well thats just it, isn't it ,then. It not a 'house' rule. Where I grew up there were at least 20 different arcades in the area all within about 75 miles of eachother, all of which I visited several times, and only 3 or so that i frequented. At every single one, the 'cheap shot' rule was known, and not just for Street Fighter. any game WITH throws in it had the rule.
Yeah, throwing was a big deal back in 1991 during Street Fighter II World Warrior. Tick throws were damn near inescapable a lot of the time, and since a lot of people were still learning to play, nobody knew how to counter these things.
But you know what happened over the years? Throws got weakened. In Champion Edition they became fully reversible with your own counter-throw if you were expecting it (except if you didn't have enough throw range vs. someone like Dhalsim). They started doing a little less damage. And then in Super Turbo, tech softening was introduced. From that point on, throws in Street Fighter games got worse and worse in terms of damage and throw range (except for X-Men vs. Street Fighter, where throws did hella damage and often let you juggle/infinite afterwards. But I don't think we're going to count that as true SF...)
The "cheapest" aspect of throws in Super Turbo is the "throw loops" that Balrog, Dhalsim, and Ken could do - get them in a multi-hit grab, then when it ends you can move towards them immediately and tick into another grab. It's always been a very abusable part of the game. But in HD Remix they reduced the throw range for all three of these throws, so it's now possible for just about any character to counter-throw them if you're expecting the trap (a character coming out of blockstun or hitstun always has a one frame advantage in which THEY can throw the other character first. Try tick throwing the CPU from SF2 Champion Edition on and you'll see they always have advantage). And yes although I obviously do use throws, I think weakening the most abusable throw loops in the game was definitely a good idea for HD Remix.
Unfortunately, a lot of scrubs never realized the part about counter-throwing becoming a viable strategy and decided to enforce "no throwing" rules in their arcades, even though it was an aspect that was made more fair over the years. I know back in the day there were threats and even fights over throwing in SF, and so those people didn't want to change their style of playing. If you and your friends play by a no-throw policy, you're limiting the game for yourselves. Although you're obviously not tournament players, it's worth pointing out that there is NO respectable Super Turbo tournament out there that places a ban/limit on throws.
I can't imagine stuff like the 'quarter on the bezel' rule, the 'no infinite glitches with Cinder', or no akuma in the tourney rules made it out of local arcades and made it across the country but the cheap shots thing didn't?
No way. In fact, I *just* saw one of the achievements on the XBL version of this game, one of which is called "Throwing is cheap". course the achievement is PRO-throwing, not anti-throwing, but the sentiment is there. The guys there heard of a cheap shot. So the cheap shots thing was definitely prevalent, unless of course one of the Devs for SSF2THD was from my area, lol.
Yeah, it's a tongue-in-cheek acknowledgement of the old days. They know how these things were considered cheap back then. The difference is, it's not cheap NOW.
I cant say it's 'unfair' because yes, its in the game and I am NOT calling it cheating, because it's not. Its just... cheap is all. It takes away from the game and only shortens it. I like combos and such, even if I'm on the receiving end.
Shortens the game? lol... Super Turbo has always been a fast, high-damage game. And you know what? I love it for that. Sucks to be in the arcade having to pay another coin when you lose, but for home play it's great. Learn how to tech regular throws (i.e. go for throws yourself) and you'll take less damage, and the rounds will last longer.
The point is that throwing makes the game deeper and more exciting. If someone doesn't throw at all, it just makes it a lot easier to focus on their attack patterns, which end up becoming a lot more predictable and easier to beat. But if someone does throw, well that opens up a lot more options for every situation. Say someone knocks me down and then goes for a crossup while I'm getting up. Maybe they're going to try to throw after the crossup attack is blocked, and I can turn the tables and counter-throw them first. Or maybe they're expecting me to try to throw and end up baiting it by walking back a bit first until blockstun ends, and then they end up doing a low attack that hits me, and now I'm subject to a quick combo. Situations like that happen all the time, and you have to put in more effort to out-think your opponent, and I do think that makes for a more exciting game. If you're not using throws, well then if I want to win I can just put that fear of getting thrown out of my head completely and throw you first, get a life lead, and then just hold down-back and use my best pokes to keep you out (or vertical jump over fireballs). If you don't have an overhead and think throwing is cheap, what are you going to do to me?