lordhelmet
Smash Master
What's with the multitude of throws that only allow DI away? These seem to mostly be PM up throws. No DI/DI behind sends you straight up (usually followed by an up air). DI away sends you in an equally free position (usually a forward air). This allows for a ton of free/linear combos that you see over and over. Lucario, Bowser, Sonic off the top of my head. Other examples are Lucas' dthrow and I'm sure there are others.
Are there any throws in any Smash game like this? It seems pretty stupid that I can get these characters on random and autocombo my opponent because he only has two options. Why can't these throws be DI'd behind? Could you imagine Falcon's up throw if the opponent couldn't DI behind? It's already stupidly good. Eliminating 33% of the option tree only makes the game more linear and seems to be coded to make up for lack of character depth (I don't know).
I was thinking about this after I got Sonic on random and was able to up throw -> fair on my first try and never dropped it. When I picked up Falcon it took me weeks to get good at dthrow/uthrow -> knee. The hitstun windows on a lot of the PM characters seem so free and easy to execute compared to the Melee vets. I will use Sonic as an example because I know him better than the other characters I mentioned above. If he uthrows me and I don't DI, it's a free uair chain to death (if I SDI the first hit it's really not that hard to hit me with the second hit only). If I DI, it's (in most cases) still a free uair and almost always (at practically any % with any mid weight and heavier) a free forward air. If I DI the fair away, I cannot recover. Since I have to DI in, it's another free hit. These linear option trees seem to be the case for a lot of these throws. I know that this is the same case for Melee, but some of these combos are just ridiculously free. IE: Fox's uthrow -> uair does not have as a big of a window (it doesn't even work on half the cast) and actually takes time to learn. I'm also not arguing against autocombos in general. I'm arguing against lack of DI options when the difference between the two games is that we can now expand these option trees rather than limit them.
I could just be salty, but I really don't understand why some throws are like this. Thoughts?
Edit since people are missing the point: throws are reaction based and I'm not saying you should have to read your opponent to combo. I'm saying that eliminating "significant" DI on throws like the ones mentioned makes the game more linear. If you could DI behind on Sonic's uthrow, it would still be a free followup. The difference is now that you have options. Maybe there's a platform behind Sonic that you want to land on, etc.
Are there any throws in any Smash game like this? It seems pretty stupid that I can get these characters on random and autocombo my opponent because he only has two options. Why can't these throws be DI'd behind? Could you imagine Falcon's up throw if the opponent couldn't DI behind? It's already stupidly good. Eliminating 33% of the option tree only makes the game more linear and seems to be coded to make up for lack of character depth (I don't know).
I was thinking about this after I got Sonic on random and was able to up throw -> fair on my first try and never dropped it. When I picked up Falcon it took me weeks to get good at dthrow/uthrow -> knee. The hitstun windows on a lot of the PM characters seem so free and easy to execute compared to the Melee vets. I will use Sonic as an example because I know him better than the other characters I mentioned above. If he uthrows me and I don't DI, it's a free uair chain to death (if I SDI the first hit it's really not that hard to hit me with the second hit only). If I DI, it's (in most cases) still a free uair and almost always (at practically any % with any mid weight and heavier) a free forward air. If I DI the fair away, I cannot recover. Since I have to DI in, it's another free hit. These linear option trees seem to be the case for a lot of these throws. I know that this is the same case for Melee, but some of these combos are just ridiculously free. IE: Fox's uthrow -> uair does not have as a big of a window (it doesn't even work on half the cast) and actually takes time to learn. I'm also not arguing against autocombos in general. I'm arguing against lack of DI options when the difference between the two games is that we can now expand these option trees rather than limit them.
I could just be salty, but I really don't understand why some throws are like this. Thoughts?
Edit since people are missing the point: throws are reaction based and I'm not saying you should have to read your opponent to combo. I'm saying that eliminating "significant" DI on throws like the ones mentioned makes the game more linear. If you could DI behind on Sonic's uthrow, it would still be a free followup. The difference is now that you have options. Maybe there's a platform behind Sonic that you want to land on, etc.
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