Do you Think throw ranges need to be increased?

monster637

Member
While chatting with a few people online and a few comments on here i do, but i dont now how increasing the throw ranges would change effect the meta game as a casual scrub. Many times when people throw out strings and its all blocked and you go to throw them, they are always just a nut hair to far away and you end up with your hands out there like and idiot or they can press a string in fast enough before you can dash up and grab,,,,,,am i the only one that feels that if you get all your shit blocked you should have to worry about making the decision to tech being thrown ? discuss , rage, call me a prick, Learnz 2 play n@@bz all insight is fine with me, i just want to pick your brains on the subject as the milas and tinas, Bayman seem to have decent range, basically i feel a Hitomi or ayane or others need to be siting on your face to be in throw range, especially to punish blocked strings , curious what the high level competitive players thoughts are on this to scrubs level like me and how normal throw ranges would effect the game.
 

daman077c

Active Member
No. Throw ranges are good as they are. Some have lunging throws (Mila, Tina, Bass & Bayman), but I don't think the entire cast needs larger throw ranges.
 

TheTHCGamer

Active Member
I agree especially when you can just dash throw if your opponent really likes to hold down on that block button. As mentioned some characters have lunging throws which could make them considerably weaker because you giving that advantage those characters have to the rest of the cast.
 

monster637

Member
I think you mofos wrong, i played 60 matchs as Hitomi atleast today and tried to grab like crazy 90% of the time the char touches the opponent and you get air..nadda,then bitch slapped for it,,,,yes the grapple chars deserve to be grapplers and not have there light stolen from them,but the have command grabs and ground grabs and yadda yadda , But everyone else it pretty fucking ridiculous.......or they need to be faster, no one should be humping my char before the match even starts and not have to worry about getting tossed across the screen
 

TheTHCGamer

Active Member
I still dont have a problem with the throws in this game and as i mentioned most people who do like holding down on the block button i dash throw.
 

MasterGamer

Member
The problem may be that you're finishing strings and not free canceling into the grab when you know they're going to block. If you are, you're ending your string with your strongest hit and naturally putting yourself at (in your case more than) arm's length. I currently don't see a problem with grab distance either.
 

Rikuto

P-P-P-P-P-P-POWER!
If anything throws are too good, being that most of them are unbreakable. You wouldn't get that issue in any other competitive 3D fighter I'm aware of.
 

Home Consumer

New Member
This complaint sounds like a lack of understanding of how throws work, and the whiffed throws are being misinterpreted as needing more range.

What's probably happening is:

a) You're trying to grab an opponent who is considered crouched and not standing. This could be because the opponent tapped down on their controller for a quarter of a second to crouch, or because they just finished executing an attack that you blocked that leaves them in the "crouch" position even though it looks like they're standing.

b) You're trying to grab an opponent who is considered to be in attack frames, in which case you will whiff and your throw will pass right through them, even if it's the slowest attack in the world. I.e. if I wind up a punch that takes 5 seconds to finish its attack animation (just an example) and you try to grab me every second, you'll whiff every grab point blank in front of me because I'm considered in "attack mode".

c) Online lag has screwed with you, and you end up being unable to punish a normally punishable blocked string with your throw frames, and you end up with scenario B where you're trying to grab someone in attack animation who attacks right after they get blocked.

You may want to read up about Offensive Holds and get familiar with those moves, because Offensive Holds are similar to throws, but they can grab people out of attack animations. These types of "grabs" may be more to your liking, and you may feel that they don't whiff mid air as frequently because of how they work. The disadvantage to Offensive Holds is that they are slower to come out than throws, only a few characters have them in DOA 5, and they are also beaten by throws (for high counter damage, too).
 

daman077c

Active Member
This complaint sounds like a lack of understanding of how throws work, and the whiffed throws are being misinterpreted as needing more range.

What's probably happening is:

a) You're trying to grab an opponent who is considered crouched and not standing. This could be because the opponent tapped down on their controller for a quarter of a second to crouch, or because they just finished executing an attack that you blocked that leaves them in the "crouch" position even though it looks like they're standing.

b) You're trying to grab an opponent who is considered to be in attack frames, in which case you will whiff and your throw will pass right through them, even if it's the slowest attack in the world. I.e. if I wind up a punch that takes 5 seconds to finish its attack animation (just an example) and you try to grab me every second, you'll whiff every grab point blank in front of me because I'm considered in "attack mode".

c) Online lag has screwed with you, and you end up being unable to punish a normally punishable blocked string with your throw frames, and you end up with scenario B where you're trying to grab someone in attack animation who attacks right after they get blocked.

You may want to read up about Offensive Holds and get familiar with those moves, because Offensive Holds are similar to throws, but they can grab people out of attack animations. These types of "grabs" may be more to your liking, and you may feel that they don't whiff mid air as frequently because of how they work. The disadvantage to Offensive Holds is that they are slower to come out than throws, only a few characters have them in DOA 5, and they are also beaten by throws (for high counter damage, too).

Exactly. That's one of the things I LOVE (and then slightly hate) about Leifang's 236F+P combo throw; it's an OH in 5, and it works well against the early part of most strings. The only thing I don't like about it is the fact that it no longer works as a punishment throw against holds; I don't think I've gotten one Hi-Counter Throw off of it, whereas I was getting it all the time for 40% health in 4. I'll take it either way. :)
 
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