Daigo Umehara explains why throw loops are necessary for Street Fighter 6 to be balanced










Daigo Umehara explains why throw loops are necessary for Street Fighter 6 to be balanced


Ed’s gameplay trailer for Street Fighter 6 was recently shown. He’ll be the third DLC character released for the Year 1 Character Pass, which would only leave Akuma remaining afterwards.






As such, there’s a possibility that we could get a sneak peek at what kind of balance changes could be coming to the game via Season 2 at Capcom Cup X later this month. Many fans are either expecting or hoping throw loops to be addressed in some capacity with the upcoming balance update.









However, BST|Daigo Umehara apparently has a different sort of take regarding Street Fighter 6’s emphasis on throw loops. According to Daigo, throw loops are part of what makes Street Fighter 6’s gameplay feel balanced.


“Everyone says that Street Fighter 6 is balanced, right?” began Daigo during one of his recent streams. “That’s because throws are so strong. Since throwing is strong, if you can win at rock-paper-scissors, you can win the match.”


“As long as there are throw loops, basically any game can achieve balance,” continued Daigo. “It simplifies things. If you’re good at judo mind games, you can win. If you get rid of throw loops, it’s so much harder to balance the game.”


Daigo would even state that a character like Guile would be effectively unbeatable without the power of throw loops. Check it all out in the video below (with English subtitles turned on):








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