Gief's Gym - Dash Forward Throw - A quick lesson on opening up an opponent content with sitting back on their heels!
Welcome back friends! I hope you all arrived ready to improve. Today’s workout will cover the simple technique of Dash Forward Throw. Get ready to build that muscle power!
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Dash Forward Throw - Beginners
The Workout – In training mode pick whichever two characters you like. Turn off stun and turn on quick rise to not waste time. Turn on Input Display so you can see exactly how your inputs are being read by the game. As the player character, position yourself a distance from the Dummy where your forward dash will put you at max range or just inside of your throw range. Inputs are as folows:
The key to this workout is to recognize that exact range where you can dash up and throw your opponent. Perform a Dash Forward Throw from max range 10 times in a row and then switch sides. If you dash up and whiff a throw start back at zero. Video Here
The Purpose – Most dashes in SFV are very quick and can cover a reasonably far distance in comparison to the range of most normal attacks. In fact, the total frames of the average dash is right at the edge of typical human reaction time. Also consider that if a throw and an attack are active on the same frame, the throw will supersede the attack and you will grab your opponent. Dash Forward Throw can be a useful offensive tool if you notice that your opponent is being overly defensive and not attempting to check your approach with light normals or throw out pokes from afar. This is especially true if your opponent is content with crouch blocking because crouching slightly extends the throwable hurtbox. Variations Include:
Using Dash Forward Throw to Punish Long Recovery Pokes - This variations utility is dependent on the matchup. For example, it is much harder for Zangief to dash up and throw Dhalsim than it is for M. Bison to dash up and throw R. Mika. This mainly has to deal with effective poke ranges of each character, range and speed of the dash, and range of the normal throw. For the purpose of this exercise, select Ryu as the Dummy character. Set the Dummy to “Playback Recording” and select “Action Recording Settings.” In slot 1 record the Dummy simply whiffing a standing hard kick (st.hk, standing roundhouse). Pause the game again and in the “Playback Recording” menu, select “Action Playback Settings” and activate slot 1. Now as the Player Character, position yourself outside of Ryu’s st.hk range and as you see the Dummy whiff the normal, dash up and throw. This technique can be useful if you have picked up on your opponent’s tendencies in the neutral. Video Here
If you have any questions or need a spotter for this particular workout, leave a message in the comments.
Posted Mar 11, 2016, 1:26 PM UTC