ComboVideos

Why throw loops were different in older fighting games

Street Fighter V · Combo Video · 2025

Why throw loops were different in older fighting games is a Street Fighter V combo video uploaded by KyokujiFGC in 2025. This video showcases the high-level fighting game execution and advanced combo routing — the kind of creative routing, frame-perfect timing, and character-specific execution that defines competitive Street Fighter V play. From the original post: "Lots of throws leave you close in older games, so why do people act like "throw loops" weren't a problem until SF5? Well, when it comes to grabs on wake-up, "throw protection" is something that doesn't get talked about much."

Original YouTube Description

Lots of throws leave you close in older games, so why do people act like "throw loops" weren't a problem until SF5? Well, when it comes to grabs on wake-up, "throw protection" is something that doesn't get talked about much. It's changed a lot and so have knockdowns as a result. I just wanted to quickly show how its implementation affects what defensive options you have,…

Show more →

Lots of throws leave you close in older games, so why do people act like "throw loops" weren't a problem until SF5? Well, when it comes to grabs on wake-up, "throw protection" is something that doesn't get talked about much. It's changed a lot and so have knockdowns as a result. I just wanted to quickly show how its implementation affects what defensive options you have, and how it being nerfed heavily from SF5 onwards has affected the meta around mix-up. It's not just about positioning. Copied from my Twitter post.

Source

Auto-indexed

From KyokujiFGC's YouTube channel