@@alexandersze49 some of us, including myself are not huge fans of how impactful the system mechanics/resources are in sf6. kinda like 3s parry, I think drive is an interesting mechanic and I like playing around it but it's less palatable in the long term than a more straightforward sf title like 4 or 5
thats why i want people to hold off til the patch is out. Too many people jumped the gun and said that after watching the ATT Annihilator Cup, that the game looked the "same". SF6 is so carefully made, that any little changes with the drive system could make or break the entire system.
We've also in all likelihood not seen even half the actual character balance changes. Like, no wonder they haven't shown many nerfs, why would they do that in a trailer
@5:09 "This is punishing you from pressing parry." True. It's punishing you for making a mistake. Which is a great thing. And I'm glad to hear that you're welcoming these changes.
The fact that flash parry and grab whiff were less negative than a jump made it really rewarding for playing bad because even though they did the right move it was still 8-12 frs faster and you could anti air or combo
If jumping reliably doesn't work then it's not the right answer is it. That's not bad play that's the opponent weighing up risk and reward and knowing if you jump they can do something about it.
@@BreadBeardFGC It is the right answer but the devs made it super safe and so you get punished for doing the right things. If you don't want to get grabbed you jump that's like a universal thing in FG. However in SF6 it's only 33 while a jump is 45, you do the right thing and get punished.
@@darkheat9946 Why do you think Gief players still used regular grab? Because they can anti-air you for free. Even in SF4-5. Maybe even 3. What you're saying only works against command grabs. The actual counter to wakeup grab is meaty or shimmy. And for wakeup parry it's grab them or DI their recovery as shown in this video.
@@darkheat9946 THat's not how it works, at least for Gief. A jump might be 45 frames, but it's not like you're locked into doing nothing for than entire time. You can input at attack after pre-jump frames. So you jump up, they whiff a throw, and at your jump peak you hit them with a jumping heavy attack before their throw whiff recovers, land, continue into combo. You eat 40% damage off a throw whiff because throws now have 5 frame start up instead of 1-2 frames like in SFIV and before.
Seems like in general, Parry is gonna be stronger against projectiles, but weaker close range (especially in the corner). I think I like that, overall? Hard to know for sure
I think it’s actually is reactable 6:20 26 frames to DI, and whiff parry is 45 frames. So you have 19 frames of leeway to react (about 1/3 of a second) with a DI. It’s a lot better than before which was only 11 frames (about 1/5 a second). I don’t remember the fastest reaction speed but it’s definitely lower than 20 frames. Edit: apparently average human reaction is about 16 frames? But thats factoring in that you’re aware and betting that they’ll try to parry.
i feel like in a lot of situations where youd want to tap parry its probably better to just hold it, parry bait into DI, it parries it, fake fireball caught you parrying it? now you can just drive rush
Still watching the video, but just wanted to say, based off what you recorded, you will still have the same interaction between PP and regular parry versus fast/slow fireballs. The recovery from you shown where never below 6 frames before the slow fireball landed, so there is still a chance to have an active drive parry that absorbs the fireball but you will still likely block it instead of parry based off this video.
Wake up Drive Reversal, -6 on block for Driver Reversal, more pushback for back throw, and more recovery frame for parry are definitely gonna change the meta. Oh and yeah Akuma + balance patch too.
Gonna be rough for those without a true reversal. Double P was the only option, and now you gotta spend more meter to do white bar damage from DRev., if it's not blocked. feelsbadman.jpeg
I'm not all about frame data, but would this benefit Zangief? You being locked in a parry animation for longer and only able to block to react... could that be used to bait parry more reliably to punish with a command grab? Also the improved parry to counter act fireball traps would mean more leeway for slow ass Zangief lumbering toward you. That boy be sweating in burnout when he gets to you as it is now.
Technically it is, if you DI the parry recovery. Anyway now you have more time to grab the opponent for spamming parry. Or land a punish counter overhead if they're blocking low.
Is greater active frames on parry really a buff when you couldve just held the button for 12 frames in the old version and gotten the same effect but with less endlag?
@@A2ZOMG yes, exactly this. You would always tap parry vs.fireballs to do perfect parry OS, so this makes the perfect parry OS safer because if you're too early, at least you'll be given the regular parry to make you safe and recover your drive meter.
Also true, but most high level players are using hold parry -> delay drive rush OS vs. it now, so I don't think in that case it would make the flicker -> dash mixup better?
This look like a good balance change, it’s a bit too rewarding for whiffing parry. Sf6 devs have made so many good changes, they really know what they’re doing
19f is reactable, but it's not a true reaction because you have to guess on the blue flash if they're holding or not. If you wait for the blue to fade you won't have a reactable window to act in anymore.
That's fine. If people are gonna hold parry lo ger than tap that's opening them up and draining their drive meter. The PC throw will be easier at that point.
@@charlieharrington9555I’m assuming they want it to be directional to add more incentive to crouch to parry lows as opposed as just a pure parry button.
The amount of time you hold parry doesn't change the recovery on release, but that's the point of the video: they DID add more recovery to parry. What they're talking about is if you tap parry for even 1F then the parry window lasts 8F active + 29F recovery (37 total), both of those are increased by 4F in the Akuma patch so that a 1F parry tap gives 12F active + 33 recovery (45 total). You can hold parry longer than 12F if you wish and it doesn't affect the recovery on release.
Did a quick check with Akuma, got a combo that You can do from OD Air Fireball that does 5.1k damage with 4 Drive Bar and Level 3. OD Air Fireball > > OD Tatsumaki > DP (L) > cancel to Level 3. It seems Akuma will have insane combos soon to be discovered by combo artists
It was cut out of this edit but I verified that he tapped it and got the shortest possible parry. Max input shows the parry was held for two frames, when you recreate that it's literally tapping. He'd have to have held it for at least 8 frames for it to extend
Sure it does. Its the main defense mechanic in this game. Parrying recovery is massive AND youre in punish counter AND it costs meter AND there's added cost with the chip youll take from blocking during recovery. Whiffing parry is worse than blocking.
This is why I could never be a pro player. I don’t have what it takes. This kind of detail is just 😴. At a certain point, it’s not fun anymore. It’s just work.
If you successfully parry something, this is true. Otherwise tick throws would always punish parry attempts. If you whiff parry, you can't tech. Brian demonstrates this in the video where the throw says "punish counter". Punish counter literally means there was nothing you could have done other than not make the mistake that left you open in the first place.
I've been saying since shortly after launch that you need a projectile to be a top tier character. It doesn't have to be great, it doesn't have to be your game plan it just has to exist as the ability to put a detached hitbox on screen that your opponent's drive rush has to respect. Look at the tier lists, the only character in the top 1/3 of the roster without a projectile is Cammy, but then she has multiple ways to get around the fireball game. I say this as a Guile main as well, projectiles are very good in this game.