Perfect parry has been a game changer for me playing as Manon. It makes dealing with crossups so much easier and usually get a free grab afterward. What helped me learn was even when I was getting hit with a combo I would time the perfect parry input with the hits. It also helps with getting used to your opponent's rythm.
@LEWfromdaHOU no I understood no need to be a dick about it. I'm just saying it's too risky when Manon can get a guaranteed medal right off a perfect parry. There's a chance that they hold up and you get punished or they mash once you drop the combo. Yes you can bait them but early in a match when you don't know your opponents tendencies you're left with guessing.
@Agent101g nope. Still viable. You could also fuck the timing up ever so slight in situations. Thats like saying Gladius will be come obsolete cause of perfect parry.
2 things about this mechanic: 1. Some moves should be more vulnerable to this. Meaning the scaling should be less harsh. Moves like Blanka ball and Honda headbutt. These two moves are so good, perfect parry is in most scenarios the best option, but it's by no means easy to do. Right now, perfect parrying these two moves does not in any way discourage people just throwing these moves out in neutral because of the lack of damage they take. I also believe that any time you perfect parry Blanka ball, he should always land right next to you, he should never bounce off. 2. Perfect parry is extremely inconsistent as an AA option. If you perfect parry a jump-in, the best thing to counter with is a throw. This works well with command grab characters. Even then, people can still throw escape in certain scenarios or hold up. Attacks are extremely inconsistent, sometimes you'll get time to hit them while they're grounded. Other times if you try to use an attack, they'll flip out due to still being in the air. This is what makes jumping attacks EXTREMELY powerful in this game. Also, as a Dhalsim player, after jab strings on block you can just walk back or backdash. If I'm using a drill after that, there is only one drill I can use. Just space out the heavy drill and punish.
I abhor these two moves, but you still gain advantage with the regular parry as they gain no ground when they use them, and you can cover a lot of the open space as they recover until you eventually get them into the corner. I agree though, Blanka ball needs that nerf.
Ohhh man, after seeing this video about the parry system explaining it, why and how my parry gotten alot better thanks been using it alot more then dive impact
Nice One.....Quality in-depth vid, this helped my nephew quite a bit as you explained it better than I could since he can see what you mean in the video, which is very hard for me to replicate on the fly when talking to him, So Cheers !! Thanks for ALL the Tips, Tricks and General Advice videos you've done for SF6.....They're Much Appreciated !! Thought I'd help out a little and Subscribe !! Keep Up the Great Work !!
In my group of player, i'm the only one still switching character, aiming to platinum all the cast. While everybody is dedicating themselves to that one char. I can feel them leveling up slowing in the mastery of their char and me getting slowly left behind. So while i may not be able to learn new characters as fast, i can learn their character and pattern. I didn't realised there was so much stuff you could try to perfect parry, especially those pesky juri blockstring. This can be what keep me going forward atm, thanks a lot for the advice.
For Rashid, I'll go for the biggest damage combo I can get using 1 OD move which is either the combo shown in this video (4:54) if I'm close enough to the corner, or standing HP, OD eagle Spike, light eagle Spike which switches sides Outside of those 2 combos I'll throw.
Vesper, I still believe that punishing neutral Special Moves with a Drive Impact is still the best option. You have a bigger window than Perfect Parry, there is no scaling and it make the opponent panic and do stupid things.
There are many special moves that can DI you back if you do not press right away before the move hits you. Headbutt, Dragon Lash and Phalanx for example. Perfect parry gives you more time to react. This is why Kakeru used Perfect Parry instead.
can you go over options that beat both wakeup od dp and delay tech? I keep delay throwing my opponent on their wakeup, and while it beats both wakeup dp and delay tech, I lose my corner pressure if I back throw them.
There is also just going for a classic shimmy, which beats both with incredibly heavy reward while also keeping you mostly safe from wake up buttons unless they do something like wake up crouching medium kick in which case they are just inside of your head at that point.
I have a terrible time being jumped on and cross over specifically. I’ve been trying to parry jump ins unsuccessfully. And if I just parry the jump in it seems like the follow up is entirely guessing game. If I let parry go to try and take my turn back I may get thrown or lights chained on me etc Do you have any vids specifically for AA and DP? DP from crouch, crosscut, etc.? As this is my first SF, I am so surprised at how potent and powerful jumping is 😢
It's weird though because I'll get a PP sometimes and try to Punish with crouching light attacks and my opponent blocks it? But sometimes it'll hit. Maybe I'm hitting my punish buttons too late?
It depends on the attack frame recovery. Usually special moves and hard normals can be punished with anything, but a low normal will not and might only be 4-8 frame advantage after a Perfect parry.
@@BiffGheek there's ZERO risk in attempting perfect parry...either you block or steal your turn back. When people start getting good at it, it's going to be a real problem...especially with the example where you may end a blockstring minus, but can still take your turn back because you still have the ability to try perfect parry. Long story short, it costs nothing to try, and you get your turn back. That's scary. Think about all the 1-frame links in SFIV and how it became the norm to hit them (I mained Sakura and her tatsu loops needed a few in 1 sequence). This is a 2-frame window with zero risk.
@@evalangley3985 but that's the thing, what happens when you fail in the attempt? Nothing. You either block or parry. So it costs nothing to try. 2f sounds hard, but like I said with my SFIV example, folks were able to incorporate 1f links into combos on the regular.
"No risk" is just incorrect. It has a recovery that can be thrown on reaction as a genuine punish if you bait it out, and your oppenent takes a punish counter throw for 20% of their life AND they lose almost 2 bars of drive gauge. So for example if your oppenent is perfect parrying your meaty attacks, you can just go for a shimmy (which already covers reversals, immediate throw tech, and delay throw tech as well) and if they whiff the parry you can walk up throw on reaction, do mad damage, take tons of their drive gauge, and get an untechable knockdown.
@sanicboi9187 @@9000twister bruh don't use proplayer as a benchmark, they are already on a different level, perfect perry for us it will be more useful to go back to neutral
It's not that hard. The easiest character to perfect parry against is probably Honda when he's doing full screen headbutts. Also strings that have small gaps are going to be very easy to perfect parry since there isn't much room miss the parry window. The scaling also isn't going to matter late in the round when you or your opponent are low on health. If one of you get perfect parried at 30 percent health then the match is still as good as over with.