Alright thanks. I'll look out for the combo throw pop up, but do you know if I can make it so that it's really hard to break out of my throw? Or is it true that if my opponent gets the timing right all the time, he will break out of my throw without fail? And does this make grappler characters weaker?
Alright thanks. I'll look out for the combo throw pop up, but do you know if I can make it so that it's really hard to break out of my throw? Or is it true that if my opponent gets the timing right all the time, he will break out of my throw without fail? And does this make grappler characters weaker?
After knowing that, then the throwing player can guarantee the combo throw if the throwing player presses H+P on the first frame of the throw window.
Not all throws are breakable. But to break out of breakable throws you just press the throw button X(Playstation), or A(xbox), or F+P(The throw command) at the right timing when the words "combo throw" pops up on screen.
Ah that's cool. So does spamming the throw command after mila's takedown work? I was fighting a pai chan user that got up really quick with me spamming my throw button after the takedown. Or is it an exact timing?
Also does this mean that takedown into armbar is alot safer and better than using the punches or knees while the opponent is on the ground?
Nah, that'd probably be a glitch lol.
Can you tell me why do you have to press hold in order to break Lisa's combo throw? (at least on PS, haven't tested on xbox)
Some combo throws are unbreakables. For example, Lisa´s Deja Vu, Kokoro´s Shinso Kaimon or the (in)famous Izuna Drop