hikarutilmitt said:
The idea with ETTEG in VF (before FS simplified the throw system mechanics) is that it's a HUGE option select with a relatively high execution requirement that rewards you for being able to do it. The only way to reliably beat it is to use a throw input they may not have attempted to escape or to use a low HC/FC move, since blocking low is the only thing you cannot do based on a potential counterattack. Once they see you expect an ETTEG and use a circular move to counter it, they'll start blocking low or using something like ARM to avoid the low hit.
The only real execution barrier to being a top-level player I see in SF4 and super is some of the tighter FADC requirements and some of the 1-frame links. 1FL have already found ways to make them easier (double tapping, plinking, etc) and FADC is really just a matter of practice.
ETEG isn't as vital as those things mentioned. It's an option select, but in VF you have enough offensive options that you can predict ETEG and punish nicely. If you get them to use those other options (ARM, haven't heard that one- probably something obvious I don't know acronym for)- like low block, you can establish your other offense.
ETEG's an advantage, but it's not going to get you wins as easily as execution can in most other fighters.
BTW it's looking like you can do a double throw escape in FS by buffering an evade between TE's now. Hopefully Sega if they console release patches that out. (Defeats the whole point).
LiveFromKyoto said:
You are the only person in the world I've ever heard say this. There is nothing (deliberately programmed into) in any 2D fighter I can name that approaches the difficulty in execution of Akira's SPOD/lance or Tekken's just frames or (pre-simplified) VF throw escapes that required an inhuman amount of wrist speed and accuracy.
Tekken's throw escapes are ridiculously difficult to master now as well; it's the kind of thing that only a small percentage of the player base is ever going to have quick enough decision making skills to do. You basically have a couple of frames to recognize which of 3 throw animations are coming at you (and they're hard to distinguish because the difference between them is small, especially if the camera's at an angle) and respond accordingly, and you only get one shot at it because the game recognizes your first attempt as your escape input.
Note- I'm not saying that makes the games superior, just that the notion that they don't have the highest execution requirements going is pretty tough to argue against. They've got math on their side.
Just frames are pretty much 1f links at worst. They are damage bonuses, but can't lead to as much damage bonus as SF4 links. Probably equally hard. Then again most of the chars I play in 3D don't rely on JF's so can't judge entirely.
Tekken TE's- it's a bad system. SC does it best I think. That said, that's more observation based then execution based, and you can still guess it.
I'm not saying the execution requirements are lower, there's an equal amount of high-execution stuff in both. I'm saying that the high-execution stuff isn't as powerful.