"Just tech the throw!" .... Years and years after you told the story of someone's comment this in your video about throw loop in SFV is super strong, I still laugh when remenber at this story. Hahahah Hello, Mr.Vesper, Great video. Thank you for your work and I be happy retro streaming still existing. Also, Mr.Vesper, please make road to Master using classic Ryu. Playing Road to Master using Ryu gonna make you stop think make Master Raking is easy. hahahah Show some love for the poster boy...and I don't talking about Luke. Hahahah Also, now I'm Ryu Master after using this character every single day for 7 years. Thank you for all you help making great contente.
So just to make sure, Walk throw loop: luke, ryu, ken, DJ, Kimberly, dhalism, cammy, Jamie Dash throw loop: Juri, Rashid, JP, blanka DR throw loop: lily, gief, marisa, manon, guile No throw loop: chun, honda Someone can correct me if I'm wrong I'll edit later
Yes and no. Jamie still wants to walk throw loop. He's +4 after dash but walking is still recommended for meaties since you still get the throw loop and your 5MP won't trade with 4 frame buttons that way. It's also better for shimmies for Jamie because 2MK will not connect after forward dash backdash 5MP because of the spacing and 5MK is too slow. Basically no Jamie goes for the dash anymore because of that, though it can be good to throw it in sometimes to confuse your opponent a little.
@@VocalTK I haven't played Jamie for almost 2 months so I didnt know he had a walk throw loop. I'll take your word for it now but I'll test every characters later
Many thanks for this guide. As a Manon player i'm getting more and more frustrated by throw loops and corner situations in general, to a point I sometimes hate this game so much.
Yea getting cornered early with manon is hella rough. Unless you have super meter your only real option is to drive reversal but if you arent careful the opp can still block in time or worse you get accidental drive impact.
Thanks for the throw loops guide Vesper, I really learned a lot about this technique that I really hate. Now we wait for Capcom to nerf them across the board making this video obsolete..... VesperKappa
@@kazutomotakayoshtosh by that logic, why did they exclude chun and Honda from having it? My issue with loops is that top tiers already have everything they need, they dont need a loop to make them more oppressive. If this was just on characters like lily, gief, jamie and manon then sure but luke, ken, DJ and juri already have opressive buttons in neutral to harass you, throw loops feel incredibly lazy for offense because the counter is extremely high risk in comparison. Also any character can stop a wakeup parry with their drive rush throw.
Ive never been a good at foghting games but throw loops never bothered me. All you have to do is counter throw. I will day though that ive always loved mix up and 50/50's so guessing games are what i am best at.
This is actually one aspect of SF6 that I cannot fking stand. This area of the game feels like one big RPS (rock, paper, scissors) guessing game where anyone can just win. I've literally lost rounds to people who I've felt like are not better than me. But the throw guessing game carries them.
@1dayago843 Yes, I do. She's my only favorite girl character I love in the game.I know she, and it's just a game, by my stepmom said that Juri does love me a bunch and my aunt, Dawn said I'll still be in love someday, So every everybody cheers me up, because I was crying and I just made a beautiful picture project of cute relationship between me and Juri together I created.
@@VesperArcade thanks! I guess im starting to learn stuff but I still cant execute it lol. Appreciate your videos as its valuable resource for learning this deep game
Here's why you see repeated throws a lot in SF6. If a throw does 1 damage and an attack combo does 3 damage (and the risk is the same for both), then by game theory the throw-attack ratio should be 1/1:1/3 = 4:1. It gets more complicated once you consider other options, but there aren't many other good options for okizeme in SF6.
Yeah but if you are always wrong? Like legit. That's it? Ggs? I am unable to guess thiit seems. As some people will just grab you to death other people will use everything and the moment you figure it out you lost already.
I've studied street fighter more than I studied my entire time in college
Me and u both 😑
Damn 😮
taking notes and shit
The most important defense against throw loops is not to end up in the corner in the first place
well you will only study something passionately of youre interested in the subject so i believe it lol
I love this channel. It's certainly the best sf6 channel. These guys rock. Thank you for the amazing tutorials.
There's a couple more options if your opponent is sitting right next to you. There's the side death stare or just the RL jab.
we can also uninstall the game and then reinstall it
Listen to their input XD
"Just tech the throw!"
.... Years and years after you told the story of someone's comment this in your video about throw loop in SFV is super strong, I still laugh when remenber at this story. Hahahah
Hello, Mr.Vesper, Great video. Thank you for your work and I be happy retro streaming still existing. Also, Mr.Vesper, please make road to Master using classic Ryu.
Playing Road to Master using Ryu gonna make you stop think make Master Raking is easy. hahahah
Show some love for the poster boy...and I don't talking about Luke. Hahahah
Also, now I'm Ryu Master after using this character every single day for 7 years. Thank you for all you help making great contente.
“Strikes beat throws on same frame”. I believe this changes once in the air and an air throw interacts with hit on same frame.
I believe you're correct.
I tested this today and there's no difference with air throws, a strike will still take priority if they connect simultaneously
So just to make sure,
Walk throw loop: luke, ryu, ken, DJ, Kimberly, dhalism, cammy, Jamie
Dash throw loop: Juri, Rashid, JP, blanka
DR throw loop: lily, gief, marisa, manon, guile
No throw loop: chun, honda
Someone can correct me if I'm wrong I'll edit later
Yes and no. Jamie still wants to walk throw loop. He's +4 after dash but walking is still recommended for meaties since you still get the throw loop and your 5MP won't trade with 4 frame buttons that way. It's also better for shimmies for Jamie because 2MK will not connect after forward dash backdash 5MP because of the spacing and 5MK is too slow. Basically no Jamie goes for the dash anymore because of that, though it can be good to throw it in sometimes to confuse your opponent a little.
@@VocalTK I haven't played Jamie for almost 2 months so I didnt know he had a walk throw loop. I'll take your word for it now but I'll test every characters later
These system guides are an invaluable resource
Many thanks for this guide.
As a Manon player i'm getting more and more frustrated by throw loops and corner situations in general, to a point I sometimes hate this game so much.
Yea getting cornered early with manon is hella rough. Unless you have super meter your only real option is to drive reversal but if you arent careful the opp can still block in time or worse you get accidental drive impact.
Zangief has a much worse time
Counter Loops @16:50
Great guide Vesper! 👍
Marisa, Lily, and Guile need DR to loop.
Chun and Honda have no loops.
Everyone else can throw loop for free.
Thanks for the throw loops guide Vesper, I really learned a lot about this technique that I really hate. Now we wait for Capcom to nerf them across the board making this video obsolete..... VesperKappa
They’re probably not going to nerf it. Since parry exists, they need to add a move that discourages players from using parry the entire match
@@kazutomotakayoshtosh by that logic, why did they exclude chun and Honda from having it? My issue with loops is that top tiers already have everything they need, they dont need a loop to make them more oppressive. If this was just on characters like lily, gief, jamie and manon then sure but luke, ken, DJ and juri already have opressive buttons in neutral to harass you, throw loops feel incredibly lazy for offense because the counter is extremely high risk in comparison. Also any character can stop a wakeup parry with their drive rush throw.
Interesting but, will all of this really last? Because a new season is coming...
It seems Ive been grabbed out of my OD reversal before, is this possible?
Just here to help the algorithm!
I could listen to your channel all day. Keep it up!
Ive never been a good at foghting games but throw loops never bothered me. All you have to do is counter throw. I will day though that ive always loved mix up and 50/50's so guessing games are what i am best at.
good stuff
Je déteste cette loop, merci pour ces informations 👌
Vesper, what's your opinion... is it still "take the throw?"
When you say ken is plus 17, what do you mean?
Thank you for explaining this! It’s going to make practicing easier!
Does everyone have same jab frames?
Everyone has a 4 frame light attack, but they're all different depending on the character.
This is a lot like marriage and parenthood.
What about delay techs? It only loses to shimmies, right?
Yeah, Delay Tech can definitely help cover multiple options. It also has it's unique counters as well that I'll have to cover in the future.
Would love a video on that!
@@VesperArcade
This is actually one aspect of SF6 that I cannot fking stand. This area of the game feels like one big RPS (rock, paper, scissors) guessing game where anyone can just win.
I've literally lost rounds to people who I've felt like are not better than me. But the throw guessing game carries them.
Oh, Juri. I always love you, and I just want you back
You don't even need to want her back because she's been in every Street Fighter since her debut
@1dayago843 Yes, I do. She's my only favorite girl character I love in the game.I know she, and it's just a game, by my stepmom said that Juri does love me a bunch and my aunt, Dawn said I'll still be in love someday, So every everybody cheers me up, because I was crying and I just made a beautiful picture project of cute relationship between me and Juri together I created.
@@austinboone6082what the fuck did I just read
Also I hate hits stuns/block stuns into throws
Tick throws and staggered pressure are great
@@Guitar-Dog very viable I just hate when I can't find a way out DP on wake up is not a thing 6
Its hilarious how my Honda can do EX SH but still gets grabbed
How about delayed tech? It beats meaties and throws
Yep, you can delay tech to beat 2 options. You will lose to shimmy, jump, delay strike etc.
@@VesperArcade thanks! I guess im starting to learn stuff but I still cant execute it lol. Appreciate your videos as its valuable resource for learning this deep game
@@VesperArcadehow to delay tech
@@monkehotdogs2227 you wake up, wait a bit (ie "delay"), then tech
@@monkehotdogs2227
th-cam.com/video/Y7zqRMd53bA/w-d-xo.html
a y por mas q tenga Throw Loops sigue siendo mas técnico q el dragón
I already figured out the best way to deal with throw loops.
Never play against real players.
My advice in this situation: try not to lose control of your bowels.
Nothing has ever been made better by stinky britches.
Why the hell JP has a throw loop?
He also has an air throw. Ludicrous balancing by Capcom with this character.
*sad chun li noises*
Here's why you see repeated throws a lot in SF6. If a throw does 1 damage and an attack combo does 3 damage (and the risk is the same for both), then by game theory the throw-attack ratio should be 1/1:1/3 = 4:1. It gets more complicated once you consider other options, but there aren't many other good options for okizeme in SF6.
The throw loop Is funny in 2023, It s very stupid stuff
Nerf
First?
Yeah but if you are always wrong? Like legit. That's it? Ggs? I am unable to guess thiit seems. As some people will just grab you to death other people will use everything and the moment you figure it out you lost already.