WAZAAAAA
Well-Known Member
My tests have revealed the following facts:
- neutral throws can't be interrupted on frame 1
- neutral throws can be interrupted from frame 2 to 18 (if we want to add the input delay mechanic into the equation, it becomes: 1 frame before the throw connects, up to the 16th)
- neutral throws can be broken using 2 different buttons: H+P (also known as T) and the H+P+K one
- all throw animations leave the escaper positive, except in some cases such as Sarah, Jacky, Nyotengu and Honoka where it's +0
- the brief "escape animation" of the player who is at frame disadvantage is throw-invincible
- Tina's neutral throw on Counter/Hi Counter and wall neutral throws (such as Marie Rose and Leon ones) are unbreakable
TL;DR neutral throw break window = 17F
- neutral throws can't be interrupted on frame 1
- neutral throws can be interrupted from frame 2 to 18 (if we want to add the input delay mechanic into the equation, it becomes: 1 frame before the throw connects, up to the 16th)
- neutral throws can be broken using 2 different buttons: H+P (also known as T) and the H+P+K one
- all throw animations leave the escaper positive, except in some cases such as Sarah, Jacky, Nyotengu and Honoka where it's +0
- the brief "escape animation" of the player who is at frame disadvantage is throw-invincible
- Tina's neutral throw on Counter/Hi Counter and wall neutral throws (such as Marie Rose and Leon ones) are unbreakable
TL;DR neutral throw break window = 17F
Last edited: