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You know that when you see pros get "throw looped" four, five, even six times at Evo, that said mechanic is in dire need of an overhaul. Heck, if Capcom wanted to make the game a throw fest, like in SFV, why didn't they give every char. the throw repertoire of 'Gief...?
¯\_(-_-)_/¯
I mean, I've heard of some Hobson's choices before... But, dang. I think, I'll take option no.3... 🥴 ̿̿ ̿̿ ̿'̿'\̵͇̿̿\
NB: In an online environment, a single frame of 'advantage' is meaningless, and certainly not reliable.
Uh-huh, +1 is totally meaningless online and not the crux of my Rashid gameplan that I'm successfully beating people with constantly.
Not being able to successfully use +1 frame advantage online sounds like a skill issue to me, bub.
The throw beats other moves because they time it in such a way that the active frames of the throw snag you before your moves active frames kick in.
There's no such thing as "priority" here, that's a handwavey term to explain the actual mechanics such as frame data. Regular there's aren't magic, their loops and oki throw pressure are just meaty setups
Capcom needs to nerf the normal grab damage by 50% or slow it down by 5 frames
Would you be OK with how that would fundamentally alter the corner? 5 Extra frame startup would completely destroy the strike-throw mixup. Less damage would also drastically change how being in the corner works.
How tf do you play SF2 and think grabs are more broken in SF6
Those people ate tick throws and nothing but tick throws for the rest of the match. Can't believe people are implying throws are more broken in SF6 than they were in earlier SF games.