Throw & Throw Escape
Throws are an integral part of Street Fighter 6's combat system, offering a way to bypass an opponent's blocking and deal direct damage. However, they also come with a risk, as they are punishable if whiffed. Understanding how to utilize throws offensively and, more importantly, how to defend against them by escaping is crucial for any player looking to improve.
Offensively, throws are typically used when an opponent is turtling, meaning they are blocking excessively and not offering any openings. Most characters have a basic throw that can be initiated by pressing a light punch and light kick simultaneously while in close proximity to the opponent. These throws have a certain range, and if you are too far away, your character will perform a normal attack instead. Some characters also have command throws, which are special moves that function as throws but often have different properties, ranges, or damage. These command throws can be harder to escape and can be a powerful tool for closing out rounds or breaking through stubborn defenses.
Defensively, throw escapes are your primary countermeasure. When an opponent initiates a throw, you have a small window of opportunity to press a light punch and light kick simultaneously to break out of it. The timing for a throw escape is strict, and if you mistime it, you will be thrown. you cannot escape throws if you are in a throw animation yourself, or if you are airborne. Players often try to bait throw escapes by performing a fake throw (walking up to the opponent and stopping just before throwing) or by using a throw after a blocked attack that leaves the opponent at a disadvantage. Learning to recognize when an opponent is likely to throw and practicing your throw escape timing in the training mode is essential for improving your defense and preventing yourself from taking unnecessary damage.