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A throw (投げ技 nage-waza) is a type of grabbing move. Throws must be performed within close range of the opponent and cannot be blocked.

Throw Escapes[]

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. When used properly, throws can give an advantage to the player but they are not without their limitations. A throw escape can be performed by the opponent by inputting an escape command (usually 1 or 2). This is crucial when facing characters such as King with a heavy focus on grappling-based gameplay.

Throw escapes made their debut in Tekken 2. In this game, the escape for a generic throw is the same input as the throw itself. Escaping a 1+3 throw requires the opponent to input 1+3, while escaping a 2+4 throw requires the opponent to input 2+4. Throws can generally only be escaped immediately after the grab connects. 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).

From Tekken 3 until Tekken Tag Tournament 2, there are three breaks for throws, which apply to certain types of throw:

1 break - only applies to 1+3 throws.

2 break - only applies to 2+4 throws, 2+3 throws, tackles and tag throws.

1+2 break - only applies to 1+2 and 3+4 throws.

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.

Certain stances in the game, such as Anna's Chaos Judgement, also have a built-in throw reversal.

Since Tekken 7, generic throws can now be broken by either 1 or 2.

Types of Throws[]

Generic Throw[]

Every character has the ability to perform a throw move by pressing either 1+3 (LP+LK) for a left-handed throw, or 2+4 (RP+RK) for a right-handed throw. Every character has their own unique throws with either of those button combinations in all of the Tekken games, with the exception of Doctor Bosconovitch in Tekken 3. Note that in the original Tekken and Tekken 2, all throws used a left-handed animation.

In Tekken and Tekken 2, Marshall Law, Jack, Jack-2, Prototype Jack and the first Kuma did not have a generic 1+3 throw, as they have non-standard throws assigned to these buttons. Law will perform Run Up to Drop, while the Jacks and Kuma will perform Body Press. In Tekken 2 however, Law, the Jacks, and Kuma will perform a generic 1+3 throw when close to a back-turned opponent. When Jack-2 and P.Jack returned in Tekken Tag Tournament, they retained their special 1+3 throws but lost the ability to perform a 1+3 back throw.

In Tekken 4, the 1+3 generic throw is replaced with 2+4,F, with 1+3 performing a Position Change instead.

Long Range Throw[]

Long Range Throws (ロングレンジスロー Rongurenji Surō) are literally an extension of generic throws. Pressing forward simultaneously with a generic front throw input will extend the range of the throw. This is a key point to remember, as it may come handy in many situations.

As of Tekken 8, with the exception of King, all characters no longer have Long Range Throws.

Command Throw[]

Command Throws (コマンド投げ Komando-nage) are throws with special button combinations which most characters have. The throw escape input varies on the particular command itself.

Throw Combo[]

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Anna performs a throw combo

Throw Combos (投げコンボ nage konbo), otherwise known as chain throws, are exclusive to certain characters such as King, Nina, Anna and Bruce Irvin. They are basically several command throws performed in succession. The main advantage is that when all the commands are inputted successfully, massive damage will be inflicted onto the opponent. However, every individual throw in the combo will have a small window for the opponent to input the escape command.

In Tekken 8, there was a glitch where using a chain throw against a Power Crush or an Attack Reversal or Parry results in the entire chain being unbreakable. This was eventually patched out.

Side Throw[]

Side Throws (側面投げ sokumen-nage) are generic throws performed while standing at the sides of the opponent. A throw performed on the left side of the opponent (left-side throw), will have an escape input of 1, regardless of command input. Similarly, a throw performed on the right side of the opponent (right-side throw) will have an escape input of 2. Side throws made their debut in Tekken 3.

Back Throw[]

Back Throws (背面投げ haimen-nage) are performed by grabbing the opponent from behind. Back throws are inescapable and inflict more damage than other generic throws. Standard back throws cannot be performed in the original Tekken, however Michelle Chang and Wang Jinrei can perform a special back throw as part of their Spin Behind move.

Low Throw[]

Low Throw (下段投げ gedan nage), alternatively Crouching Throw (しゃがみ投げ shagami-nage) is a throw performed on a crouching opponent. Low throws made their debut in Tekken 3. Only a small portion of characters have this ability. Usual input is d+1+3 or d+2+4.

Reverse Throw[]

Since Tekken 2, every character also has the ability to perform a generic 1+3 or 2+4 throw while their back is turned. Most characters will turn around during the grab animation, however Ling Xiaoyu will remain back-turned if a reverse throw whiffs. Reverse throws cannot be performed in the original Tekken.

In Tekken 2, if Law, the Jacks, or Kuma perform a 1+3 reverse throw, they will turn around and perform their unique 1+3 throws unless close to a back-turned opponent.

In Tekken 3 and Tekken Tag Tournament, reverse throws which connect with a back-turned opponent always register as a 1+3 throw even if 2+4 is performed. For example, King will always perform a Half Boston Crab from either a 1+3 or a 2+4 reverse throw, with no way of performing Cobra Twist from a reverse throw. This was reverted in Tekken 5, allowing both back throws to be used from a reverse throw once again.

In Tekken Tag Tournament, performing a 1+3 reverse throw with Jack-2 or P.Jack will always perform their 2+4 throws instead, which allows them to perform a grab-based throw (including their back throws) from a reverse throw instead of a Body Press.

In Tekken 4, a 1+3 reverse throw will perform a Position Change. To perform their left-handed throws, 2+4,F must be used just like a regular front-facing throw. Unlike Tekken 3 and Tekken Tag Tournament, a 2+4 reverse throw against a back-turned opponent will actually perform their 2+4 throw, for example Paul's Piggyback Throw, while a 2+4,F throw will perform the user's secondary back throw, for example Paul's Reverse Neck Throw.

Certain command throws, which typically require inputs following 1+3 or 2+4 such as Chest Crusher and Roll and Choke can still be performed as a reverse throw, and this has an added benefit due to the nerf to generic throws in Tekken 7.

Tackle[]

Tackles (タックル takkuru) can be performed by every character simply by running into an opponent from 11 to 18 steps away. The user then mounts the opponent and then can proceed with a flurry of punches. Unlike regular throws, a tackle will work on both standing and crouching opponents. A tackle can be escaped by pressing 2. Once tackled, it is possible to escape by pressing 1+2. Tackles can also be reversed. This overturns the tackler onto the bottom and the player retaliates with punches. Some characters can perform a tackle without the running start. In Tekken 2 - Tekken 6, the tackles had a maximum of 5 punches, but in Tekken Tag Tournament 2 and succeeding games, this was reduced to 4.

In Tekken 3, both the Cross Arm Lock and Leg Cross Hold were introduced as tackle options although they are character-specific. These attacks perform more damage and can be followed-up after a few punches.

Attack Throw[]

Attack Throws (打撃投げ dageki-nage) are special because they result after being hit from an attack. They can be guarded because of this, but there are certain attacks that will still perform the throw if the angle or input is exactly correct. However, if the hit is successful, the throw cannot be escaped. Often the player must hit from the front for the throw. Examples of this are King's Frankensteiner and Asuka's Falling Tower.

Attack Reversal[]

Some characters have the ability to throw the opponent by grabbing the opponent's attacking limb the instant before it connects. In some cases, the character takes the opponent down and causes direct damage such as performing an arm lock, in others, it is only a throw. The reversal which occurs depends on the move being executed by the opponent. Some attacks cannot be reversed, for example elbows.

Counter Hit Throw[]

Some attacks on counter hit will result in a throw. For example, if King performs a Konvict Kick during a counter hit, he will automatically perform a DDT after it.

Airborne Throw[]

Airborne Throws (空中投げ Kūchū-nage) are throws performed on an airborne opponent. While these are generally used for combos, it is also possible to land these when you grab an opponent that is airborne during one of their attacks. In Tekken 5 to Tekken Revolution, the air throws had the useful utility of dealing unscaled damage as a means to work around the scaling of lengthier combos. This was changed in Tekken 7 where both Ground Throws and Air Throws would also be a part of the scaling.

There is no way of escaping an air throw. This is because the airborne throw's derived technique is not escapable.

Down Throw[]

A Down throw (ダウン投げ daun-nage), also referred to as Ground Throw is used on an opponent that is laying on the ground. Some can be escaped while others cannot. Additionally, some throws are dependent on the opponent's current position. Down throws made their debut in Tekken 3.

Position Change[]

Position Change (ポジションチェンジ Pojishon Chenji) was a throw mechanic introduced in Tekken 4. Certain throws would cause the user to swap positions with the opponent or be pulled in another direction. These replaced the left throw input and many of the left throws were changed to (F+2+4). A position change could be performed by pressing 1+3 or a desired direction along with 1+3. This was removed in later installments with only Steve retaining these throws as command throws.

Wall Throw[]

A Wall throw is a throw that can be done when an opponent is up against the wall and is grabbed by the specific commands. This was introduced in Tekken 6.

History[]

Tekken[]

Tekken mainly had generic throws. Back throws were limited only to Michelle Chang and Wang Jinrei, and only as part of their Spin Behind to Behind Back Suplex combo rather than a generic throw. Chain throws were limited to Nina and Anna.

A notable interaction was that a throw would cancel the animation of any attack if they traded. This would turn several attacks, like Phoenix Smasher and Dragon Uppercut into full launchers.

Tekken 2[]

Tekken 2 expanded on the throw system. Back throws which were exclusive to only two characters were now available to everyone. Throw escapes made their debut in this game. Unlike the later games however, throw escapes were limited to generic throws and some throw combos, with most command throws being inescapable. Generic throws were escaped using the same input for the throw itself, for example a 2+4 throw was escaped with 2+4. In later games this was simplified to just the corresponding punch button. Reverse throws and Attack Reversals also made their debut in this game. Tackles could now inflict extra damage via punches (or slaps in the case of some female characters, and for Yoshimitsu and Kunimitsu, their weapons), as well as the addition of a second tackle in the form of an unblockable shoulder charge, which itself is not a throw.

Tekken 3[]

The release of Tekken 3 brought with it a collection of additions to the throw system. Sidestepping, which allowed the character to take a step into either the foreground or background, permanently defined the series. Sidestepping could be used to evade an opponent's attack and then perform a throw move from either side of the opponent (left, right, back). Down throws and low throws made their debut in this game as well. Tekken 3 also changed the throw escape mechanic. It was simplified and much more forgiving than previous installments. The Chicken, literally an Attack Reversal reversal, also made its debut in this game, as did the Parry.

Tekken Tag Tournament[]

With the addition of the tag system, Tekken Tag Tournament was the first game in the series to implement tag throws. These are essentially throw moves that allowed the player to tag-out their character and switch with their partner. Every character has a generic throw input of 2+5 regardless of team composition. Certain character combinations will have a unique throw animation. Tackles on back-turned opponents could now be followed up with punches, however Kunimitsu could no longer use her weapon during a tackle.

Tekken 4[]

In Tekken 4, every character's left-hand throw were either removed or moved to f+2+4 (replacing the old version) and 1+3 now performs the Position Change. This command causes the player to grab the opponent and swap positions with them or move the opponent into a certain direction depending on what direction is pressed simultaneously with 1+3. This mechanic inflicts no damage and adds another level of depth to the overall gameplay. Due to the addition of walls, certain throws, such as the Giant Swing, may cause the opponent to collide with them, while others such as the Double Foot Stomp may cause harm to the user.

Tekken 5[]

As of Tekken 5, a few characters have throws that can be performed on an airborne opponent, such as King and Craig Marduk.

Tekken 6[]

Wall throws have been introduced.

Tekken Tag Tournament 2[]

Tag Throws now deplete an opponent's recoverable health bar. The maximum amount of punches/slaps from a tackle has been reduced to 4.

Tekken Revolution[]

Because the generic back roll and forward roll treat the user as grounded, they are now viable targets for ground throws.

Tekken 7[]

Airborne throws, wall throws, and ground throws are now affected by combo scaling. Generic throws can be broken by either 1 or 2 while command throws still retain their specific break command. If grabbing an opponent during a Power Crush, that throw becomes unbreakable. The throw break window has been increased.

Tekken 8[]

All crouch throws are now unbreakable. Grabbing someone during the animation for a Parry or an Attack Reversal will now be unbreakable as well. A new sound will also be played when a throw becomes unbreakable from grabbing an opponent during a Power Crush or in the aforementioned scenarios. Damage from successfully escaping chain throws like Standing Heel Hold or Triple Slaps has either been removed or converts purely to recoverable health, and the general commands for chain throws have been simplified. It is now possible to break a chain throw through by holding a specific break during any point of the chain instead of mashing it during specific windows in between sections of the chain.

Throws are now affected by punishing and counter hit properties, which reduce their throw break window.

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