

The main advantage is that when all the commands are inputted successfully, massive damage will be inflicted onto the opponent. They are basically several command throws performed in succession. Throw Combos (投げコンボ nage konbo) are exclusive to certain characters such as King, Nina, Anna and Bruce Irvin. The throw escape input varies on the particular command itself. This is a key point to remember, as it may come handy in many situations.Ĭommand Throw(コマンド投げ Komando-nage) Most characters also have throws with special button combinations. Pressing forward simultaneously with a generic front throw input will extend the range of the throw. Long Range Throws (ロングレンジスロー Rongurenji Surō) are literally an extension of generic throws. This concept held until Tekken 7, where generic throws can now be broken by either 1 or 2.

Escaping a left-hand throw is done by pressing LP while RP for a right-hand throw. A throw performed with (LP+LK) is referred to as a left-hand throw while a throw performed with (RP+RK) is referred to as a right-hand throw. Every character has their own unique throws with either of those button combinations in all of the Tekken games will result in a unique throw move. While the type of throw is evident based on the attacker's arms (1 break throws having the left arm go forward, 2 throws having the right arm forward and 1+2 having both moving forward at the same pace), there are special cases of throws not always following these rules such as King and Armor King's "Giant Swing" utilizing the 1+2 animation despite being a 1 break.Ĭertain stances in the game such as Anna's Chaos Judgement, also have a built-in throw reversal.Įvery character has the ability to perform a throw move by pressing either 1+3 (LP+LK) or 2+4 (RP+RK). Command throws cannot be escaped in this game, with the exception of certain parts of throw combos such as those performed by King, and the Ultimate Tackle performed by Paul and Kazuya (generic running tackles cannot be escaped).įrom Tekken 3 onwards, there are three breaks for throws, which apply to certain types of throw:Ģ break - only applies to 2+4 throws, 2+3 throws, tackles and tag throws.ġ+2 break - only applies to 1+2 and 3+4 throws. In this game, the escape for a generic throw is the same input as the throw itself, for example, escaping a 2+4 throw requires the opponent to input 2+4. Throw escapes made their debut in Tekken 2. This is crucial when facing King as he is able to perform multiple throws in a combo. A throw escape can be performed by the opponent by inputting an escape command (usually LP or RP). When used properly, throws can give an advantage to the player but they are not without their limitations. Throw Escape (投げ抜け nage-nuke) in the Japanese version, refers to canceling an opponent's throw by pressing a certain input timed accordingly.
