![]() Throw Combos (投げコンボ nage konbo), otherwise known as chain throws, are exclusive to certain characters such as King, Nina, Anna and Bruce Irvin. The throw escape input varies on the particular command itself. This is a key point to remember, as it may come handy in many situations.Ĭommand Throws (コマンド投げ Komando-nage) are throws with special button combinations which most characters have. ![]() Pressing forward simultaneously with a generic front throw input will extend the range of the throw. Long Range Throws (ロングレンジスロー Rongurenji Surō) are literally an extension of generic throws. In Tekken 4, the 1+3 generic throw is replaced with 2+4,F, with 1+3 performing a Position Change instead. When Jack-2 and P.Jack returned in Tekken Tag Tournament, they retained their special 1+3 throws but lost the ability to perform a 1+3 back throw. In Tekken 2 however, Law, the Jacks, and Kuma will perform a generic 1+3 throw when close to a back-turned opponent. Law will perform Run Up to Drop, while the Jacks and Kuma will perform Body Press. In Tekken and Tekken 2, Marshall Law, Jack, Jack-2, Prototype Jack and the first Kuma did not have a generic 1+3 throw, as they have non-standard throws assigned to these buttons. Note that in the original Tekken and Tekken 2, all throws used a left-handed animation. Every character has their own unique throws with either of those button combinations in all of the Tekken games, with the exception of Doctor Bosconovitch in Tekken 3. While the type of throw is evident based on the attacker's arms (1 break throws having the left arm go forward, 2 throws having the right arm forward and 1+2 having both moving forward at the same pace), there are special cases of throws not always following these rules such as King and Armor King's Giant Swing utilizing the 1+2 animation despite being a 1 break.Ĭertain stances in the game, such as Anna's Chaos Judgement, also have a built-in throw reversal.Īs of Tekken 7, generic throws can now be broken by either 1 or 2.Ģ8 October 2009 Types of Throws Generic Throw Įvery character has the ability to perform a throw move by pressing either 1+3 (LP+LK) for a left-handed throw, or 2+4 (RP+RK) for a right-handed throw. Command throws cannot be escaped in this game, with the exception of certain parts of throw combos such as those performed by King, and the Ultimate Tackle performed by Paul and Kazuya (generic running tackles cannot be escaped).įrom Tekken 3 until Tekken Tag Tournament 2, there are three breaks for throws, which apply to certain types of throw:Ģ break - only applies to 2+4 throws, 2+3 throws, tackles and tag throws.ġ+2 break - only applies to 1+2 and 3+4 throws. Throws can generally only be escaped immediately after the grab connects. Escaping a 1+3 throw requires the opponent to input 1+3, while escaping a 2+4 throw requires the opponent to input 2+4. In this game, the escape for a generic throw is the same input as the throw itself. Throw escapes made their debut in Tekken 2. ![]() This is crucial when facing characters such as King with a heavy focus on grappling-based gameplay. A throw escape can be performed by the opponent by inputting an escape command (usually 1 or 2). When used properly, throws can give an advantage to the player but they are not without their limitations. Throw Escape (投げ抜け nage-nuke) in the Japanese version, refers to canceling an opponent's throw by pressing a certain input timed accordingly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |