jump kick= free throw?
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posted07/01/2011 11:51 PM (UTC)by
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ZeroSymbolic7188
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04/09/2011 07:33 PM (UTC)
Title.
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WhereThereIsSmoke
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If you use the term "spam" I have no time for your argument.

07/01/2011 05:28 AM (UTC)
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More info?

But if the character has an arial throw then yes, even if your opponent is on the ground.
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Spaceman
07/01/2011 05:45 AM (UTC)
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I think he means a BLOCKED jump kick=free throw, which i see a lot online. Especially from Smoke players. And for the most part I'd say its true, in my case I'd rather eat a throw then potentially get hit by a combo. But one CAN always just duck and punish if the player keeps repeating the jump kick throw over and over.
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ZeroSymbolic7188
07/01/2011 07:16 AM (UTC)
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yeah I meant on block. And it seems to be the case. I thought so, just like to confirm things. Thanks guys.
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TheDarkPassenger
07/01/2011 01:01 PM (UTC)
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I don't think it would be guaranteed--my guess is that depending on how deep the JK is, the opponent may be able to jump out, which means they could crossover JP you into a big combo. If your JK is really deep (close to the opponent, hitting very high on there body), then you would have a longer fall time, which makes it easier to escape--if your JK is shallow (further from the opponent and hitting low on their body), then you would probably need to take a step in to throw, which again, makes it easy to escape. I'm not saying it wouldn't work in a match, ever (because throws are effective at every level of play), but there would be a window from where they block the kick hit until you fall to the ground. During that time, they would have some frames of block stun from the JK, but combine that with your falling frames, as well as startup frames on the throw, and I think they would have plenty of time to react.

I think the better option is to JP followed by 1 hit of a string that does not cause push back on block, and also recovers quickly. Using this means you will already be grounded and right next to your opponent (which addresses the issues with the JKs timing). I think that this setup is much more difficult to escape, but again, this isn't guaranteed either.

It's all about conditioning your opponent to land the throw--JP into a 3 hit string, and let them block all of the hits. After a few cycles of this, do it again, but stop the string after the 1st hit, and throw--they'll be so used to blocking all 3 hits of the string that they will most likely not be able to react in time.

I'll test the JK throw more thoroughly later on today, and post back any significant changes to what I initially found (and posted above) smile

*EDIT* I just re-read the thread and noticed the emphasis on online play. Online play, in my opinion, is a different game, so my assessment may not be applicable. This is a game where we measure things in 1/60th of a second, so ANY online lag will greatly impact certain strategies, block strings, punishments, etc. I'll still test it more offline, but just thought I would throw that out there.
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TheDarkPassenger
07/01/2011 11:51 PM (UTC)
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Ok, so I tested this a bit further and found the following:

When using an insanely shallow JK (like you're kicking them in the feet), you can immediately throw, however, the game seems to recognize this, as it makes the throw whiff against a crouch blocking opponent. If you JK a little deeper (like you're kicking them in the lower shin), there is the small delay that it takes for you to land, but the game will allow an immediate throw. The opponent can still just duck this, and punish, but they cannot jump to escape.

I will say that this tactic, while having a no-jump situation, is too tough to judge in a live match (in my opinion). It's not worth risking eating an entire combo for a throw. To answer the original question of does jump kick = free throw?, the answer is no. Can a jump kick lead to a free throw in a very specific situation, yes.

I do think that this would be more useful in online matches where you can get some help from lag--that way the opponent cannot react in time to punish when incorrectly performed (incorrect in the sense of the JK way too shallow causing the whiff, or too high causing a delay)
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