Firstly, thank you for the subtitles. Very interesting points made by all. In its current iteration, I have thought, for a while, that strategically the game is a little basic. I'm glad I was able to listen to Daigo explain why, from the perspective of a pro player.
So proud of Daigo for genuinely praising the Drive system. It may not be _perfect,_ but despite how many people say they dislike it, I think it makes SF6 one of the best, deepest and most engaging games the series has ever had. I also agree with the Rock, Paper, Scissors analogy; with easier execution, way more information available, better training tools, social online and more opportunities to learn how to actually do each option, many more players can have the toolset necessary to start thinking about the game that way. Rock, Paper, Scissors wouldn't be very fun if you constantly failed to throw out Rock even though you tried, or if you didn't even understand how to do it in the first place!
Thank you for the subtitles, I do agree regarding the Drive System and how great it was implemented. I do agree there should be something to stop the throw loops somehow.
@@ksmuffin Yeah, not as simple as that. Ken was OP in the early days of SFV for the same reason people are disgruntled now. The solution at the time was to give his throw pushback on completion, so that the opponent had time to throw out a fast normal or prep for teching. Wouldn't be surprised if the same thing is employed here eventually.