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Strongest Throw Break Directions

Discussion in 'Dojo' started by Jide, Jun 22, 2012.

  1. Jide

    Jide The Super Shinobi Silver Supporter

    PSN:
    Blatant
    Akira - Back
    Aoi - Back | 3 hit throw does more damage than forward. - Not sure?
    Brad - ?
    Eileen - Back
    El Blaze - Forward
    Goh - Forward
    Jacky - Back
    Jean - Forward
    Jeffry - Forward
    Kage - Forward
    Lau - Forward
    Lei Fei - Forward
    Lion - Forward
    Pai - Back
    Sarah - Forward
    Shun - Forward | Back (AFter 10 Drinks)..
    Taka Arashi - Back if Lightweight/Forward if heavy
    Vanessa - DS | OS
    Wolf - Forward

    Please correct any mistakes I've made.
    Thanks!
     
  2. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    i tought jacky had is 60dmg throw with forward o_O
     
  3. Cnul

    Cnul Well-Known Member

    It's only the damage which matters when you choose the throw break ?
     
  4. Jide

    Jide The Super Shinobi Silver Supporter

    PSN:
    Blatant
    Yeah.

    Jackys knee strike is his strongest throw. It's still as far as I know [6] [4] [P] [+] [G]
     
  5. rattlejaw

    rattlejaw Active Member

    For Shun, forward throws are arguably just as good as back past ten drinks. He can actually get 80+ off a combo throw (a little less on heavies) unless an opponent knows to duck right after it and cause the launcher to float lower. A different combo doing basically the same damage as the back throw is available on ducking opponents (I feel like I can probably squeeze out more, but I'm not yet sure how), but in that scenario back is a little better because of the free extra drinks.

    So, IMO, it's Forward until 10 drinks, roughly 50/50 after. You can kind of look at it as a choice between damage and drinks, but because his combo throws run into weight class issues and the ducking launcher thing, it's not always that clear.
     
  6. AnimalStaccato

    AnimalStaccato Well-Known Member

    Lion has 60 damage throws on front and back but I'm guessing you're saying forward because of his 70 damage wall throw and 46p+g(for wall set-ups)? Sound logic.
     
  7. Chanchai

    Chanchai Well-Known Member

    No, the damage is not the only thing that matters, but it's probably the first consideration for most (not all) people.

    Like you are implying, there are positional considerations and eventually the consideration of reading your opponent's habit.

    But generally, before you read your opponent and outside of super-dangerous positions (mainly ring out or being thrown towards a wall), cutting off your opponent's most damaging throw option can be very important.

    And of course, at the end of the day, it is still a mindgame. But if I'm going to default to something (until I get a read on my opponent), I'll default to preventing the biggest damage throw direction of my opponent's character.

    I'm also willing to absorb the neutral throws to a point too. And if after awhile my opponent seems incapable of doing wall damage, I'll probably discount the throws relevant to putting me against wall (I'll still worry about ring out position though).

    And yeah, the phase of the match is important too, if my life is low enough, neutral throw becomes a lethal threat so the skewed throw-guessing game resets to 1/3 (or 1/4 if you count catch throws).

    ALL THIS BEING SAID, I don't think it is detrimental to one's game to prioritize and get familiar with the most damaging throw for each character. As I stated above, it's usually my default throw-escape direction until I have a read on my opponent (that read might even start before the match if I've been watching them in lobby or have experience fighting them).

    And I've found it incredibly useful to understand which is the most damaging throw direction.

    I don't think the original poster is telling people to only think about the most damaging throws. I think they are building an extremely useful reference for people ^_^

    People can choose what they do with that reference [​IMG]
     
  8. Chanchai

    Chanchai Well-Known Member

    Lion can do more than 60 damage against some characters with his 2_6P+G throw. I have not verified this with the full cast yet, though for the moment I'm over-generalizing it as non-heavies. I do generally tell the heavies that Lion is 50/50 throw guessing game in the open with good life and no reads.

    I will post my findings after I thoroughly test it out with the cast.

    Sample Combos (weird formatting is BC of the way I take notes in Evernote):

    Vs Lion

    2_6P+G
    Easy (Any Stance) --> 2P --> 66P+K(G) --> 4PP (D64)

    Vs Akira

    2_6P+G 
    (Forgot to verify stance) 66P+K --> 6_P(G) --> 6_KK (D67)
     
  9. AnimalStaccato

    AnimalStaccato Well-Known Member

    6_kk in a 2_6p+g combo sounds great (damage nice too)!. I'll have to have a look at that when I go on later.
     
  10. Vumsy

    Vumsy New Member

    Do you guys think you could add ground, crouch and clinch breaks as well? I'm getting killed by those ground throws. [​IMG]
     
  11. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Akira- I'm not sure, but versus Taka, [6] is his best.
    Aoi- With a wall, [6]. [6][P]+[G] 0_o
    Brad- [6] (free [3][K]? very tight timing)
    Jeffry- without a wall or ringout threat, [6]. Anywhere near a wall (very close proximity) [4]. Same goes for ground throws (same with wolf too).
    Vanessa
    DS [4], [6] for a front ringout threat
    OS... er, for guaranteed damage [6]. [4] if can you guess right again in takedown.
     
  12. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    Kage's most powerful throws are back not forward , strictly speaking, his Ten Foot Toss IS forward, but this requires a combo afterwards to become more powerful than his backwards throws.
     
  13. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Forward. Guarantees a light down attack for 63 points of damage.
     
  14. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I posted this previously in the VF5FS Easy Throw Escape thread, but just thought I'd re-post and elaborate here as well since it's more on topic.

    While the base damage of the throw is important, there are other, sometimes more important, factors to consider when deciding which throw direction to escape.
    • Damage: the obvious thing here is that the greater the damage the throw, the bigger a threat it is to your life, so you probably want to escape that direction the most. You should also consider whether or not the throw leads into a combo as follow-up, so looking at the base damage alone doesn't give you the full picture.
    • Your Remaining Health: once you're low enough in health, you might want to consider whether or not the throw you're escaping has the potential to KO you. If only one of the directions will KO you, then that should be your escape direction. If more than one can KO you, then it's a mind game, or pure guess, depending on your opponent.
    • Their Remaining Health: you might also consider how much health your opponent has when they're trying to throw you. If they've got lots of catching up to do, then chances are they'll be going for the big damage throw. If it's pretty close, and they're just trying to break your guard, then they may opt for a lesser throw.
    • Ring Position: try to be aware of your ring position. Some throws may ring you out, or put you against a wall with a guaranteed follow-up. Or, if you're already against a wall, your opponent may want to use a wall throw.
    • Player Habits: After escaping a particular throw, does your opponent switch it up? Do they butter you up first with lower damage throws before using higher damage ones? Do they have a tendency to end rounds with a neutral throw (since it's probably escaped the least)? You might find your opponent has a habit of using particular throws in particular situations, so if you can pick up on these, then this is probably the best way for you to succeed at throw escaping.
    As mentioned by Sebo, if you're playing as Taka then I think the characters' strongest throw list might change due to how different throws, especially combo starting ones, are affected due to his weight.

    Bottom line is that there's no single answer to help you win the Throw Escape game. Knowing what each character's strongest throw option is perhaps a helpful start, but against a smart opponent, you have to be just as smart in your throws escapes.
     
  15. SketchCarellz

    SketchCarellz Member

    Not sure how much I can add to this because I am new to the game.

    For basic players like myself, I'm a little more worried with the amount of throw types a character has. If I know that most of character X's throws are forward escapes, then that's something I prioritize when factoring in throw escapes. At least with people playing on my level, the amount of throws your character has and how to do them is something I'd like to include in my strategy.

    I don't know how that fits into this discussion. I guess that it's kind of like player habits like Myke said. If you see your opponent doesn't know about damage and goes through their move list in terms of throws, then you'll increase your chances of escaping by choosing the most likely escape. I also haven't even really fought good Hawks or Jeffrys, so I haven't had to feel that painful damage yet.
     

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