Tekken throw break system: Yes or No?

In principle, do you believe Tekken breaks are a better system than Soul breaks?

  • I prefer breaking on reaction (Tekken)

    Votes: 11 30.6%
  • The throw connected, so you should guess (Soul Calibur)

    Votes: 25 69.4%

  • Total voters
    36

Synraii

[14] Master
BEFORE SOMEBODY TRIES TO START SOMETHING: THIS IS NOT A WHICH IS BETTER IN GENERAL, SC OR TEKKEN THREAD. JUST THE BREAK SYSTEM.

As we all know, in SCIV if a break oppertunity is present, unless you are RTD, you have a 50/50 guess as to whether you break it or not. Tekken on the other hand is differant: in Tekken, one can identify which type of throw was used from the manner in which the throw attempt is animated and broken on reaction with either 1, 2 or 1+2 breaks.
But which do we prefer? The forced guess reward of succesfully connecting a throw, or the oppertunity to defend against this method of breaking defence by demonstarting good reactions and observation?
As a Soul Calibur player first and foremost, I can honestly say that to this extent, I personally prefer the Tekken way - even though it would make high level SCIV kind of redundant for many characters, in principle I prefer the method. But what about everybody else? I can think of certain members who oppose the Tekken break system *Idlemind* but asking a community of players who mostly will have at least tried Tekken at some point, what are your thoughts on the system? Like? Dislike? Like in the context of Tekken's play but not here? etc. etc.
 
I always rely on my reflexes but SC4 kinda kills my it. There is slight input lag in SCV (x360) not just throws, GI's are 50% too imo. Because I don't see many people GI the first attack of a combo.

So I think Tekken throw system in some ways.
 
they each work in their own game. in tekken it is extremely rare that you can get a combo off of a throw, and those that allow them are almost always 1+2 breaks. of course there are also no ring outs in tekken. with a couple exceptions for switching sides, positioning after a throw in tekken is rarely something to consider of worry about.

enter SC, where there are dozens of throws that can land you out of the ring/close to the edge/in position for massive wall damage etc. in SC, you have to make a breaking decision based on these factors. that isn't really the case in tekken.

i know that top tekken players can break the majority of throws on reaction, but i can't. i personally find it far easier to read situations in SC and break based on the risk/reward of said situations. at the highest levels of play, i see about the same % of throws being escaped in both franchises(~70-75% consistently).

tekken breaking would be fucking terrible in sc, and sc breaking would be fucking terrible in tekken. you are comparing apples to oranges.
 
The throw system is fine for Soul Calibur. The throw system is fine for Tekken. The throw system for Street Fighter is fine. And so on and so forth.
 
Personally I'd rather see and react to throws rather than guess but I really don't have a problem with SC's system.

Also you do worry about positioning after throws in Tekken...a lot more than you think.
 
For SC the throw system is perfect, now with break damage. Tekken has no problem's with people getting damage...people turtle in tekken because it's scary to fight in close proximity.
 
There are a few things I prefer about Tekken and the throw break system is definitely one of them. I hate playing somebody who can mix a throw mind game into their rush game in SC. I'm going to eat 50% of the throws and have absolutely no way to accurately guess correctly. Removing the ability to GI throws and add a rush 66B like Cervy's and it turns it into a shit show. It should be skill dependent not a 50/50 every single time. Sure there are ways to guess correctly since some throws have ringout properties and you can guess which will come at what point that way... but then they could throw some other throw at you just to fuck with you and catch you in oki.

Once I heard there is break damage on throws in V it pissed me off even more. What, when I actually break a 50/50 throw I'm now punished for it? The only way I'd agree with this system is if you could quickly slide A to B and essentially force break either throw.

But I suppose it's a tactic and I will have to live with it, counter it accordingly, and not get into those situations instead of bitching. Whichever.
 
I like SoulCalibur's Throws, if only for the flashy throws some characters have, also its mind games.

BG or AG, two choices but hard to know who uses what and when.
 
If you want to break the throw on reaction just duck it instead.

Moves on rush like Cervy's 66B cover ducking pretty well. Plus, ducking in general creates an undesirable situation in most cases. Sometimes you'd rather eat a throw than get stun launched for an 80+ damage combo.
 
But that's impossible with normal throws generally.
I do it often, not all-the-time mind you, but often enough to honestly say it's a viable method. Nothing is more rewarding than ducking throws for punishment. I'm not talking about anticipation either, just raw reaction.
 
Moves on rush like Cervy's 66B cover ducking pretty well. Plus, ducking in general creates a undesirable situation in most cases. Sometimes you'd rather eat a throw than get stun launched for an 80+ damage combo.

True, but that's the beauty of SC, knowing when to do what, and accepting the risk. If Cervy is doing 66B, you can easily stand up on reaction and block.
 
Moves on rush like Cervy's 66B cover ducking pretty well. Plus, ducking in general creates a undesirable situation in most cases. Sometimes you'd rather eat a throw than get stun launched for an 80+ damage combo.

Very true.
 
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