Using and abusing instant throws

Introduction:

You can call them anything you want; instant throws, command throws, or vector throws but they all mean the same thing, f+1+4 or f+2+3. At i11, they're Dragunov's fastest throw(s) and a tad faster than average human reaction time, making them effectively invisible during execution. Now obviously this doesn't mean that they can't be escaped effectively, but it does mean they can't be ducked on reaction, only on anticipation.

Using Instant Throws:

Similar to CH 1,2,1 confirming, any opportunity where the opponent is left at negative frames and a tad less than range 1 can turn into an instant throw option. Both instant throws cause a side swap with your opponent and as such can be used as a pressure tool when your back is near a wall. Unlike attacks and Dragunov's b+3+4 punch parry, throws are technically not attacks, therefore inherently have less risk when used not at positive frames. For instance the opponent will most likely improperly read CH when you're attempting a throw, leaving them susceptible to various types of punishment, this is especially strong against characters who require CH on fast attacks to start any major offense (e.g. Steve and Julia).

Both instant throws set up wake up oki with f+1+4 setting up the highest damage potential with a b+2,1,3 BT catch, but also carries a large risk as FDFT D+3 will full launch on whiff. A b+2 check is a much safer option for very similar damage, leading to WS+1+2 KND or even a WS+4 trap if you're feeling frisky and anticipate the opponent using a panic BT kick. f+2+3 has a little more range than f+1+4, most likely due to Dragunov's stance, and its strongest oki option is during opponent roll away. As such each instant throw has situations where it is superior to the other, f+1+4 is strong when the opponent is put with their back to the wall and f+2+3 is strong when the opponent is more inclined to roll away.

Abusing Instant Throws:

Like much in Tekken, scouting your opponent will carry you a great deal into beating said opponent. Picking up on their favorable options, ground techs, and overall poor decisions can grant major damage. Characters, in general, also tend to have weak sides and glaring weaknesses that can be exploited if you're aware of them before facing them. Combing these two realizations can substantially increase your chances of winning against any competition, so be sure to exploit them.

If your opponent is weak against throw game, don't always opt to use instant throws on +frames as you'll find that they are more likely to be inclined to twitch duck and random punish, that's the complete opposite of what you want. Instead use instant throws in situations where a safe or +frame 50/50 is a valid option. A good example is during opponent tech at the wall, a dash in b+1+2 or standing d+1 can track both side effectively, but a well timed instant throw can also interrupt any options that the opponent may use. In this case the opponent has no panic options and instead must deal with the oki head on, a win/win for you.

As I mentioned earlier, instant throws are invisible, therefore can be effectively mixed into generic jab pressure. As the animation isn't too dissimilar from jabs either, it's a very ugly, but effective 50/50. Instant throw to keep the opponent on their toes and 1,2 checks to catch twitch duck. This can be expanded to use d/f+1 as an anti-air check to stop hop kicks, assuming you have the proper amount of frames to catch them mid-air. Another option is to mix in iWR+2 with dash in, instant throw pressure. Identical looking start up with the dash, similar execution with extended arm, very different resultant on completion.

This isn't an end-all list, be creative, instant throws are fast enough to mix into almost any situation.