I always felt these loops were the most annoying things to deal with in SF. You broke down the options and made practicing against them tolerable. Thank you for going the extra mile to include recordings. Keep up the good work Chris!
If the opponent is tight with their throw timing and they do it as early as possible while still connecting on the last frame, then if you backdash you're only +2, so you can't punish the whiffed throw attempt. Also for perfect parry it's best to just back throw and take positioning. The damage scaling is too much, so just throw you opponent in the corner.
Delayed Throw seems like probably the best one as the input frame for teching the throw is actually a bit generous - probably a couple of frames. If you get knocked down, and you don't see any meaties coming in, or you get 4f jabbed once or twice and you feel a delay in their actions afterwards, there's a good chance you are about to get thrown. No need to explain how to deal with DI and jump ins. This is why SF has always been one of the top fighting franchises - you actually need to have good reactions and execution.
You can’t visually see a meaty on wake-up and react with guard or throw, that would require like 5f reactions haha. You’re right about delay tech is the best counter but it loses to shimmy, so once opponents start adding that you have to change it up. Thx for watching!
Throw damage scaling would be a great balance patch if you ask me. The more it's used, the less damage it could cause. Like some "implicit stamina bar" that -at some point- would put the offender himself in the need to look for a reset and then give more space to his opponent.
Unfortunate that loops exist, but lots of choices shown. I remember the delay throw tech vid, but I guess I should try other stuff. You're good w/the training menus. I've used many over the years. Maybe I can get some of that. Thanks for the vid.
Fantastic vid, should really have more views. That being said with SF6 as my first fighting game, I've reached plat 3 as Gief and I find throw loops pretty miserable to go against at this rank without an invincible reversal until SA3. Are throw loops a thing in most fighting games?
Yo @Chris_F cool video bro. If you didnt know, there is a grappler only way out. You jump cancel spd and it beats the throw, even better if you Light spd you take shimmies too
Thx for watching! I knew about that one but I tried to keep this video as non-character-specific as possible. Thanks for writing this down, hopefully a gief player sees it
I think neutral jump is also a somewhat viable option just like forward jump, as while it loses the advantage of changing corner, it can potentially let you combo off a neutral jump attack. Still need good read though because it loses to everything except throws.
That’s true but if the opponent has a DP attack they can anti-air you on reaction and you’re still in the corner. It all comes down to your risk-reward decisions
Hey Chris, thanks a lot for this amazing content! If you don't mind, could you please explain how can I record the dummy, so the P1 will jump after being knocked down? I already tried setting it up on reversal settings, but while recording the P1 does nothing...
Thanks for watching! I’m sorry maybe I’m just tired after work but could you be more specific with your question? I’m not sure what you’re trying to set up in training mode.
@@Chris_F No Problem! In 5:25 you suggest a 4th exercise: Throw into meaty throw and dp on the opposite side. While recording it, I can't make the character jump forward after being knocked down even though I configured the reversal options to do so. In consequence I can't record the dp part. How did you set that?
@pcfernandesjr oh that! That’s a manually timed recording, the dummy can’t do anything while you record. It’s a bit tough to record but I just input the reverse dp timing based on feel.
i need 2 🆘 video one how to deal with command grab second how to deal with zoner like guile how my spouse to jump over his boom without eating kick in the face 😔
I have to respectfully disagree with this, since the pushback after throw break is already MUCH further than sf3, 4 and 5. I don’t see an issue with how throw breaks work in this game.
@@Chris_F the problem is the risk/reward of trying to tech throw on this game, where the whole cast can easily do over 50% damage. If putting someone on the corner was super hard I could understand, but characters like Ken throw you in the corner instantly. Not to mention that throw loops just aren't fun.
@ok-tchau I’ve said this in other comments, I don’t really have too much issue with throw loops BUT I have an issue with characters like Ken (and some others but he’s the best example) who have every single tool available PLUS wall carry and throw loops AND a DP. It’s just too much
I don’t think they can be simply removed, the game was made with them in mind. I think the characters that currently have them def don’t need them, though.
@@Chris_F or at least make it cost with meter. Like me playing marisa. I can do throw loop too, but with DR. Free throw loop is kinda too strong and stupid imo..
Throw loops are just cancerous, once in the corner it’s guess fighter 6 especially against certain characters that are oppressive af, half the match comes down to luck pretty much
While the guessing certainly isn’t in the defenders favor, there are many situations in fighting games where you need to make calculated reads/guesses. I see throw loops as the punishment for losing the ground game and being taken to the corner. The best counter is to win neutral and not get put into the corner in the first place!
Yep, it's called a mix up. When seeing your opponent walk up to you you also need to guess whether they'll attack or throw, the only difference is that your reward is bigger for guessing right. But then again, your opponent is the one getting rewarded for getting you to the corner, and why shouldn't he be rewarded for that? Winning neutral consistently is hard work in this game. One thing I'll say though is that Ken should NOT have a throw loop. His corner carry is too strong. That aside throw loops are fine.
@@HalozillaEX which players at high levels punish a lot, drive rush is no 16F SFV dash lmao. It costs drive, has a massive visual cue and is plenty reactable from most ranges. From close range it's not reactable, but then again, most moves have a range from within you can't react to them anymore. Drive rush is as much a part of neutral as anything else.
The best defence for throw loop is to not buy the game. Dumbest gameplay decision ever especially how not all the cast can use it and how the defensive options are not available for the whole cast. IMO it is so badly implemented it is not fun at all. BUT thank you for making a video covering this topic.
By not all the cast you mean only Chun and Honda doesnt have it? I think a big problem is how characters that have huge corner carry have a meterless one, chun has good corner carry and doesnt have on AT ALL, It should be the norm or something like that
Including training mode settings to practice against this is SO nice dude. Good stuff
I know ppl enjoy the training mode settings so I’ve been including it in all my videos lately. Thx for watching!
I always felt these loops were the most annoying things to deal with in SF. You broke down the options and made practicing against them tolerable. Thank you for going the extra mile to include recordings. Keep up the good work Chris!
Glad I could help! I hope my next videos are just as helpful. Thx for watching!
If the opponent is tight with their throw timing and they do it as early as possible while still connecting on the last frame, then if you backdash you're only +2, so you can't punish the whiffed throw attempt.
Also for perfect parry it's best to just back throw and take positioning. The damage scaling is too much, so just throw you opponent in the corner.
This, and perfect parry is NOT a risk if you are reacting to their meaty, such as with Cammy c.hp, overheads, and safe jump setups.
I’m really struggling against throw loops, so a video like this is a godsend. I’ll practice what you showed in the training mode. Thanks 🙏
So glad it helped!
Delayed Throw seems like probably the best one as the input frame for teching the throw is actually a bit generous - probably a couple of frames. If you get knocked down, and you don't see any meaties coming in, or you get 4f jabbed once or twice and you feel a delay in their actions afterwards, there's a good chance you are about to get thrown. No need to explain how to deal with DI and jump ins.
This is why SF has always been one of the top fighting franchises - you actually need to have good reactions and execution.
You can’t visually see a meaty on wake-up and react with guard or throw, that would require like 5f reactions haha. You’re right about delay tech is the best counter but it loses to shimmy, so once opponents start adding that you have to change it up. Thx for watching!
Throw damage scaling would be a great balance patch if you ask me. The more it's used, the less damage it could cause. Like some "implicit stamina bar" that -at some point- would put the offender himself in the need to look for a reset and then give more space to his opponent.
Great video, appreciated as an up-and-coming former newbie. 👍
Glad it was helpful! Thx for watching
Unfortunate that loops exist, but lots of choices shown.
I remember the delay throw tech vid, but I guess I should try other stuff.
You're good w/the training menus. I've used many over the years. Maybe I can get some of that. Thanks for the vid.
There's also character specific options. Juri can jump MP into insta dive kick to punish a throw even more
Regarding forward jump, Juri can actually MP as she forward jumps and then dive kick.
I learned from this video, thanks a lot :)
Glad it was helpful!
Fantastic vid, should really have more views. That being said with SF6 as my first fighting game, I've reached plat 3 as Gief and I find throw loops pretty miserable to go against at this rank without an invincible reversal until SA3.
Are throw loops a thing in most fighting games?
Very happy to hear it helped you!
Throw loops are only a thing in 2D fighters but no, not all 2D games have throw loops.
Chris F with another goated upload 🙏
Thank you!
Yo @Chris_F cool video bro. If you didnt know, there is a grappler only way out. You jump cancel spd and it beats the throw, even better if you Light spd you take shimmies too
Thx for watching! I knew about that one but I tried to keep this video as non-character-specific as possible. Thanks for writing this down, hopefully a gief player sees it
I think neutral jump is also a somewhat viable option just like forward jump, as while it loses the advantage of changing corner, it can potentially let you combo off a neutral jump attack. Still need good read though because it loses to everything except throws.
That’s true but if the opponent has a DP attack they can anti-air you on reaction and you’re still in the corner. It all comes down to your risk-reward decisions
Hey Chris, thanks a lot for this amazing content!
If you don't mind, could you please explain how can I record the dummy, so the P1 will jump after being knocked down? I already tried setting it up on reversal settings, but while recording the P1 does nothing...
Thanks for watching!
I’m sorry maybe I’m just tired after work but could you be more specific with your question? I’m not sure what you’re trying to set up in training mode.
@@Chris_F No Problem! In 5:25 you suggest a 4th exercise: Throw into meaty throw and dp on the opposite side. While recording it, I can't make the character jump forward after being knocked down even though I configured the reversal options to do so. In consequence I can't record the dp part. How did you set that?
@pcfernandesjr oh that! That’s a manually timed recording, the dummy can’t do anything while you record. It’s a bit tough to record but I just input the reverse dp timing based on feel.
@@Chris_F Aah ok! Thanks for the explanation and patience. I'll do that then. Best regards!
@pcfernandesjr my pleasure! Happy labbing💪
KOF 97 iori theme ending
another S+ video
Thank you so much!
In short, you are in corner, you die.
Option 7: Ignore options 1-6 and wake up CA baby
How do i do slot 4 to DP on opposite side? thats a bit hard to switch in between controls
You have to record a shimmy then manually time a DP input on the opposite side. It will only come out if you try to jump out of the corner
so after i have recorded all 4 perfect timing throws for 1 hour, is there a way i could save these records for use another day?
Going into training mode vs the same dummy character should save your recording setting
@@Chris_FBut if i switched to a Simple Training such as Anti-air training, will it erase all my records?
Not 100% sure on that but I think it will
i need 2 🆘 video one how to deal with command grab second how to deal with zoner like guile how my spouse to jump over his boom without eating kick in the face 😔
I have a video about this!
ruclips.net/video/HuGZv97YDPw/видео.htmlsi=z0ca0yhNpE7GwdQm
Make a video teaching us how to perfect parry 10 out of 10 just like Kakeru😂
I wish I could😭
It would be more fair if teching a throw in the corner had the same effect of a counter DI or back throw instead of just return to neutral.
I have to respectfully disagree with this, since the pushback after throw break is already MUCH further than sf3, 4 and 5. I don’t see an issue with how throw breaks work in this game.
@@Chris_F the problem is the risk/reward of trying to tech throw on this game, where the whole cast can easily do over 50% damage. If putting someone on the corner was super hard I could understand, but characters like Ken throw you in the corner instantly. Not to mention that throw loops just aren't fun.
@ok-tchau I’ve said this in other comments, I don’t really have too much issue with throw loops BUT I have an issue with characters like Ken (and some others but he’s the best example) who have every single tool available PLUS wall carry and throw loops AND a DP. It’s just too much
So it turns out Chun-Li has no throw loops, but she can't backdash and punish them herself when the opponent does it?
She does have an invulnerable OD reversal though, unlike the other characters who can’t backdash
please remove throw loop, make this game feels toxic..... lol
I don’t think they can be simply removed, the game was made with them in mind. I think the characters that currently have them def don’t need them, though.
@@Chris_F or at least make it cost with meter. Like me playing marisa. I can do throw loop too, but with DR. Free throw loop is kinda too strong and stupid imo..
Either they’re necessary and everyone has one, or they aren’t and no one should have one. Can’t have it both ways.
Its still a bad guessing game...why cant they just increase the window for throw techs
I’m not really against the bad guessing game, the attacker should be rewarded for getting the opponent into the corner
@@Chris_F most of the time the reward is the round kina sucks to be defending
Throw loops are just cancerous, once in the corner it’s guess fighter 6 especially against certain characters that are oppressive af, half the match comes down to luck pretty much
I don’t mind the throw loops but I think that many characters who have them also have absurd corner carry. That’s the bigger issue IMO
@@Chris_F yeah and that
There really isn't enough time to tech a throw unless you guess
These don't work if you always somehow guess wrong like he lol 😅.
Try to keep an eye out for your opponents habits and you’ll be able to make more educated guesses
So basically
Just guess, lol. Fun.
While the guessing certainly isn’t in the defenders favor, there are many situations in fighting games where you need to make calculated reads/guesses. I see throw loops as the punishment for losing the ground game and being taken to the corner. The best counter is to win neutral and not get put into the corner in the first place!
@@Chris_F "just dont lose bro"
Yep, it's called a mix up. When seeing your opponent walk up to you you also need to guess whether they'll attack or throw, the only difference is that your reward is bigger for guessing right.
But then again, your opponent is the one getting rewarded for getting you to the corner, and why shouldn't he be rewarded for that? Winning neutral consistently is hard work in this game.
One thing I'll say though is that Ken should NOT have a throw loop. His corner carry is too strong. That aside throw loops are fine.
@@TheAtlasRises "winning neutral is hard"
bro there is literally a "skip neutral" mechanic, what are you on.
@@HalozillaEX which players at high levels punish a lot, drive rush is no 16F SFV dash lmao. It costs drive, has a massive visual cue and is plenty reactable from most ranges.
From close range it's not reactable, but then again, most moves have a range from within you can't react to them anymore. Drive rush is as much a part of neutral as anything else.
The best defence for throw loop is to not buy the game.
Dumbest gameplay decision ever especially how not all the cast can use it and how the defensive options are not available for the whole cast.
IMO it is so badly implemented it is not fun at all.
BUT thank you for making a video covering this topic.
By not all the cast you mean only Chun and Honda doesnt have it? I think a big problem is how characters that have huge corner carry have a meterless one, chun has good corner carry and doesnt have on AT ALL, It should be the norm or something like that
going on scrub quotes
But if you don't buy the game how can you play Street Fighter 6?
Thx for watching! I don’t think throw loops are a problem BUT I think the characters that have them don’t need them.
Whose bright idea was it to give throw loops to characters with insane corner carry?! That’s my question.