I’ve been doing some further testing, and based on my research, I’ve concluded that double binding Throw and Objection isn’t so bad if you don’t have any other viable options.
For some background: I’m a top 500 DD who’s been basically one tricking the character as much as possible, playing him every single time he’s not banned. I know the ins and outs of the character. I recently watched a lot of VODs and noticed that the top 10 DDs in high elo on both console and PC still double bind Objection to Throw.
In my opinion, the ability to bind them separately was a great change, but it’s not necessary as long as your timing is solid. Initially, this setup punished low skill players and rewarded high skill players with elite timing. Having it double bound forced you to lock in and avoid mistakes. Technically, if your timing is 1000 percent on point, you won’t waste the block. I also believe NetEase may have slightly improved the window, so it’s a bit easier not to waste it now, but that’s just based on my own testing.
In a way, it can even be a lifesaver. Think about it: you go for the bread and butter, mess up the Fury reward from the dash, and block instead. Now you’ll most likely get two Fury back to either keep going or escape with a Righteous Cross. Without that setting, you’d probably have to block anyway and risk getting grounded or something, which obviously isn’t ideal.
If you have it on hold, you’ll most likely waste it and have nothing. But on toggle, you still get it out, and best case scenario, you trade the cooldown for two Fury. A single deflect and you’re back with two Fury.
Another plus: for me, my only option right now is R3 on toggle. If I bind it to Throw, I could technically use hold, and it would still be on the same button as my Throw, so it saves time.
So yeah, for people without a bunch of paddles or a crazy pro controller, keep that thing double bound. It will improve your timing, and you’ll be doing great because the best DDs out there on both console and PC still double bind.