensive_Actions:_Alternate_Guarding | Alternate Guarding]], throws are vital for punishing [[The King of Fighters XIII/Systems/Movement: Rolling | rolls]] and form part of the hop mixup through empty hops leading to immediate throws against blocking opponents.<br><br>
*If the offensive opponent had performed an empty hop in order to throw the defender, the throw attempt will be teched.
*Correctly blocking offensive pressure from an incoming opponent's hop can be difficult, especially if the opponent begins to perform empty hops into throws or low hitconfirms. However, if a defending player uses the above piano method ( [[File:kof.sp.png]]~[[File:kof.sk.png]] ) timed correctly, multiple defensive options occur which will cover many of the opponents options in what is referred to as an 'Option Select':
*If the offensive player had gone for a low attack from an empty hop, the buffered Throw Tech input will throw the offensive player out of the startup of a low attack.
**If the input is timed late, then an opponent attacking with a jumping normal from a hop will be blocked before the defending player's normal is whiffed.<br><br>
 
**If the offensive opponent had performed an empty hop in order to throw the defender, the throw attempt will be teched.<br><br>
While the Throw Tech Option Select is a powerful tool, it will always lose to an instant command grab done from an empty hop.
**If the offensive player had gone for a low attack from an empty hop, the buffered Throw Tech input will throw the offensive player out of the startup of a low attack.<br><br>


*While the Throw Tech Option Select is a powerful tool, it will always lose to an instant command grab done from an empty hop.<br><br>
Additionally, as a player is waking up and facing a potential meaty jumping attack from a hop, this defensive option select will not work due to the lack of time to block and due to the tight ambiguity of whether an opponent's hop attack will be active as the defender wakes up, or if the meaty attack will be a low instead.}}
*Additionally, as a player is waking up and facing a potential meaty jumping attack from a hop, this defensive option select will not work due to the lack of time to block and due to the tight ambiguity of whether an opponent's hop attack will be active as the defender wakes up, or if the meaty attack will be a low instead.}}

Revision as of 13:46, 20 November 2011

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Throws

Throws are universally performed by holding F.gif or B.gif + Snkc.gif or Snkd.gif while close to an opponent. One cannot be thrown during blockstun or during the startup or landing recovery of a jump or hop.

  • Throws universally deal around 100 damage (10%) and result in a hard or soft knockdown. The available setups after each throw vary per character due to spacing and frame advantage.
  • A throw initiated with the Snkc.gif button will result in the opponent being thrown in front of the throwing player. A throw started with Snkd.gif tosses the opponent backwards.
  • Upon pressing Snkc.gif or Snkd.gif, a throw attempt is initiated on the same frame. If a throw cannot be performed, a corresponding normal move will come out instead.
  • Throws cannot be performed while running.


Strategy Corner

While it is not normally possible to perform a throw while running, there is a way around this restriction. Simply initiate a run (F.gifF.gif) and continue to hold F.gif until close to the opponent. Once in range, hold B.gif and input a Heavy button (B.gif + Snkc.gif or Snkd.gif). If the opponent was in close proximity while in a grabable state, a throw will be initiated.

  • In KOF XIII, the distance between two characters required in order to perform a grab from a run has increased compared to previous games, making the technique very effective.


Throw Teching

Throw Techs are universally performed by holding F.gif or B.gif + Snkc.gif or Snkd.gif during a 10-16 frame window after being initially thrown. Upon a successful tech, no damage is dealt, and both players become spaced away at a neutral situation.

  • To correctly tech a throw, the corresponding input must be pressed: Snkc.gif to tech throws initiated by Snkc.gif throws, and Snkd.gif to tech Snkd.gif throws. However, it is not necessary to choose one to break a throw successfully. In order to tech both forward and backward throws, one can consecutively drum both buttons one after another (Snkc.gif ~ Snkd.gif); this is commonly referred to as 'pianoing' an input due to the action mimicking a keyboard glissando.

Throw Invulnerability

A player cannot be thrown for 8-9 frames after waking up from a hard knockdown, landing from an air reset, or after recovering from blockstun. This, in addition to Alternate Guarding, makes tick throws far less effective than in other fighting games, since the defending player can press a button with little fear of being thrown. However, an attacking player can still use frame traps to punish an opponent for pressing buttons.

  • After teching a soft knockdown (Press Snka.gif + Snkb.gif before landing on the ground), the rising player is immediately susceptible to throws on their first standing frame (as in Street Fighter IV).
  • Certain command normals and specials put the player in an airborne state and thus can avoid all manners of ground grabs.
  • Because backdashes are considered airborne, they can be used to avoid ground grabs.
  • The grounded startup and recovery periods of a hop or jump are completely throw-invulnerable. As a result, even upon landing from an aerial approach (from a empty hop or jump-in), a player can always hop again to escape a command grab attempt.
  • It's possible to forfeit the initial grab invulnerability period by performing a reversal roll or by activating a normal attack.
    • A command grab attempt in particular typically must wait 8-9 frames to grab the opponent; this can make landing an instant grab difficult on oki without a tick or safe-hop mixup. However if the opponent tries to press a button after waking up, their throw invincibility disappears as soon as their attack starts up, meaning the opponent could be grabbed faster than waiting for the 8-9 frame window to expire.

Empty Hopping into a Throw

  • Most characters can typically hop at an opponent without doing an attack, land, and immediately either do a low attack or throw the opponent. Landing a low Crouching Snkb.gif usually converts to a combo for most characters but loses to the Throw Tech Option Select mentioned below. A powerful tool for grapplers then is to do an 'empty' hop at the opponent and immediately land and use an instant grab. It can be tough for the defending player to react to the incoming player not attacking from a hop and is best dealt with by anti-airing or neutral hopping to punish the grab's whiff animation.
  • At times, a grappler may want a safer option that isn't so heavily punishable. One solution is to do an empty hop but land and use a normal throw to either grab a blocking opponent who forgets to tech, tech a throw the opponent may have used by an Option Select, or automatically attack with a Heavy normal if the opponent had jumped. This method punishes both jump out and roll out escape methods, though the opponent can negate the damage with a tech. The real advantage of this setup is the safety, especially if also combined with a empty safe-jump so that the player can also block a reversal attempt before doing a throw. Non-grapplers can also use this setup as a safe method of seeing how the opponent will react on wakeup or when being pressured.
  • Deciding to throw with Snkc.gif or Snkd.gif is important with this setup. For starters, a Snkc.gif throw will keep the opponent in front of the player which can potentially keep the opponent cornered. A Snkd.gif throw will throw the opponent behind the player, which can forfeit the corner advantage. So why possibly favor the Snkd.gif throw? It comes down to analyzing each character's Close Snkc.gif and Snkd.gif normals. Daimon's Standing Snkd.gif is a powerful anti-air that will beat out all jump attempts cleanly, unlike his Close Snkc.gif, so it can better cover all of the opponent's options. Some characters, like Iori, have a really powerful anti-air Close Snkc.gif that allow this Option-Select to keep the opponent cornered while covering all bases. For other characters, either normal may not anti-air well, so pick a throw based on spacing preference; the choice is yours and yours alone.


Strategy Corner

Correctly blocking offensive pressure from an incoming opponent's hop can be difficult, especially if the opponent begins to perform empty hops into throws or low hit-confirms. However, if a defending player uses the above piano method (Snkc.gif ~ Snkd.gif) timed correctly, multiple defensive options occur which will cover many of the opponents options in what is known as an 'Option-Select':

  • If the input is timed late, then an opponent attacking with a jumping normal from a hop will be blocked before the defending player's normal is whiffed.
  • If the offensive opponent had performed an empty hop in order to throw the defender, the throw attempt will be teched.
  • If the offensive player had gone for a low attack from an empty hop, the buffered Throw Tech input will throw the offensive player out of the startup of a low attack.

While the Throw Tech Option Select is a powerful tool, it will always lose to an instant command grab done from an empty hop.

Additionally, as a player is waking up and facing a potential meaty jumping attack from a hop, this defensive option select will not work due to the lack of time to block and due to the tight ambiguity of whether an opponent's hop attack will be active as the defender wakes up, or if the meaty attack will be a low instead.