・General Properties of Hit Throw
・Exceptional Hit Throw: Splash Mountain
13・7 General Properties of Hit Throw
In chapter 12−4, we mentioned that slowMid Attacks, especially of Hit Throws, are one of the most effective countermeasures against fuzzy guarding followed by crouching, FGC. In Final Showdown, Hit Throws are a powerful offensive tool although they generally involve long Recovery Phase.[2,3] In other words, the opponent can not evade your High Throws by using Fuzzy Guarding when you blocked Hit Throws. Alright then, read this section to acquaint yourself with Hit Throws if you are unfamiliar with properties of them.
Hit Throws first appeared in chapter 9 in which the relationship with Foot Stance was demonstrated, and would be investigated more deeply here. First of all, Hit Throws require the leading move to make contact with the opponent by either guard, hit or counter hit. In Figure 13−14, Player 1 attempts Overtune Blow into Swing Chin Crusher 3P+K (during hit) P+G. As you can see with the aid of the input display, P+G is pressed the moment the leading move hits Player 2, which results in a successful Swing Chin Crusher.
Specifically, the input P+G for the throw component is generally required within 4 frames after the Active Phase of the leading move (detected in Rage of Dragons, Jacky. Heavy Toe Kick_Stand Neck Clutch, Wolf. Swing Chin Crusher, Blaze. click here if you want to see Supporting Information 1).[cf.6] This restriction on the command inputs of Hit Throws would be really a hardship Player 1 has to go through. Probably, 3P+K shall be entered within 12 frames of Input Buffer, which will get executed the very first frame Player 1 can move (Diagram 13−5). Consequently, Player 1 should find and set the specified period of time for P+G even when a deviation from the command input timing of 3P+K is caused due to the Input Buffer.
You may have noticed something else. Player 1 has an attention caught by the serious command input and would pay less attention to Player 2's High Throws when Overtune Blow was blocked (Figure 13−15). Our message is that:
You are blessed with a wonderful opportunity for High Throws if you succeed to block the leading move of Hit Throws.
13・8 Exceptional Hit Throw: Splash Mountain
In Final Showdown, Splash Mountain is gone as stand alone throw, now you need to input the follow-up after Toe Kick 2K. Now Toe Kick is an indispensable Mid Attack (17 frames attack) for Jeffry, since the follow-up (Splash Mountain) is guaranteed on counter hit and takes 50% of the opponent's lifebar (Figure 13−16). A far more delicate adjustment of the timing is required for the Hit Throw of Splash Mountain than for that of every other: The timing of this challenging command input is just 2 frame without hesitation. Player 2 has to enter P+G at the 32−33th frame after counter hit (click here if you want to see Supporting Information 2).
Changes to the system remarkably improve the value of Splash Mountain: Side counter hit of Toe Kick yields grace period of command input (5 frames) as well as bonus advantages (See also Supporting Video, click here).[cf.9,10]Note that Splash Mountain would be guaranteed even if Player 2 performs Backward Dashing beforehand (Figure 13−17. See center).
Amazingly, the margin of Backward Dashing proves a great boon if Toe Kick results in normal hit. In the figure blow, Player 1 performs 12 frames punch P to vanquish Splash Mountain. By using same command input above (see Figure 13−16 and 17), however, Player 2 would evade with Backward Dashing and respond with a swift throws (Figure 13−18). You already know that a privilege of bumdown stagger would be received if Player 1 chooses Side Kicks against Player 2’s Backward Dashing (click here if you want to see Supporting Information 3).
Following the same setup, Player 2 chooses to do Knee Push 4K (14 frames attacks) instead of Splash Mountain (Figure 13−19). Player 1 attacks 2 frames later such that 12 frames punch and Knee Push reach their Active Phase at the same time. Needless to say, Player 2 would win since Knee Push does more damage than normal punch P.
If you are in Player 1’s place, you have to cope with a difficult problem consisting of two separate issues, Splash Mountain and Mid Attacks. While Backward Dashing (as well as Backward Crouch Dashing) of Player 1 seems likely to be of no use in this scenario (see the Video blow), a good answer will be Sensuous Fuzzy Guarding[13,14] (Figure 13−20. See also Supporting Information 4, normal Fuzzy Guarding).
Defensive Moves might be overlooked: In this scenario, a naturalDM (not dash canceling! See Supporting Information 5, click here) allows Player 1 to evade not only Player 2’s Mid Attacks but also High Throws, including Splash Mountain (Figure 13−21). Please note that you have to do Throw Escape while canceling the DM with Forward Dashing (Evade Dash Cancel). EDC is going beyond the scope of this chapter, so you refer to the specialized chapters for more details.
In Player 2's view, a good way to use Toe Kick would be to hit them at the very tip of 2K so that Player 1 cannot reach you with a move. Player 1 might be very depressed as there were no suitable choices, while large advantage (7 frames) was obtained by blocking Toe Kick (Figure 13−22). Normal 2-Choice Offence is powerless before the Backward Dashing of Player 2.
Don’t be concerned whether you might feel difficulty in solving this troublesome problem. There would be other High Throw points that you should acquire now.