>>717492308
nta the problems aren't that grabs exist, if that was the case you'd hear people pissing and moaning about that kind of stuff in every fighting game, the issue is that throw loops in SF6 favor the aggressor way too fucking much which turns rock/paper/scissors into rock/paper/gun.
The usual throw mix is in plenty of games and works as you described it, but in SF6 the problem comes when throws come out as fast as the do combined with the facts that the game lacks defensive options or thrown invuln on wakeup against the loop and the punishment that you have to receive for guessing wrong. In some fighting games they would remedy this by having throws cause tons of pushback so the attacker didn't have time to just rush in and throw again, in others you had more options like a fully invincible backdash, maybe you'd be fully throw invincible while waking up or just having more frames to tech. In SF6 once you get in the corner you're going to get throw looped and it's not like you make a wrong guess and take some damage to try again, you guess wrong once with something like a tech attempt that gets shimmied and you fucking die because shit like slime rush enables characters to murder off of pretty much any punish. This results in situations like that webm where the JP player is just going to default to "taking the throw" because every other option is so high risk it's best to just wait for the player to try something else then counter that.
SF6 is a horribly designed fighting game.