I tried to standardize the range as much as possible. The method I used was the following:
Rook is always selected as the defending character. Rook walks up to the character until they start pushing against each other. Then, I would have Rook walk away frame by frame until I could find the max range that he would be able to throw the attacking character using neutral throw (no frame gap between walking backwards and neutral throw). Then, I would repeat the procedure by having Rook walk away from the character and see what frame the attacking character would be able to throw Rook. I have found that sometimes the data would vary by a frame (sometimes 2 in the case of Dragon). Maybe it was just me getting tired of counting the frames. Not sure. So, here is the table listing the difference in the amount of frames from Rook being able to throw the attacking character versus the attacking character throwing Rook
Ah, that could explain some things. I think I encountered up to two frames difference as well sometimes in Setsuki’s back throw. I can’t remember which throw now. They all blend together. So, I guess idle animations/movements can affect the range that a character’s throw will come out.
Using the same methodology that I posted earlier, this is how Lum’s throw range stacks up with the other characters. Note: I did not re-test the other characters’ throw ranges since they were not mentioned in the update. Maybe when I have time later, I will double-check the numbers.
I am planning on retesting the throw ranges with this new update. Since the patch changed the movement speed for everyone, I need to retest all of the numbers due to the methodology I used. I just haven’t had time very recently, but I should get to it this week. However, I don’t think I will be able to test Geiger’s back throw right now due to a bug that only triggers his front throw according to a recently submitted bug report.
With the new update, v.12189, there was a 25% walking speed increase across the board. So, I took the time to retest all of the numbers using the same methodology. Obviously, all of the numbers have changed since Rook’s walking speed has increased. However, due to a bug with Geiger’s back throw, I could not test his throw range. Instead, I speculate that it would be the same as the others since it was the same for previous versions. Additionally, the “Base” column is the amount of frames that Rook has to walk backwards from the opponent in order to use his neutral throw from max range. I included it in case anyone wants to double-check any of my numbers as well as make it easier to keep the table updated in the future.
Okay, so I thought I’d come back and update the throw ranges according to the methodology I used earlier. In summary, I would have Rook walk forward until he started pushing the other character, go immediately into frame step mode, walk backwards counting the number of frames needed such that Rook’s neutral throw would be at max range. So, the base is the number of frames Rook needs to walk backwards. The throws for each of the characters are based on the number of frames that Rook needs to walk less or more in order for that character’s throw to connect.
With the new update introducing Quince and Onimaru, I have updated the standard throw range table using the same methodology in the previous post. I also double-checked all of the numbers in case any of them changed. It seems that I had made a mistake counting the base number of frames that Rook needs to walk backwards from Argagarg. It is 39 instead of 40 as I have written above. This indicates that Argagarg actually has a slightly longer throw range than Jaina. I have attempted to standardize the screenshots of the max throw ranges for each character as best as I could by using the Clock Tower’s boards as a reference. I still use Rook as the base because he is the character that walks backwards the slowest. I tested this by walking backwards the same number of frames for each character and attempting a throw by Rook (effectively using base as the number of frames to walk). Rook took the most frames to walk backwards until a throw whiffed compared to every other character.
Why is Setsuki’s range so garbage…
Honestly, I find it better to hold B as a throw instead of using Setsuki’s regular throw, especially with opponents that have smaller hitboxes. With larger opponents like Lum and Midori, you can probably get away with a regular throw, but it’s never enough for smaller opponents like Geiger and Argagarg, and I usually find myself having to walk up to smaller opponents to actually throw them.
You’re honestly probably right, I’m still pretty nooby with Setsuki so I unless I’m in a corner w/ my opponent I typically forget to walk close enough to them for the throw to hit.