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Rebalancing SF6, but with only two changes per character
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- Опубліковано 4 вер 2024
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Marisa's CA should have her sit you down and read you history for 20 seconds.
Nearly misread this as Marisa CA should have her sit down on you
@@El-Burrito She sits down on you and reads you history
“Now you know!”
“Take MY LOVE (of history). Take ALL of it!! “
Then you'd know
I think that adding a whole crumple to checking rush would add a "rich gets richer" problem. The top tiers' drive rushes are harder to check than the low tiers.
That being said, I would like to see a *little* more reward for checking them. Namely, I think that getting hit out of rush should cause you to stumble forward. For one, it makes sense. Like you said, you're running, getting hit out of that should be a big deal. There's a lot of times where you'll hit someone out of drive rush, but the knockback puts them at a range where you can no longer capitalize on your punish.
Totally agree.
They could steal one from Guilty Gear's Wild Assault here and create "families" of drive rush assigned to different characters (IE: Orange, Blue and White wild assault) that creates a trade-off of the power of the drive rush vs the risk involved. The fastest drive rushes being the ones that leave you crumpled on hit, while the historically 'bad' drive rushes would still be traditionally weak, but less punishing if you are hit out of it.
@@kevingriffith6011would be interesting. It's an opportunity for nuanced balance while keeping a sense of a unifying mechanic for the entry
I love this idea. If you didn't want to have to make a new animation for each character you could also just make it so that getting hit while doing drive rush doesn't knock you back at all for that one hit. Could make for some very cool links to strong but low range moves that you wouldn't get before.
No the problem with top tiers is not that their drive rush is good. It's that their buttons are good. You get hit with Luke's god MP and you are dead, you get hit with it trying to drive rush in you are even more dead. And he's not even the only one. Chun Li has a 6f 4MP so she can basically just hold back to block till you approach her range and take a huge combo.
Juri wears shoes 💀 I'm dead 🤣🤣🤣
Juri players forced to play with 2 hands now. It so over boys 😢
What would Juri's shoe game even be? Sandals? Crocs? Stilleto Heels?
Defo not crocs, they’d be massive 😂
As a Gief player I'd like his lariat to hit behind, and his down, down, MK to OTG or something because I have no idea what to even do with that move
or bros down fierece like the hell that do
😂😂😂😂
22MK is useful...as a framekill in the corner
i will fix gief right away. give him a 1 frame SPD for all versions.
If denjin fireball and denjin hasho would require a full half circle motion so that you make them their own moves completely separate from hadoken and hasho, that get unlocked by doing a denjin charge, that would be the coolest way to fix Ryu's denjin problem.
the only issue I have with that is that SF6 input reader is kinda funky and doesn't seem to be a real easy fix since it's been a pretty consistent problem. I think there's gonna be a lot of unintentional denjin usage if the commands overlap.
@@HellecticMojo you don't know if they are already fixing that issue in the season 2 patch. They might be, usually big bug fixes are abundant in those big patches.
I like the idea, but I feel like it would make walk forward -> fireball a lot trickier since doing a half circle is a common workaround to avoid accidentally doing raw DP in neutral
@@JaggerIsBurritosthey could be half circle backwards like the red fireballs traditionally are
Meter gain nerf makes sense.
I have unironically had 5 Rashid level 2's in one set before. Like Ysaar is strong but part of it is the meter gain allowing Rashid to turn any stage into Tornado Alley.
Yeah and i think when u do an install super it should lowe ur meter gain for a while like what do u mean i got opened by ur lvl 2 and now with a combo u are at lvl 1 already
@@Hawaiiitalian your meter is literally a timer if you activate an install. They can only do the lvl1 if they had 3 bars before activation. This statement is just wrong
@@doorbob3445 also rashid lvl2 isnt an install, it's just a huge slow proyectile that buffs his movement
@@cerdi_99 this was regarding other install supers and rashids lvl2 is an install more or less. It buffs his specials and buttons too.
For Ryu, the two changes I would like to see is:
-> Denjin Charge is only spent when using the Heavy Versions of his specials (Though the suggestion you came up with is really solid too)
-> Better Oki off of Tatsu
Heavy agree with the Tatsu oki. Light Tatsu gives ur dash -> l hasogeki to be +2 which is nice, but M Tatsu only gives u dash -> mp which is negative
That tatsu change would be so great because hit confirming that shit isn't even worth it if it's blocked because it's a borderline dp punish, it's always better to go for donkey kick especially since it does more damage and leaves you way less punishable, you should be rewarded for the risk because it's currently a near useless move outside of heavy tatsu for side switching
medium versions actually, heavy hasho nets you the same as denjin hasho, plus they're both fast
I’d like to see his fireballs buffed in general. His dmg is the same as every character except Guile’s non-perfect and Deejay’s single.
I think if they want Ryu to be the boring powerhouse, they should
buff his fb to 650
buff his ex-fb and denjin fb to 1000 (Guile’s ex is 1000)
buff denjin ex fb to 1200
buff denjin fb to break di
I don’t like this fireball change because light to heavy fireball is an important trap. Put it on medium I think.
There should be a way to refill a can without having to be at zero cans.
Down down kick should give a can
Hold kick on level 1 to keep the can instead of using it
@@KaitouKaiju Holy shit man, THANK YOU.
This is what she needs. It still takes here momentum away, and she's very momentum heavy so it's still a trade-off. Right now it's use all your cans, EX reload, now try to stall while you get your drive meter back.
I like this 2 changes idea a lot, it really makes you think a lot about the problems each character has.
Altho I think making low Jinrai -6 wouldn't actually change much, a lot of characters have more reach on their 5f Light Kick than on their 6 framer.
If anything it would make Luke better because his 6f cr mp is huge, an no one wants more Lukes lol
If Juri’s fireball went away when she got hit .. it would’ve changed Capcom Cup Grand Finals 😂 poor Chris Wong 😂
Marisa is designed fantastically imo. Her strengths are best in class, and her weaknesses are worst in class. Characters should be designed this way to promote varied gameplay, instead of having the top 7 characters play extremely similary to each other with only slight differences between them.
I would add to DeeJay a juggle state if I anti-air his short hop knee. Some characters (like A.K.I and Ed) have a horrible time trying to anti-air this move and get minimal compensation when they do.
True what isn't it a forced knockdown
@@numa2k147jump 2lk is force knockdown but I forget if light upkicks is
Ryu's Ideal buff is a rework of Denjin Charge.
Because the fact it's just a simple buff move and not a level 2 install is a big opportunity
It bothers me that Denjin Charge isn’t a LVL2 install. It’s so blatant obvious it should be
What’s a level 2 install?
@@dnkndonutts8662A powered up state a character gets after spending level 2. Examples are Jamie and Juri level 2
@@Plains47 wait then how would that work you just get one big Denjin or are they saying make it the same as sfv v trigger
@@dnkndonutts8662 same as v trigger I guess. Just make fireball and hashogeki unrestricted for a limited time
Would be nice if Medium Whip had a bigger hitbox. So many times I perfectly predict my opponent's jump from across the screen and the whip goes right through their character model, but doesn't connect.
Bro same I fucking hate it so much I only use it for combos
What is a whip
@@dnkndonutts8662 her quarter circle forward medium punch.
@@markmelancon2914 whose quater circle forward medium punch
@@markmelancon2914 oh aki i remembered
I think a big part of Luke's obscenely high damage scenarios currently stem from his back HK.
Back HK does 1000 damage and for reference his other heavies do 800, Marisa uncharged heavies do 900, and Marisa charged heavies do 1000 so he's doing a charged Marisa heavy every time he uses back HK in a combo. On top of that he gets to use 2 of them in a combo, 3 of them in a bombo, and if the opponent is at least -26 then he gets to do drive rush back HK into drive rush back HK for a ridiculous combo opener and fits in two more afterwards. And he also gets to combo into back HK from counter hit cmp into drive rush. It's a bit too much.
Instead of a general nerf to Luke's damage I think a specific nerf to back HK damage from 1000 to 900 or even 800 is reasonable to bring his damage in line with other characters.
(Luke main btw)
A system change I would like to see is make it so DPs aren't coded to be unable to hit behind anymore because I'm tired of trying to DP anti air against shit like Honda butt stomp in the corner and whether my DP goes backwards or forwards it doesn't hit because this motherfucker is somehow behind both so I eat ass and die. Please.
All the character changes in the video seemed pretty reasonable, yes including the Dhalsim back HP one. Great video broski keep it up 👍
Yeah, the only consistent answer I found to buttslam was to use a jump normal, and even then it gets stuffed by ex buttslam having armor
You are right with the back HK damage. But honestly it eats meter. I think the people’s biggest problem is that he can just throw out cr med punch in neutral. Because it’s fast, good reach and plus. It get’s blocked ? No worries you are plus. You get a hit confirm? big meterless damage. He is the only character that can do that amount of damage for that low risk and meter. Low kicks into drive rush cancel scales in damage. DR cancel from this CR med punch doesn’t. It is why people are screaming for his cr med punch to get nerfed. I honestly think you shouldn’t. you’d destroy the character. For that reason I think overall damage reduction is the better option. The Back HK is really only used in punishing a wiff. You are going to get a lot of damage on a wiff punish regardless of what character because supers exist. Wiff a DP you’re gonna lose 50% regardless of what character. It is a cheeky suggestion. But it wouldn’t affect Luke the way people would want to.
Change Jamie win animation to leaving to attend his AA meeting
Hey it is just "herbal tea".
1600 MR Marisa here - the only change I want is for moves that are coded as mid or high hits to not count as low hits just because of the angle and negate her armour. It's bad enough I have to worry about damn near every character's CR MK >> drive rush >> corner carry >> throw loops when I have no invincible reversal to then also have to worry about weird angled "mid" and "high" moves
Have to disagree. Your ability to annihilate armor like no one else should have drawbacks.
@@AaronW0885 I agree. It does have drawbacks which is why low attacks break through her armour. I just don't think it's necessary for low hitting high or mid attacks to break through her armour also. Even saying "low hitting high or mid attacks" feels incredibly paradoxical...
Its a specific hurtbox on Marisa, not tied to the attacking move type.
Dead Ace, a player who has 1800MR, pretty much calls Marisa brain-dead to play due to the fact that she is still a threat even in burnout. So according to him, Marisa sounds pretty OP. But people tend to focus more on Chun Li for some reason even though she doesnt have a wallsplat or armor...
@@JoeyCentral Deadace is cool and all and I was a fan of his in earlier games, but this is a bad take. She's still a threat insofar as she's not as easy as everyone else to DI even when in burnout. But to say that this equals brain-dead is plain wrong, particularly at his level. Maybe there's a local Marisa player that he struggles against?
Actual 10/10 video idea good work 👍
Agreed, this is a very entertaining discussion
Wouldn't a meter gain nerf also have the side effect of nerfing characters without an invincible reversal since many characters without one often rely on their L1s for reversals?
Yeah I think a raw meter nerf would hurt several characters I think a better way for meter gain nerf is just scaling in combos or maybe counter hit scaling?
Another suggestion I've seen that I think would be better is too have scaled meter gain, aka easy to get level 1 harder to get level 2 and even harder to build level 3. And maybe buff level 3 damage to compensate for its increased scarcity.
I honestly don't even think meter gain is that oppressive as Broski is making it out to be. Maybe it's the guilty gear player in me, but I have to at least think about meter usage in this game rather than Gear's "screw it, just spend it"
@@manuelsputnikSome level 3s already damn near kill in one hit
for the kimberly one, what if her level 1 incorporated her getting a can near the end, so like, she uses a can, and then gains a can. this way she is always net 0 on can usage but if she doesnt have a can she cant use it, but maybe at least loads a can if she doesnt have one, so you get the bad damage but at least you gain a can from the interaction
For Manon what I would like to see :
cr mk being +2 for more combo potential
OD Rond Point being an invul reversal
God Manon having a reversal outside of level 1 would be soooo nice.
Honestly just a single + normal would be great even if she got no other changes.
36:23 "We did nerf Ken, which is kind of like an abstract Ryu buff because now there's actually a reason to pick Ryu" made me guffaw
Lily’s 4frame needs more range, people talk about Ed’s but hers is also atrocious. And I think her forward heavy punch target combo should really do something interesting or give some utility, cause as it is I don’t know why you would literally ever use it
Denjin fireballs are all the same regardless of which punch button is used, so having one button (like heavy) for the Denjin fireball while leaving the other 2 for the regular fireballs would be the easiest option.
Why get rid of his heavy
@@thatguy8841You would have to designate one of his punch buttons for Denjin when he has it charged if you want to give him the ability to store it for later, doesn’t have to be heavy, medium would work to.
@@Ish0tJR Or you could just press and hold any for a denjin
@@thatguy8841My bad, I misread. You could sure but whilst holding an attack button works for JP’s fake fireball, it would be finicky for a proper powered up attack IMO.
@@Ish0tJR this is true. jps works as animation is literally canceled after the attack starting from active hits then animation from furthest away first. its why his ghost can clash with you without hitting but also hit fireballs at start as not cancelled further down close to jp.
as ryu wouldnt work as one of denjins properties is its speed. it needs time after start to confirm hold slowing move down. new commands like half circle makes more sense similar to akuma.
Ryu 2 fun changes:
1. Change move input for denjin hadoken and denjin hasho to hcf (half circle forward) and hcb (half circle back) respectively.
This way when you can keep denjin stock and all of Ryu's regular hadoken and hasho.
2. OD denjin hadoken can be cancelled to lvl 1 super.
Now with denjin and lvl 1 super, Ryu's fireball is always as scary as the best zoners in the game.
Changing the move input would overlap with the Hadoken input, so you wouldn’t be able to use Denjin Hadoken.
@@chefvideogame you mean how akuma's shakunetsu (hcf motion) ruined his hadoken?
Fighting games are smart enough to know the difference.
@@jaserror It’s hcb not hcf. Ryu only had that motion once back in Alpha 3. Every other game after that was hcb with Akuma. If it wasn’t a potential issue, then it wouldn’t need be fixed. It’s not like how Chun-Lu’s Lightning Legs or Honda’s Hundred Hands where it was for simplicity. Shakunetsu had the Hadoken input within it, so as to not randomly get regular Hadoken, they made it a hcb.
@@chefvideogame I've been corrected - then there's no good way to maintain Ryu's other tools while having denjin stock.
Technically you can use hard punch, but Ryu's HP hado and HP hasho are still useful.
As a lily main, I think the invul dp and decrease startup on lvl1 would help a lot
Invuln dp makes her perfect imo. I'd like a better 4f normal or cancellable medium, but a defense option like OD dp patches her biggest weakness
@@Hrybreadmake the dp only invul if it’s the EX with windstock is what I meant specifically
I love you Broski for those juri changes alone.
You can get Crush Countered while in DR? Bold direction, but I like it. lol
That feel as a Lily player seeing her section lmao. I've been a Thawk player since ST, and with her being the new generation Thawk I think the core concept is fine. The clubs giving her some poke range similar to Thawk's poke is nice, the moveset (not counting wind charges) being essentially the same is fine with me too. One of the issues is that the fundamental character design is designed around closing space, making trades, and possibly cashing out with a solid grab/super. That isn't a problem for Thawk because he's a big body with an HP pool to help take some hits... Lily is not Marisa, she's tiny and thankfully doesn't exist in a bracket below the standard health pool amounts. I'm torn, I wanted Thawk to be in the game and I got a character I love thematically and mostly kit wise, but the wind charge gimmick existing purely to make or break her is questionable. She's similar to Hakan in that, with oil, he was actually somewhat scary... but without oil, he was just terrible. With Lily, with wind charges, she can be genuinely scary for a lot of characters, being hard to deal with while she has resources. Without wind charges/decent drive gauge, she goes back to the slow spacing and pacing focused style of THawk (ST old hawk throw loops don't count), which honestly I MUCH prefer and love... but her options are limited here with how any normal that isn't a club is beyond stubby, and her strong, while being a decent poke tool, like THawk's, can't be cancelled or lead into much even on counter hit.
If the wind charges weren't so make or break in terms of your ability to threaten your opponent, I would enjoy the concept. I would like to be able to use a wind charge to reflect a projectile back at the opponent by timing a new version of medium charge or something? Against a solid Guile, I can perfect parry booms all day, but he just slides across the screen behind a boom and I lose anyway. I guess there is OD spire with a wind charge, but that's a lot of requirements just to deal with a standard special that's spammable. Maybe let me smack the fireball with the club during the charge animation of at least OD charge to let me spend some meter to somewhat even out neutral?
I don't know, I've drawn up a couple different design dockets for Lily, all trying to keep the core of Thawk intact. My favorite approach is changing her fast-paced style entirely to THawk's slower paced style focusing heavily on poking, closing space with light spire, etc. Having wind charges impact her other specials besides spire in similar levels of impact (function and design wise). As it stands, she's basically what would happen if the guy that made Juri was told to make a new version of THawk right after he turned Juri in. You've got a move that builds up to 3 charges that then impacts her specials...that could be both characters. Throw THawks moveset in instead of Juri and you get Lily.
As a marisa main, I just want mp->mp air flip out not getting punished and maybe better back walk speed
I play Lily, and I don't see how having od windclad DP would make her toxic. To even get windstocks can be difficult depending on the matchup, so to risk wasting a stock, plus 2 bars isn't even that strong. Two changes I would like to see though at her level 2 becomes her level 1 (with reduced damage of course), and she gets an install for her level 2.
Lily would be able to do wake-up command grab if she has a reversal, puting oneself on a 50/50 on the opponent wake up is the toxic part considering her disjointed normals and neutral skip (even tho she uses resources for that), either risk getting command grab or risk getting DP or don't go for oki on a character that can buff herself and skip neutral and be plus
For Manon please just let her have any button that's plus on block, any of them. She's supposed to be the neutral grappler and she's just so comically bad at neutral, for the love of god she loses every interaction please she needs this
I feel like you would only use a plus on block button for offense, not neutral
as someone who plays chun, i think shes rly strong and the big nerf i think makes sense is add recovery to crMK and f/bMP. crMK has similar range to the shotos but has 1 frame faster recovery, and fMP has no reason being -3 when you can spam it in neutral like that AND it works as a spacing trap into itself. it should stay -3 imo but make it so on whiff it has 2f extra recovery so she has to think when pressing that button in blockstrings bc opponents walking away and whatnot are now a far larger risk since she cant just reach really far with either low forward or forward strong with no consequence
Tbh I think gief is a character that needs 5 changes to be “fixed” rather than 2
-he needs lariat to beat jumps and cross ups
-he needs lariat to actually work in meterless light strings
- he needs 5mp to work
- he needs sa1 to be way faster
- he needs SA2 to be way faster
But if I had to pick 2 I’d do lariat AA and lariat in light strings simply because so much of his links/strings/frame traps are gated behind a huge waste of meter and damage just to get the most mediocre knockdown.
2 examples
1. I hit a point blank headbutt and am +6 theoretically I could combo into 2 lights but even with just 1 the lariat ender fails
2. I did 5lk on block into DRC 2LK/5mp/2mp making me between +1 and +3. I could use that to frame trap into my lights but unless I want to DRC again and burn myself out the lariat whiffs so my best strike based frame trap is 2 lights into nothing
Also non ex lariat into lv3 and make the 2nd hit of ex lariat super cancelable
@@cosmic5665 I don’t think he NEEDS that tbh, making sure his buttons actually work is a lot more important
@@TheFatManateehe doesn't really but it would be cool
I think only OD lariat should beat cross ups personally
@@Hrybread why should gief have to spend meter to do what everyone else gets to do for free
All Manon needs is an invincible reversal, and additional damage to her BnBs IMO.
😂😂
There is a way to change lily in 1 change: remaking her
Bring back her father
It bothers me that they brought back DeeJay, but not T. Hawk even though they were both new additions to SF2. Kimberly was a decent redesign for Guy’s kit, but Lilly is just atrocious. Who wants to fight as a minor with two clubs?
@@robertboucherjr.7296minor? she’s like 23.
@@harrylane4 Yes, and they made her look like a minor despite being 23. A giant L for a new SF character.
@@robertboucherjr.7296bro she is made of pixels, why are you caring like that
I liked the AKI change you mentioned a while back. Was it? Additional plus frames on StMk punish or speed up StHp so you can link StMk-StHp on counter.
Way too often I get counter or punish counter off of STMK and all I can do is sweep on PC and even that whiffs sometimes. Usually nothing gained off of CH. that’s a bummer, get punished all the time for trying to get a link here.
New broski video!🎉
Why Lily's LV1 super doesn't give her a Windclad stock on hit baffles me, would be a decent way to burn her meter for good damage AND build resources for her win condition. Also, just make her Wind Stock moves better, being -8 on block AND being DI bait, as well as being slow and laggy on whiff with the attack versions is a bit much.
I like Ryu being able to choose when he burns his Denjin attacks, what I think would also be cool is if he had an EX Denjin charge, that was like 10 frames quicker. Then he could pressure you into Denjin charge, maybe stay safe, and with some normals even be plus. Might be a bit much, but it'd be such a sick option
I feel like this video is a preview of 2028's "Season 1 SF6 was CRAZY"
I'm a Juri main and I want her to wear shoes too, I get it.
On a more serious note I would like for her to gameplan to use the other fuhas more. In SFV, because you had to charge m and h fuha separately, you were encouraged to use them so you could get your anti-fireball back, and because they had to be released as medium or heavy. In 6, you can just throw out 3 fireballs, and you can approach and get oki so easily you'd rather get a mixup than a long combo. This and high scaling have led to, imo, fuha being less prominent in combos which I understand from a balance standpoint but which I don't like as much aesthetically.
Dude I've been thinking about the exact same thing lately, Juri is very monotonous in 6 compared to 5 in that sente imo.
Each stock gave her a very different strength in V,
Light was always godlike in neutral, Medium was her main combo extension and Heavy gave her a good ender for combos, it was pretty cool having to strategize the stocks you picked according to the situation at hand.
Now the only ways to spend stocks that are really worth it are on the fireball or the heavy>light>medium combo extension, apart from a few niche scenarios.
She honestly feels a lil braindead now that her gameplan is more figured out, at least Feng Shui is pretty cool.
As another Juri main, I just wish the dive kick follow up would stop randomly whiffing and leaving me vulnerable for a huge punish. It feels more like a bug than something intentional.
this is probably good because I'm sure people will riot if the patch note isn't massive at this point.
I don't think the game needs the word count of LOTR worth of changes, but I'm sure many are expecting such things.
crumple punish makes a ton of sense since raw drive rush starter usually enables most chars max damage route, they should be at risk of taking a huge punish
ryu's level 2 should become an denjin carge install super where he can constantly throw out denjin fireballs and hashos and maybe change some other moves for when the install when is active
also make it so he can hold his dp and if you anti-air someone with the held version he doesnt go to the air with them but instead stays on the ground and can combo after, kind of like ed's uppercut but you gotta hold it like his snatcher
We’ve all seen the insane MenaRD lv 2 blockstrings into burnout, DI, checkmate. I agree with the Blanka change.
The two general ones would already go a long way. Well picked.
For Ed's second change, it feels like he could use an overhead a bit more or better start up for his anti air. A lot of things seem to work better on jumping enemies as the move which is dedicated for it.
And about Juri wearing shoes,...you know the Juri mains, if you want to see the Capcom studios burned down, then you do that, because that would get the building burned down...
Two Ryu changes
Denjin - Make it only apply to the H versions, e.g. H Fireball and H Hasho
Also Denjin - Less time to build a stock (because Juri can kinda just spam it, and Kim can build both at once)
Lilly: Free windsock after throw. Full damage after PP
Gief: +10% movement speed.
Honda: Clap extended hurtbox and projectile counter steps forward more.
Manon: +10% movement speed.
Ur gonna regret no scaling on PP
@@difference9240Don't jump in on her. Mix up the throws to make her leery about abusing PP.
@@difference9240It also doesn't make any sense to change how the mechanic works just for one character. Like, why Lily?
@@Boyzby Because she is fun to play just how she is. If you have the same mechanics for every character the game becomes stale. This way adds a global damage increase via winsock, and better PP damage without leading to spam.
10% movement speed for Manon? Yikes.
2 simple ones for lily would be speeding up the start up on her level 1 super and making her light punch dp always connect after a max range standing lp.
Lily's entire power budget is all in on EX Stock Condore Spire. That move needs to nerfed before she can get a real dp, real divekick, and a real 5LK
Her overall game plan is just boring plan out like she has very little expression
Waste of character slot replace her with C. Viper
That move can be easily countered by drive reversal, if you do that every time, Lily can't do shit
@@Ruby-yb8kk she has expression as far as offensive choices, but her limited usable normals makes her pretty one dimensional in neutral
Personally for Sim I'd like for either his stand/crouch jab to have an extra frame of advantage on hit, or for him to have a 6F medium (preferably 1MK since the range is so short and it only goes into light yoga flame), just because it's super annoying that he's not able to confirm anything off a counterhit jab without either confirming standing, spending 3 bars on a drive rush, or spending level 1
The meter gain is actually a good catch.
It's sort of been flying under the radar since launch but I've seen Guile combo videos where in the corner he can get level 2 twice in a single combo.
As a Juri main, the shoes thing is a buff to me that shit makes me uncomfortable
With jump-ins being so strong on some characters, it really is a middle finger to give your air-invulnerable special move 6 frames before you actually get that property.
The stand jab range increase helps ED if you havent already adjusted to doing Stand jab, crouch jab far stand jab or just crouch jab far stand jab which all ed mains have done.
A better option is,
QCB1 should be safe on block. Its a much better change for a strike throw character to be able to bait minus normals into safe special move.
Especially with an EX DP that loses to jab because you landing QCB 1 at anything except max range is just going to have people jab, block, tick throw/ low to drive rush. Having your own bad jab would mean less if he could bait crouch jab far stand jab or crouch LK into safe QCB1 without being as spammable as flicker because the move is just NOT as good as flicker. Having something that HAS to be respected since it combos off counter hit but isn't in your favor to use fits well with character that gets a safejump off every hit and can projectile oki. We can implement risk into the design that he WANTS to use instead of just having a dead move.
Ed in SFV did not get these off every stray hit and hence I can understand the initial decision to just let him steal neutral with "1, 2 3" since he was also the steal games with Vtrigger orb in SFV and stealing games in SFV was just part of how Vtrigger worked.
Giving him a safe QCB1 that can be perfect parried like everything else fits in SF6 more than normalizing his jab string, adds complexity to his matchup, and strengthens a basically fucking unusable move. At the same time, It is nowhere near as good as JPS QCf Punch at doing the same thing off of his jabs.
Also. the timing of the hits is so slow it loses to DI frequently. Lukes fucking jab target combo is better at accomplishing like every single fucking thing that QCB1 does and QCB1 does not help Ed's gameplan.
Its a wasted move except some specific combo confirms where you could not light DP into level3 such as on non airborne combo starters. Having less risk would make the move useable but because of ED's other slow tools, it wouldnt actually be good.
Keep in mind, in almost every circumstance, where you would want to use this, checking with his QCF Kick that punish counters your opponents mash is better, more rewarding and leads to a safejump. Also, flick cant be random yolo parried for game because its a projectile. Upgraded QCB1 option is less risk and less reward than doing a normal into flicker but would check jumps and make him generally better as its better to have the option than to not have the option.
level 1 super is bad change. While outdated, the fact that people get new safe jumps and extra meaty options against ED has been a staple of his design since his inception. It doesn't really fit with SF6 but I would rather play ED with his downsides and identity then just worse Luke with a better light DP.
I would heavily say don't do this unless you are going to change his DP and maybe his level 2 as well.
A better change would be make SA2, an 8 frame move, invincible completely until the 1st active frame.
He can use this as a reversal, at a higher cost, that is, technically better than other reversals but comes with the downside of having the invincibility disappear. This means it would lose to other invincible moves but has the added benefit of being a projectile. So if someone safe jumps your 8 frame invincible super, they are put in block stun unless they are willing to spend bar to EX DP and trade etc... This makes it more like VT1 from ED in SFV who would willingly corner himself just to use the move but as the reward is dramatically less in SF6, you can now use it as a reversal that beats or checks safe jumps and meaty jab. The utility and desirability of doing this is worse than just having a a strike/throw invul level1 but it would be more ED.
At a high level, you would be using it only in circumstances where if you mashed wrong you die anyway but would also, potentially, give ED the ability to level 2 midscreen projectiles or intentionally trade it with the opponents offense.
Right now the only real point of Level 2 is to stop Rashid from stealing neutral, gimmicky ass mixups, and some optimal and really specific combo damage you wont even land because its not a stun combo. Also chip too I guess.
Having it also be a silly reversal that isn't really that good fits with the character and wouldn't break things in any incredible way. Likewise, it could just be adjusted to be slower if 8 frames is too fast which it likely isn't.
Check drive rush being crumple is excessive and would lead to neutral drive rush being dead. Which would be problematic in a game with 1-2 plus on block pokes per character. If you want to go play sf5 go play it, also nerfing Juri’s fireball into drive rush would neuter her pressure when she’s not even top 5 anymore.
Drive Rush is low risk as hell and spammable, Trying to punish drive risk is riskier than the person doing the DR, since wiffing or timing it wrong can cause you to lose 50% and take a punish. There HAS to be some risk to using a move that only uses 1 damn bar when raw and is basically safe to do. Saying "just play sf5" is a preteen cope.
@@krome4284 nah the game would be too slow, punish counter is already too intense for one of the games only pressure tools.
The implications are kinda iffy but I honestly think it would be cool if the denjin versions of Ryu’s SA 1 and 2 did double their current drive gauge damage on block and hit. Right now there’s almost zero reason to use his denjin charge on super unless you’re burnt out since OD denjin hasho is just way more optimal. This change occupies so much space in my head entirely because of Third Strike.
Jamies lvl2 should give him drive gauge not only when he has 4 drinks
Example:
start with 0Drinks + LVL2 = gains 4Drinks -> falls back to zero after
start with 2Drinks + LVL2 = gains 2Drinks + 1,5 meter of drivegauge -> falls back to 2 Drinks
start with 4Drinks + LVL2 = gains 3 meters of drivegauge
same in burnout
I'm a diehard juri main and I'd kill for her to just wear some shoes
I feel like this comment just shattered the space-time continuum. Like it shouldn't exist in our world
@@danielhenington9476 I'm not totally alone but we're a very, very small minority. And you're right, it's hard to reconcile the paradox.
No, but if they did costume code, sure
Hell no.
Put slippers back on Ryu
Honda #1 change would be to decrease the drive gauge depletion headbutt does on block. It does way too much, I'd also decrease the space when it's blocked. It can still be safe but he should be left closer. The move is similar to Blanka ball, with none of the counterplay currently.
I do not agree at all with extra punishes for drive rush in neutral. Capcom clearly tested this before, which is why we have more than three different counter states. Just weaken some character's drive rushes. Making DR more risky will just strengthen already strong characters and weaken already weak characters.
About Meter gain. Some characters depend on LVL3 in round one. Kimberly is a big example of this where I believe the intention was for Kimberly to level 3 on round 1 or early round 2.
Antiairs for DLC characters sucking are likely in anticipation of a planned balance change for a big patch. All DLC characters have consistent weaknesses, so much so I know it's so that they wouldn't have to change it later.
How making DR more risky would make strong characters stronger?
A lot of the high tier characters are the ones who can abuse it.
Juri, DJ, Ken, Guile, Chun, Cammy, JP all of then can abuse DR by having fireball > DR, DR jab to start pressure or a low that lets you confirm the hit into snowball.
While a lot of the low tier characters dont have good normals to check DR
Because after the change characters with a good DR have a balanced risk v reward and all other characters would have much more risk for the same reward. The best characters have the best DR so this would be a hidden buff for them by nerfing everyone else.
It should be a punish counter. Also some character's DI needs to be slow down
@@patricklorran1960 then what would be the point of Drive Rushes? A lot of people who often talk about making DR punish counter (aka Punk) usually really meant to say they want DR in neutral removed from the game, so all DR will be is an overglorified combo extender, not knowing that weakening DRs would be a massive buff to zoners and already great characters.
DR is an important aspect of the game. If they wanna play SF5 so bad, just go back to SF5. "Skipping neutral" is not a real argument.
DI are all the same speed, unless you meant to say DR.
@@Manganization dr is a really important aspect of the game, agreed. But the problem is some characters DR, no one ever got pissed cause cammy or manon DR, so the problematic ones needs to be slow down a bit.
The punish counter aspect is to give DR some risk, nowadays it's waaaay to much in favor of the aggressor the risk/reward is completely fucked
I've noticed many people's balancing wishlist almost suggest they want SF6 to go back to SFV.
Which is wild to me. I want no system changes to DR or DI. Just weaken some character's DRs.
Yeah it's kind of depressing because SF5 was boring af to watch most of the time but a lot of pro players just want to go back to autopiloting
How
Instead of asking to Capcom to balance the game, they ask for nerfs and buffs. They indirectly want Street Fighter 6 to look like it predecessors, that doesn't make sense.
because FGC is only filled with boomers. You just become a boomer when the new game releases.
For a community that loves to parrot "adapt" they never do.
Whatever it takes to make 90% of matches not devolve into who can land their level 3 first.
Crouching mediums are no longer drive cancelable
My issues with Kimberly are very similar to yours with Aki. Honestly all I want for her is to have her normal tatsu be frame 1 air invulnerable. She loses a bunch of matchups right now because her only frame one anti air is her OD tatsu, which does very little damage and doesn't give oki. Cammy jumps at you 3 times and now your burnt out.
I respect the reading of all the reasons why that Dhalsim AA change shouldn't happen, refusing to engage with them, and just saying "fuck you, my list". Alpha male shit. lol
For me, Honda just needs general speed buffs. Im fine with him being weak to perfect parry because otherwise he'd be even more obnoxious than he already is but some speed increases and some general hitbox tweaks on some of his key normals would help a lot. Also I feel like his 5HP not being special cancelable at certain ranges if he doesnt have Sumo Spirit activated is weird, I think that he have have more of a cancel window on that move tbh.
This is such a cool chill version of this vid haha- _from Broski??_ shocker!
Me, I think D reversal is too slow/punishable/expensive, especially with offense being how it is. & I’d love to see this game like, use more of the timer lol. Less damage for sure, in a lot of cases. I’d maybe like to see less D guage available in some way; less recovery of it or longer burnout.. Agree about busted jump-ins and non-functioning AAs, gotta fix em. My real dream is a light touch, but trash the once-a-year idea
Here's a cool idea
Cammy level 2 resets scaling.
For JP, we'll keep it tamer
2mp should COMPLETELY halt momentum off of Drive rush
Those are my only two changes in the list, since they are very unorthodox
I feel like Ed has amazing anti airs. I feel like against more aerial characters like Chun Li or Dhalsim Ed actually has an advantage because of his heavy psycho flicker and crazy juggle
Ryu Denji Hadouken is a QCF, simples as always, when with Denji Charge, Denji Hadouken is done by doing HCB like old SF2 games where he threw the Red Fireball :D Legacy command and keep Denji to use whenever :D
Best Lily 2-change idea I have:
- Remove wind stocking; windcladding becomes a timer that you can add to by dancing. A full timer lasts 6 seconds. Takes 3 seconds to fill completely.
- All supers boost winds to full timer so she can have a very strong followup.
This would I THINK put her back in the game. Thoughts?
That sounds really rad
Keeping up a timer seems much more fun and unique compared to yet another stock system
Sounds more like an anime fighter mechanic
This is kinda worse cause you can just wait out without throwing fireballs and staying fullscreen for 6 seconds
Man, I really want your suggested system mechanics changes...
A few change ideas I have:
[Rashid SA2]
I like the power level and utility of this attack, I just feel that it's a bit much as is. The aspect of it I feel that takes it over the top is it moves forward by itself. As it stays on screen, this allows Rashid to get better options and positions, while the room for counterplay for the opponent gets worse and worse, especially in the corner.
A potential change can be is that it's always stationary but Rashid can move it. During SA2, he already loses Whirlwind Shot -- literally nothing happens when he inputs it. We could make it so that each strength of WWS allows Rashid to do the WWS kick animation and it nudge Ysaar forward a set distance -- LK for a small nudge, more and more for MK and HK. There will be an amount of residual drift forward after it's been moved just so that it doesn't just come to a complete stop immediately, that would look weird, and it retains that slow forward crawl behavior that it already has which can be beneficially when Ysaar is almost touching the opponent but not quite. To balance this a bit more, I feel like anytime Rashid nudges Ysaar, it should momentarily shrink in size and then expand back to normal, so that there is risk and counterplay whenever he's choosing to nudge it. On LK, the shrink is small and fast, allowing a jump over from the opponent but it has to be very good pre-emptive timing making it a risk. MK a bit more of a shrink but would still be pre-emptive timing but a little easier. HK will shrink the most and jump over timing can be done by reaction but it has to be very on point. None of the jump timing should be easy, just practical enough as an option and can be learned with labbing.
I love SA2 for him but currently it just does too much and offers very little in interaction, and I feel this direction could alleviate the frustrating aspects of it while still allowing Rashid to make big plays and rewards from it.
[JP 2MP disjoint adjustment]
Agreed that the disjoint is rough to deal with, especially in Drive Rush scenarios. I think making the disjoint closer to Cammy 2MP's disjoint would be fine. Even if it was a bit better than hers, still good. Just where it's at right now is a bit too much.
[Roo Denjin Hadouken input]
I like the idea here in this video. I feel that given how everyone presses buttons differently in terms of how long a button is held down, making it a Punch Long Press input might just be a little too awkward for some players to not get accidentally. Perhaps making Denjin Hadouken a half-circle input would be better? Sure, this means he can't do normal Hadouken to brake his Drive Rush early if he has Denjin stock, but that's not a practical technique for him, so he wouldn't be losing much there.
'A FEW change ideas I have'
The only thing I disagree with is Kimberly's reversal. As a Dhalsim main this match up up is so insanely explosive and when you get the knockdown you are forced to push your advantage and kill her head off before she gets another chance to get in on you. This matchup is already an insanely stressful one without me having to doubt my sub-par pressure when I finally get the knockdown 💀
Perhaps I don't understand how weak this character truly is outside of that match up though. But considering Cammy exists and shits in Dhalsims throat and is popular and strong, I don't think he needs another match up that is so bad. There has to be another way to buff her that leans more into her momentum rather than giving her defensive options.
Lmao, the idiot who said that AKI should get nerfed the same as Juri was not thinking straight lmao, totally agree with you Broski. What one move may be broken to one character may help the other character out.
A free change for lily is to let her use regular DP withOUT spending wind because it feels pretty bad to antiair and have to lose her resource.
Any more meaningful buffs and theyd obviously have to hit wind Spire
For Ryu, having denjin grants you acces to a new move, DENJIN SHORYUKEN, same old input but now 200 more damage and same properties as OD DP, this would grant Ryu a better defensive game, to counterbalance this is tied to heavy DP, so you can choose not to blow denjin charge on DP but at the cost of not having regular heavy DP available
Adjusting Cammy's DP hitbox and making it more vertical would be better imo. Feels bad making a read or reacting correctly and being punished because your DP doesn't connect and they jump over your anti air. Also removing FHK as a move and making it the same as SHK. This move is fundamentally useless and almost always comes out as input error during combos. That would be all I would change for Cammy.
As a Dhalsim main I'd love if they made his level 2 like his Ultra 1 in SF4, ie moves horizontal, or at least gave you the option to.
Also, I thought they were supposed to fix the bug where you randomly teleport to the wrong side sometimes?
Universal meter gain is rough. As a Zangief main sometimes I go through a set without a level 3
Rooflemonger did some really good suggested changes videos on Lily and Honda.
EDIT: oh man if they have Juri shoes then I could use her without being associated with a bunch of degenerates, I would love that change. Probably would just keep maining Ryu though.
More seriously, I wanted to like Juri but in this game I finally got tired of always trying to rush people down, I like that Ryu can play anywhere on screen even if he isn't particularly strong.
As a Kimberly main I think she should also get a real anti air because having to use 2 drive bar for an anti air or use the inconsistent 2HP
The person in chat who said to make Chun’s Thighs smaller should be banned from the FGC for life 😂
Dude took it too far, questioning the core values
I like most of the changes, the only one I straight-up disagree with is making being tagged by a Medium or Heavy button during Drive Rush causing a crumple; feels like that will just exorbitantly benefit characters with huge and/or disjointed mediums like Luke, JP, and Chun (whom I play). I think Punish Counter does the job of punishing the 'momentum' of the playing using DR.
Imo increase startup on cammy level 3 so she can’t make everyone in the game afraid of neutral when she has meter but buff her dive kick a little bit so that it’s less situational.
@Broski - Implementing the following changes would be beneficial:
1. Revert the grab system by using LP+LK near the opponent back to the old Proximity grab mechanic HP or HK+ toward or away from your opponent when extremely close. The range of a regular grab should be shorter than the range of a character with the shortest crouching and standing light punch and light kick. This adjustment would eliminate throw loops of any kind. Additionally, half-circle command grabs should have a longer range than a character's longest standing or crouching light punch and light kick. 360 Command grabs should have half the range of Ryu's crouching medium kick and possibly the same range as Luke's crouching medium punch.
2. If a player attempting to drive rush their opponent gets checked or caught and subsequently hit, it should be considered a simple counter-hit.
3. A style system similar to Street Fighter Alpha 3 should be introduced in Street Fighter 6. Four systems, named Alpha(SFA3), Strike(SF3), Omega(SF4), Trigger(SF5), and Drive Systems(SF6), could be incorporated. Tweaks could be made to ensure balance and integration into SF6. This addition would offer diversity in play styles for the fighting game community, providing more options and changing character match-ups and mirror matches based on the selected style system after choosing your character.
4. Drive rush normal attacks, if blocked, should generate more push-back between the opponent and the player.
1. Wouldn’t changing the grabs to proximity grabs make the game more difficult? Sure, it would get rid of the throw loop, but you would have a much harder time throwing because you don’t have a run like in KOF to get you in close without meter. Plus, you would have to deal with command normals that are tied to the HP or HK, making it even harder to grab.
2. SFAlpha 3 was able to do that because the mechanics were way simpler and easier to modify. Suddenly putting in 3 additional gameplay styles would completely change how this game is played and not in a good way. You’d have to change the juggle systems, the meter and how much you gain from this move or that move, etc. All of that is way too much to implement in a big budget game like this.
@@chefvideogame
And not to mention, the Drive System is already a conglomerate of multiple mechanics from 3-5 mixed together.
IMO ed's dp also should be buffed to like 4-5f of startup. it was slow in 5 because he was a modern character but with all the normals, and now when it's a real dp input, slow startup is not needed anymore.
As a Manon main, changes i would like that weren't mentioned:
- make hp>hp a bit more plus so she doesn't get DP'd out of it
- more dmg on hit grab
kthxbye
We don't talk about this while discussing "system mechanics" but I think lvl 1 supers not having projectile invulnerability accross the cast is a problem when characters like Ken or Juri, who have excellent fireballs for oki also have OD reversals while characters like Manon or Honda has neither
If lv1 super have projectiles invincibility I think no one will throw any fireball especially your opponent is modern control
My personal proposal for fixing drive rush is to remove the additional advantage on block. The way I see it, it's a mechanic that is effectively always rewarding on hit or block without very much risk and a very minimal resource price. I think it can stay as an inexpensive tool for combos, but I don't think having an advancing, combo starting option that could be an overhead/low 50/50 or a huge neutral poke be blocked should then reward you with safety/a mixup.
Look at the meaty DR overhead/low setups people like to do as an example. As a defender, if I guess wrong they combo me, which is fine. But if I guess right, I'm still at loss becuase now Ken is +a billion in my face with a strike/throw mixup. I couldn't do anything to stop it preemptively because it's a meaty. There was basically no risk for the attacker, and he gets rewarded regardless of what I do.
As a kim player here's my opinion
I like the ex reversal, but i dont think she needs it (if she gets these other buffs).
1) make at least one of her tatsus a frame one anti-air
2) increase to damage across the board.
I think its fine that her defense (and neutral) is awful if her advantage is particularly scary. Like right now its a top half offense, but i dont think id be comfortable saying higher than 'top half' which is a crime since she has basically no good defensive options, mediocre anti airs and awful damage
Manon's 5M counts as a low and counter hit jab allows you to link into 5mk
as the one juri main with an irrational hatred of feet i desperately crave that second change
edit: actually seeing a few pro-shoes juri mains in the comments here. and i thought i was alone :')
give her timbs
@@Hurtdeerthat would be so fkn raw
That's the exact thing a fake juri main would say to sabotage her.
AHAHAHAHAH THE MARISA CHANGES OH MAN Oh I needed to laugh thank you Broski you're a king. oh this was such a good video generally but that part was so good.
As a Kim main I think she needs more buffs than this, and I welcome the bomb ideas and the tatsu revert BUT they need to do something about how all her gimmicks are countered by mashing 2LP. So she not only needs those changes but she might even need her damage nerf reverted, even partially, and to make her dash +1 again... But I don't want her to be broken either. I'm really torn.
Pretty good, approve of Manon and Ed chanhes, think Manon hitgrab could be improved a little more to be more generally usable beyond the anti-fireball aspect but overall sounds good.
2mp 7f startup is exactly what i want on honda, itd open up a lot of counterhit scenarios and frametraps in burnout
Cammy doesn't need any buffs or nerfs, it's a mistake to change something that is perfect, the only thing she needs is more costumes.
top 3 char is "perfect"? just admit you want your main be broken
@@azuresl5990 first of all Cammy is not top 3, second what is broken about her? Just admit you like to cry on the internet.
Really fun video concept, would like to see more of these. The only problem I see with some of these nerfs is that you’re nerfing unique strengths of the characters moveset. For example, JP tanking drive meter is something ONLY he can do, which is really interesting. I would rather that be a key part of his kit, and nerf his pokes/damage. Same thing with Rashid (to a much lesser extent). His kit is very obviously built around level 2, so I don’t mind him building meter while he’s inside of it. Being a character with a projectile wall he can use to change his move set is REALLY interesting. I would rather he stay relatively underpowered and keep the tornado. Also the best buff to chun li would be to make her animations not look terrible. (And nerf kikoken)
Side notes:
Ryu crouch medium kick is one frame slower then Ken’s, making him unable to do counterhit crouch jab into crmk like ken
Ryu DP does less damage and has less range compared to Ken’s
Ryu denjin fireball change should apply to hashogeki
Jamie dive kick is unsafe and has a HORRIBLE hitbox
Zangief has like 30 moves that are completely useless
AKI fireball whip is hilariously minus for no good reason
Deejay EX fireball is the safest fireball in the game, 3 hits, and is one of the best combo STARTERS in the game.
Honda doesn’t have throw loops (remove them for the entire cast and this doesn’t matter)