Editing Pocket Fighter
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# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against | # Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against | ||
# The throw tech window starts ''after'' a throw ''connects'' | # The throw tech window starts ''after'' a throw ''connects'' | ||
− | # Same frame throws will | + | # Same frame throws will favor P2 |
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game | # Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game | ||
# Most moves have throw invulnerability from frame 2 (Exclusions: '''Guard Crush''', '''Throw''') | # Most moves have throw invulnerability from frame 2 (Exclusions: '''Guard Crush''', '''Throw''') |