Capcom Cup 11 came to a riveting conclusion earlier this month. Of course, some spectators were quick to point out how many of the matches were decided by throw loops, a problem that has been consistently complained about for Street Fighter 6 for some time now.
As such, Diaphone has released a video that has him talking about what can potentially be done about throw loops in Street Fighter 6. The video starts off by highlighting the opinions of notable figures within the fighting game community about the subject.
From there, Diaphone goes into why throws are so powerful in Street Fighter 6. Unlike a game such as Street Fighter 4, there’s no way to option select against a throw, which rendered throws to be especially weak in that game despite the reward that they granted upon landing one.
Additionally, it can be difficult to punish throw attempts even with back dashes or neutral jumps. Overall, throws just recover too quickly to be consistently dealt with in this manner.
In other fighting games, throws are kept in check by making them riskier, making them easy to react to, or giving the opponents options to reset the situation with correct reads.
Diaphone believes that the best way to address throw loops is to just add a few more recovery frames to whiffed throws so that it can be easier to punish them. He also adds that characters like JP probably shouldn’t have a throw loop in the first place.
Check it all out in the video below:
Source: Event Hubs