WAZAAAAA
Well-Known Member
My tests have revealed the following:
- from the moment a Neutral Throw (5T) connects, you have 17 frames to break it
- most throw break animations leave the escaper at frame advantage, except Sarah/Jacky/Nyotengu/Honoka which leave you +0
- the brief "throw escape animation" of the player who is at frame disadvantage is throw-invincible (this prevents the theoretical exploit of throwing back the opponent immediately after a throw break, if you were positioned in a way to stay at point-blank distance after a broken throw)
- some Neutral Throws are unbreakable, such as Tina's on Counter Hit/Hi Counter, and wall ones (like Marie/Leon)
- H+P (aka T) is the standard throw break input, but in some DOA's H+P+K (aka S) is also accepted. This means a SideStep input can be used to attempt a Throw Break, as an Option Select! Here's a list of games I tested:
* S cannot break: DOA1++, DOA2LE, DOA2U, DOA3, DOA6
* S can break: DOA4, DOA5LR
* 5T not breakable at all: DOAD
TL;DR neutral throw break window = 17F
- from the moment a Neutral Throw (5T) connects, you have 17 frames to break it
- most throw break animations leave the escaper at frame advantage, except Sarah/Jacky/Nyotengu/Honoka which leave you +0
- the brief "throw escape animation" of the player who is at frame disadvantage is throw-invincible (this prevents the theoretical exploit of throwing back the opponent immediately after a throw break, if you were positioned in a way to stay at point-blank distance after a broken throw)
- some Neutral Throws are unbreakable, such as Tina's on Counter Hit/Hi Counter, and wall ones (like Marie/Leon)
- H+P (aka T) is the standard throw break input, but in some DOA's H+P+K (aka S) is also accepted. This means a SideStep input can be used to attempt a Throw Break, as an Option Select! Here's a list of games I tested:
* S cannot break: DOA1++, DOA2LE, DOA2U, DOA3, DOA6
* S can break: DOA4, DOA5LR
* 5T not breakable at all: DOAD
TL;DR neutral throw break window = 17F
Last edited: