Chapter 5: The Mind Game to Tick Throw
I. The Art of Tick Throws
A. The Theory:
Honestly Gief can land all sorts of tick throws from any kind of normals. However the trick to landing them is dependent on how well the opponent is accustomed to certain tick throw setups. So as a player, try to read and find out what tick throws work best on the opponent. Not all types of tick throws work on all players. So for setups that don’t work, read how your opponent escapes them, and then find a blockstring that will punish them for that particular setup. For setups that work, continue to abuse them until the opponent learns how to deal with it.
Let me give you a simple example:
The setup: after SPD, greenhand in and perform a max range c.lk tickthrow SPD setup
Situation A: Opponent fails to react against the c.lk and takes the SPD. This indicates that we should continue to make use of the setup appropriately.
Situation B: If the opponent reads and jumps after c.lk, SPD will whiff. Which means the opponent is careful in guarding himself against that c.lk tick SPD setup.
The followup to situation B: Since the opponent guards himself against that setup, we could simply do a c.lk , s.mp blockstring to hit him, or go for s.hk next time. This then will cause the opponent to second guess himself the next time.
Basically any setups that you do as Gief for the first time on ANYONE is basically more or less an uneducated guess. Anything setups that you do for the second time should be an educated guess based upon your observation of your opponent’s behavior and response… Remember guys its all about reading your opponent. A golden rule is that every move you do should have a purpose and reason behind it, and not just blindly throwing out setups in hope that they will land luckily.
B. The Setups:
[Close Range - Medium Range]
Any combination of c.lk, c.lp, s.lk, s.lp, s.mp or s.mk. The important thing to pay attention to close range setups is try to remember how much advantage you’re in after the tick. Do it too slow and you may end up getting 3f moves spammed by the opponent).
[Far Range]
Max range s.mp, s.lk, s.lp, s.hk
[Jump ins]
Headbutt (looooong block stun)
Body splash, knee drop, j.lp

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