With Capcom Cup 11 now behind us, we expect that Capcom will be a little more willing to make more extreme changes before the 2025 tournament season starts up. Though the meta feels like it’s in an interesting place, there’s one thing that many players of various skill levels have consistently complained about since the game was released — throw loops.
In a recent video upload, BST|Daigo Umehara shared some of his own thoughts about the subject of throw loops in Street Fighter 6. The topic came up when he was asked about the strength of throws in Street Fighter 4.
Unlike Street Fighter 5 and Street Fighter 6, throws in Street Fighter 4 typically led to the opponent suffering a hard knockdown state. Essentially, this meant that you couldn’t perform a quick getup after taking a throw. This was to make up for the fact that throws were a little difficult to actually land in Street Fighter 4.
“Was it okay that you couldn’t quick rise after throw or sweep [in Street Fighter 4]?” asked one of Daigo’s viewers during his stream.
“I had no problem,” responded Daigo after reading aloud the question. “In my opinion, it should be easy to throw. But there should be a reset after each throw. I think that’s the best. In Street Fighter 4, it was hard to throw your opponent. But once you throw your opponent, you won the round.”
From here, Daigo began talking about how throws worked in Street Fighter 6. Though he believes that throws could probably do with some sort of buff, he’s not a big fan of the dreaded throw loops as it can make even some of the top players play inconsistently.
“In Street Fighter 6, I think they can buff normal throws even more,” continued Daigo. “But I don’t like throw loops. I think it’s too simplistic that you win a round only with throws.”
Check it all out below:
Source: Event Hubs