Search Results
6/22/2025, 4:23:44 PM
>>528396751
>Nerf them to be like Chun’s
This is my favorite solution and would be the easiest and least problematic to implement. Essentially it means removing throw loops except you wouldn’t have to add more throw iframes on wakeup like SF3 and risk to create unbalanced option selects. Thankfully this also seems the direction Capcom is going for if the Ken nerf and Elena is anything to go by. They just need to make it universal.
>Loop only on parry punish counter
It’d feel better and more fair but I don’t like loops period. What if the defender guesses strike and tries to parry again but eats another throw into the same situation? Yes, it is “fair” but shitty to execute and watch.
>Nerf recovery (they become more whiff punishable)
This COULD solve the problem but it’s not 100%. Basically you’d still have loops but the risk/reward would be more balanced and you’d have more counters. I don’t like this because later on strike could become stronger and people would default to taking the throw again.
>Teching one gives you frame advantage
This is the worst suggestion, teching a throw loop attempt already resets to neutral. Being at frame advantage would be slightly better but wouldn’t solve the problem, teching is just too risky.
>Nerf them to be like Chun’s
This is my favorite solution and would be the easiest and least problematic to implement. Essentially it means removing throw loops except you wouldn’t have to add more throw iframes on wakeup like SF3 and risk to create unbalanced option selects. Thankfully this also seems the direction Capcom is going for if the Ken nerf and Elena is anything to go by. They just need to make it universal.
>Loop only on parry punish counter
It’d feel better and more fair but I don’t like loops period. What if the defender guesses strike and tries to parry again but eats another throw into the same situation? Yes, it is “fair” but shitty to execute and watch.
>Nerf recovery (they become more whiff punishable)
This COULD solve the problem but it’s not 100%. Basically you’d still have loops but the risk/reward would be more balanced and you’d have more counters. I don’t like this because later on strike could become stronger and people would default to taking the throw again.
>Teching one gives you frame advantage
This is the worst suggestion, teching a throw loop attempt already resets to neutral. Being at frame advantage would be slightly better but wouldn’t solve the problem, teching is just too risky.
6/21/2025, 10:22:56 AM
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