Phenom throw loops Kakeru eight times for a perfect round in Street Fighter 6










Phenom throw loops Kakeru eight times for a perfect round in Street Fighter 6


00|Phenom recently posted an amusing clip of a round he played against Ibushigin|Kakeru. As expected, Phenom was using Ken while Kakeru used JP.






Not long into the clip, Phenom managed to break through Kakeru’s defenses with a throw. Since they were still around mid screen, Phenom opted to spend some of his gauge to Drive Rush forward and hit another forward throw.









With this second throw, Kakeru found himself in the corner. As such, Phenom was now able to threaten a throw without spending any Drive Gauge.


After the fifth throw, Phenom decided to shimmy instead of throw, which resulted in Kakeru using the Drive Parry. It seems that Kakeru was more confident in using the Drive Parry in this situation rather than JP’s Overdrive Amnesia, a unique counter that even triggers against throws.


Upon seeing this, Phenom was able to score some extra damage thanks to a Punish Counter forward throw. Following this, Phenom just needed two more throws to win a perfect round.


Needless to say, a lot of players have been vocal about the “throw loop problem” that Street Fighter 6 currently has. Ironically, throw loops were also fairly common in Season 1 of Street Fighter 5 before Capcom removed a number of them, although they oddly let some fighters keep their throw loops.


Regardless, it would not be too surprising to see throws universally nerfed in some way once the first major balance patch of Street Fighter 6 is dropped due to clips like these.










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