Gief's Gym - Late Tech - A practical lesson on optimizing defense
Welcome back friends! I hope you all arrived ready to improve. Anyone can mash out a throw tech but teching a throw with the right timing can take true muscle spirit. Get ready to build that muscle memory!
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Late Throw Tech - Beginner
The Workout – In training mode pick any character vs Ryu. Turn on Input Display so you can see exactly how your inputs are being read by the game. This workout requires a basic understanding of the record and playback functions in the training room. In the Dummy Settings, set the Dummy to “Playback Recording.” You will then record two different actions in Slots 1 and 2 in the “Action Recording Settings.”
Slot 1: Walk Forward > cr.lk > Throw
Slot 2: Walk Forward > cr.lk > cr.lk
When both actions are recorded, select “Action Playback Settings” and activate Slots 1 and 2, then get ready to control Player 1. Now as the Dummy walks forward, block the incoming low attacks or tech the tick throw. The key to this workout is to time your throw tech attempt during the timing of when you would be in recovery of the second cr.lk. Perform this late tech timing after the initial cr.lk regardless of which blockstring the Dummy throws out. If you are counter hit by the second crouch light kick, then you have hit the late tech timing too early. Successfully tech ten throws. If you are thrown or hit by the Dummy, start back at zero. Video Here
The Purpose – Late tech is a defensive option which can be safer than simply mashing out a throw if you suspect an incoming throw. The timing is specific to your opponent’s blockstrings and tick throw timing. This requires you to watch closely when your opponent is applying pressure. To successfully perform a late tech with any consistency you must wait until you are out of blockstun and then hit your own throw when you would be hit with a follow up attack. A late tech can also be performed on wake up, you just need to be blocking during the time that your opponent would hit you with a meaty then perform your throw tech during the time that you would either be in blockstun or at the very limit of when you can tech a throw. This technique can be beaten by frame traps or by your opponent walking outside of your throw range. Consider a scenario where instead of the second crouch light kick, the Dummy spends that time walking back to the max range crouch medium kick. You would whiff a throw if you perform a late throw tech and be punished by the crouching medium kick. While the above situation should be considered during defense, a late tech will still keep you safe from most tick throw and tight frame trap attempts.
If you have any questions or need a spotter for this particular workout, leave a message in the comments.
Posted Mar 30, 2016, 12:27 PM UTC