Forums - Invincible moves cannot be thrown (ST) Show all 5 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Invincible moves cannot be thrown (ST) (http://www.shoryuken.com/forums/showthread.php?threadid=23414) Posted by Spider-Dan on 06:06:2001 06:09 PM: Invincible moves cannot be thrown (ST) I forgot to relay this earlier, but over E3 weekend I had a chance to play some ST. The experience I had definitely clarifies to me that even a ground-based move cannot be thrown if it is completely invincible. I was playing as Old Zangief vs New Ryu. I was knocked down, and as I got up, I tried for a fierce SPD. The N.Ryu player went for a meaty super as I was getting up, not quite point blank but WELL within Zangief's SPD range. Here is what happened: I successfully timed the SPD and received the "Reversal" message upon doing it. The only move with Fierce that Old Zangief has that can generate a "Reversal" message is a SPD (O.Zangief does not have Green glove). I am 100% confident that I did not accidentally push 3 punches, and even if I did accidentally push a kick (which I am 99% confident that I did not) I was well within range of double suplex, so it would have been an instant grab anyway. So we can safely say that I did in fact go directly from an invincible "getting up" state to an instant grab vs an opponent who was within range. In other words, if he is able to be thrown (i.e. in a throwable state; not in the air, etc), he's going for a ride. However, I didn't get the grab. Instead, I saw a super flash, and I ate a faceful of super fireball. During the super flash pause, Zangief appeared to be starting SPD whiff animation (his arms were outstretched). Obviously, that means that for some reason, the grab did not complete *before* the super flash. This means two things: a) Supers have invincibility before the super pause b) Invincible ground moves (or at the very least, super startup) cannot be thrown Keep in mind that you WOULD still be able to throw a N.Ryu/N.Ken DP, because those DPs do have vulnerability. This is consistent with cmutt's observation that the CPU gets thrown out of reversal DPs ("Shory-" grab), as the computer does not play Old characters. Posted by BloodRiotIori on 06:06:2001 06:57 PM: so you're saying that if moves (such as command throws) are inputted after commmand for super has been already inputted, super would hit. interesting. i'm thinking that this tactic would only be useful when opponent is geting up and doing a 'get-up move' (like your situation). where else could it be useful?? Posted by Spider-Dan on 06:07:2001 03:53 PM: quote: Originally posted by BloodRiotIori so you're saying that if moves (such as command throws) are inputted after commmand for super has been already inputted, super would hit. interesting. i'm thinking that this tactic would only be useful when opponent is geting up and doing a 'get-up move' (like your situation). where else could it be useful?? It's more useful in the sense that you know that you can reverse a tick with a ground-based move, as long as it's invincible. Posted by roboticus on 06:07:2001 03:57 PM: wow, old issues still being discussed today. Clearly a sign of a good game. Anyway, I had the same sentiments, but couldn't find any physical evidence (except for what the cpu did against me). As for usage, examine what the cpu does. Out of all the SFs I've played, the ST cpu is easiest the biggest cheap-ass bastard. If your timing is that good, you can super out of pressure tactics and lockdowns. However, that previous statement only raises more issues: (for instance) is there enough time between block-stun, or can a character really be locked down? Against cpu Bison, it seems like I couldn't do anything but block the scissor kick. If ever a chance appeared that I could do something, I got thrown. Dale Posted by BloodRiotIori on 06:07:2001 04:02 PM: quote: Originally posted by Spider-Dan It's more useful in the sense that you know that you can reverse a tick with a ground-based move, as long as it's invincible. i was just thinking that if the ground based move was a super you would really have to anticipate well when the tick would make contact with you hell even if a normal ground special move. All times are GMT. The time now is 01:54 AM. Show all 5 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.