As an older title that helped pave the way for some of the mechanics we see in fighting games today, Sailor Moon S on the Super Nintendo has some interesting quirks. Throw mechanics are one of these quirks, and like in most older titles, they are not without their flaws. For example, the first player side gets the priority in throw inputs performed at the same time. Also, throw range increases if you are on the left hand side, as opposed to the right.
One of the more interesting things is throw teching, which is something newcomers to the game — as well as transplants from games like Super Street Fighter II Turbo — struggle with. This video from Koushun explains exactly how everything works.
But there’s more to it than just teching, as player one teching a throw results in player two having an unblockable followup, among other quirks.
In the case of Sailor Mercury, a teched throw when she’s player one can result in an actual frame disadvantage, which punishes her for the attempt.
But player two Sailor Mercury gets one less frame of disadvantage off of a teched throw, but also benefits from having five frames of invulnerability after and an unblockable setup off of the tech. So it becomes a real case of knowing the drawbacks and advantages of each side in the throw game.
Source: koushun1022