STREET FIGHTER 6 New Drive System Explained! All Mechanics & Burnout (Closed Beta)

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  • Опубліковано 12 січ 2025

КОМЕНТАРІ • 220

  • @VesperArcade
    @VesperArcade  2 роки тому +38

    I explained the Drive System basics to my stream for anyone who hasn't had a chance to play yet. When the game finally releases I'll make sure to go into much more detail. Thanks for watching!

    • @pipoper101
      @pipoper101 2 роки тому +1

      can you do a drive impact during a drive rush doe?

    • @pipoper101
      @pipoper101 2 роки тому

      also can you do specials during a drive rush? or is drive rush normals only?

    • @KaitouKaiju
      @KaitouKaiju 2 роки тому +1

      @@pipoper101 You could DI during drive rush but it would cost a lot of meter for not much gain since DI is reactable and the second one always wins.
      You can do specials during drive rush

    • @mappybc6097
      @mappybc6097 2 роки тому +1

      I think you did comment this during your stream, but just in case I'm wrong here it goes:
      There is a way you can manipulate drive gauge and even burnout recovery. Just be proactive. Like with GG's tension gauge if you land hits of force your opponent to block, or simply by walking forward, you'll gain drive gauge and recover from burnout faster.
      In a similar vein, the most effective way of draining the opponent's drive gauge is landing supers. The higher the super level the more drive gauge bars it will take away. Better yet, you also recover drive gauge during the super animation, though this is mostly noticeable only during lv3 supers.
      So if you are ever in burnout your best bet is to hold your ground, don't immediately go into defensive mode, and if you have your lv3 look for an opportunity to land it.
      CAs in particular are crazy good since their animation lasts so long. You can easily recover 2 bars of drive gauge, drain 2 bars from the opponent and deal a truckload of damage all at the same time.

    • @pipoper101
      @pipoper101 2 роки тому

      @@KaitouKaiju ty, i was just wonderin' if it was possible at all
      the special during drive rush question was actually because i wanted to know if it would be possible to do ken's run during a drive rush, i think it would be pretty epic if it is indeed possible
      like can you imagine ken doin doin' a drive rush into his run into his fire tatsu, like, what kinna momentum the boy gonna have? just straight up flyin across the screen from corner to corner

  • @obsidiancurse429
    @obsidiancurse429 2 роки тому +121

    I love the way they have managed to blend all the previous mechanics into this system, parry, focus, v triggers, it really feels like an evolution of the previous games 👍

    • @javianbrown8627
      @javianbrown8627 Рік тому

      I didn't know what focus was in sf4 but when I heard it described I had mixed feelings and I also have mixed feelings about the DR mechanic. Guess I'll see how it is online

    • @alwaysxnever
      @alwaysxnever Рік тому

      @@javianbrown8627 Focus was fun. Was like Excel movies in SF Ex games. But you were able to focus and use it to cancel into moves in which you wouldn't normally be able to do. I never invested in it but it so fun if you put in the time to get the timing.

    • @ryu-ken
      @ryu-ken Рік тому

      All we missing is grooves

  • @Xeijines
    @Xeijines 2 роки тому +108

    10:59 I don't know if it's intended but it's really funny how the 3 dashes are timed very well to the music, very satisfying.

    • @basicsyphilis8
      @basicsyphilis8 2 роки тому +5

      Yes that was pretty cool. Had me thinking 😅

    • @miguerys9503
      @miguerys9503 2 роки тому +4

      🤣 Perfect timing!

    • @Goku_is_my_spotter
      @Goku_is_my_spotter Рік тому +2

      I thought I was tripping when I noticed this!! Glad someone else
      did hahaha

    • @2inz
      @2inz Рік тому

      Lol thanks for pointing that out 😂!

  • @VidSelector
    @VidSelector Рік тому +5

    I haven't played SF6 yet, and when I was watching videos, it was hard for me to follow what was happening before I saw this clear and detailed explanation. Thanks for making this video!

  • @DarkJumpBTL
    @DarkJumpBTL Рік тому +1

    11:02 That dash sync with the music tho.

  • @MagnaTurban
    @MagnaTurban 2 роки тому +12

    The note on screen around 13:15 states Drive Rush makes your next attack +4 on hit and block but I think what it meant to say was it ADDS 4 frames of hit or block stun. In Ryu’s mp example, it goes from -1 to +3. The math checks out, -1+4=3.
    Love the video overall, clarifies a bunch of things, keep the content flowing please, you guys are awesome!

  • @Eshiay
    @Eshiay 2 роки тому +9

    I like the ideas here. Their goal being to make expressions of skill within systems that players at the skill floor could still make good use of. A parry that you can hold as a barrier and still use even if you don't have the timing quite right but still have a SF3 perfect parry where the game makes it really clear you successfully did it? That's some good design right there.

  • @Provisorio89
    @Provisorio89 2 роки тому +26

    I think that the SF6 parry is in a very good spot. It really is meant to be a defensive mechanic and not a defence/offence/counter-hit all in one. If it was then Drive Reversal would be pretty much useless since out of Drive Rush, you don't have long block strings or +frame traps as in SFV. It would also diminish the use of Drive Impact, because the only counter to parry is a throw. And it rewards you when you Perfect Parry anyway, so it's got the best of both worlds without being just the best option every time. If you're a parry god, you get rewarded, if you try to parry everything, you get thrown to oblivion.
    And as a noob, I tried to never put myself in burnout, you feel so hopeless in defense without the access to all the Drive mechanics. I think as people get used to the mechanics, Drive Rush will not be used willy-nilly as we have seen in the beta and will be used more to make a round finishing combo or "I need this confirm to put him in the corner/side switch/set up my mixup/etc " and not just as a combo extender for every single confirm. It's just to expensive to be used like that, at least that's how I see it.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel 2 роки тому +5

      Yeah I totally agree. Those 60% and 70% combos are cool, but you are left with nothing. No meter, no drive, in burnout. They can easily use this against you and comeback.
      Also, what are the chances the enemy allows you to be on full drive gauge for that single moment you might want to go for that super combo?
      Not saying it wont happen. I am sure there will be moments where the opponent is at like 60% life and we see a pro in that perfect moment of full drive full lvl 3 supers and say "ok, im going all in and I either kill them or die" kind of situation. Should be some interesting moments, but not as common.
      Rest of the time I think we will see medium sized combos, or small ones here and there, depending how much someone wants to over extend or commit to it. Should create for some really dynamic matches I think. Can't wait.

    • @DevilJin01
      @DevilJin01 2 роки тому +1

      The 1 bar drive rush is what you'll see more often. Easier cheaper and gives you most of the benefits of the drive cancel for 2 less bars. It also can create some pretty lengthy combos.
      Burnout isnt bad as long as you combo into level 3s. Level 3 supers take a good chunk of drive gauge away from your opponent so you can potentially also burn them out. On top of that your burnout gauge seems to recharge at a faster rate during the level 3. Which means after landing a level 3 almost half your burnout bar is usually replenished. Burnout still isnt good and theres a lot of times where it will generally be bad, but there are times where you will have to go for it and bank on getting another full drive bar

  • @A-K-I-R-A-
    @A-K-I-R-A- Рік тому +2

    Amazing breakdown of the game systems! Exactly what I was looking for one day before launch.

  • @basicsyphilis8
    @basicsyphilis8 2 роки тому +3

    Extremely helpful!
    Great breakdown on the drive gage.

  • @remigengogakusha
    @remigengogakusha 2 роки тому +4

    【Timestamp】18:04 Drive Parry into Reversal - This is a rare clip right now 🤩 Nice!

  • @christianwehse1581
    @christianwehse1581 Рік тому +1

    Im coming from other fighting games (nrs) and wasnt sure if I’m able to manage a new game like street fighter because it’s so different … but I‘ve understood every mechanic that you‘ve explained and be confident enough now to try this new experience … that was one of the best tutorials I’ve ever watched … keep up the good work … sry for my grammar (try to improve) … VERY BIG THANK YOU and much greetings from Germany ❤️

  • @internetlappen1410
    @internetlappen1410 Рік тому

    11:02 ur 3 dashes were so on point with the track was it on purpose?... good video!

  • @franktorres7963
    @franktorres7963 2 роки тому +1

    Best best best street fighter 6 gameplay on UA-cam. After following this game since the announcement, I just now understand the game. Thanks so much!!!!!

  • @lordronn472
    @lordronn472 2 роки тому +1

    Thank you so much for this video! I think parry is my favorite out of all these different mechanics but I like rush too!

  • @kimmern999
    @kimmern999 2 роки тому +1

    Thank you for this! I'm completely new to these kind of games (I did play Street Fighter II back in the 90s), so this was very helpful.

  • @randomlybro
    @randomlybro Рік тому

    I love the way you explain things. Thanks bro!

  • @aleandrian
    @aleandrian Рік тому

    Great explanation, tks! Looking foward to test everything here...

  • @coderkind
    @coderkind 2 роки тому +1

    Excellent tutorial; thanks for making it!

  • @nafishaider
    @nafishaider 2 роки тому +1

    Nicely explained. Subscribed.

  • @turwalswor
    @turwalswor Рік тому

    thank God you still doing your thing in the street fighter community bro. just got my hands on the open beta for now and never touched this game cuz I didn't like the demo and wanted to practice Jamie and wanted to learn about all this drive stuff... your vid came up and I just felt so at ease and not overwhelmed. I remember when I was like 14 yrs old watching your vid back on ultra street fighter trials, u helped me clear em all 😅 keep doing your thing man

  • @WoWisdeadtome
    @WoWisdeadtome 2 роки тому +2

    That was a change to drive reversal. I remember saying I thought it would be a good idea if drive reversal beat drive impact but I saw old footage that proved it didn't.
    They might have changed it to be punishable on block as a tradeoff which seems fair to me, especially if it's full invincible on start up.

  • @Arassar
    @Arassar 2 роки тому +19

    You didn't mention that a Perfect Parry gives you an automatic 50% scaling on anything you throw out afterwards. (But you can actually reset to 100% by just waiting a fraction of a second until the screen freeze ends)

    • @FGCSimSim
      @FGCSimSim 2 роки тому +12

      This was misinformation at the time because of some training mode bug.

    • @tranceaddict11
      @tranceaddict11 2 роки тому +2

      @@FGCSimSim Wait so you can't cash out normal damage if you delay the perfect parry punish? damn that sounded like a nice subtle piece of tech to work on

    • @StruffyTheClown
      @StruffyTheClown 2 роки тому +8

      @@tranceaddict11 I believe only perfectly parried fireballs do not trigger the scaling, which should mean that low forward xx fireball is now one of the riskiest things you can do in the game

    • @bfFAN221
      @bfFAN221 2 роки тому

      Waitwaitwait... so you can actually do damage without scaling by just waiting a bit?

    • @StruffyTheClown
      @StruffyTheClown 2 роки тому +3

      @@bfFAN221 for now, that is a rumor so take that with a grain of salt

  • @kaleidoslug7777
    @kaleidoslug7777 2 роки тому +3

    For the record you *can* actually do frame 1 Drive Rush by going forward, then forward + Parry. You actually need to do this for some combos

    • @ekwensu8797
      @ekwensu8797 2 роки тому +1

      Really? Do you have any examples

    • @kaleidoslug7777
      @kaleidoslug7777 2 роки тому +3

      @@ekwensu8797 I've seen it in a few places but Max Dood talked about it in a recent episode of their podcast. You can watch it on here, Triple KO

    • @VesperArcade
      @VesperArcade  2 роки тому

      I literally wrote that on the screen LOL.

    • @kaleidoslug7777
      @kaleidoslug7777 2 роки тому +3

      @@VesperArcade Ah shit, my bad, must've missed it. Keep up the good work tho! I appreciate the coverage

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      @@kaleidoslug7777 All good! Thanks for watching.

  • @twostepghouls
    @twostepghouls Рік тому

    This was super useful to watch, thank you buddy

  • @midnightisnice
    @midnightisnice Рік тому

    This was extremely helpful. Thank you Vesper

  • @Gihad97
    @Gihad97 Рік тому

    Very good explanations. Thank you. This helped a lot.

  • @xxwallzxx4509
    @xxwallzxx4509 Рік тому

    One thing that I have to check is the burnout state and what combos become accessible in that state from the opponent being in burnout. That is if it opens more combos and how much plus are things.

  • @mugendojuntao
    @mugendojuntao 2 роки тому +2

    man thx so mutch for this video

  • @jc_alpha
    @jc_alpha 2 роки тому +1

    As usual, amazing stuff! Than you.

  • @TG-Maverick22
    @TG-Maverick22 Рік тому

    Incredible explainer video!! 100/100. This is a must watch video for anyone who wants to get into SF6.

  • @MrHowardc43
    @MrHowardc43 Рік тому

    Omg.. this is a perfet video for newbie in street fighter 6. I learned alot. thank you very much

  • @dumarcolmwilliams685
    @dumarcolmwilliams685 Рік тому

    The Drive System in Street Fighter 6.
    Drive Impact: an Offensive Mechanic that performs a Powerful Strike against the opponent that can cause Frame Advantage on Hit, Block, or Punish Counter. (It also has 2 Hits of Armor on Start-up.)
    Drive Parry: a Defensive Mechanic that Parries all Attacks (including Special Moves and Super Arts)
    Overdrive: an Offensive Mechanic that powers up special moves.
    Drive Rush: an Offensive Mechanic that rushes towards the opponent at high-speed after landing a hit or performing a Drive Parry.
    Drive Reversal: a Defensive Mechanic that performs a counterattack after Blocking Or Recovering.

  • @FlagshipFighter
    @FlagshipFighter 2 роки тому +2

    Thank you SO MUCH for your amazing coverage bros, I've not seen anything this thorough+immaculately detailed yet really clear and easy to understand.

  • @damaddmann
    @damaddmann Рік тому

    Thanks man , I stop playing Fg for awhile but I’m back now missed ya

  • @Baiano29
    @Baiano29 2 роки тому +1

    I didn't even knew about drive reversal. I've been watching streams and videos of SF6 since it's announcement and I still learning new shit wtf

  • @ryanarroyo5918
    @ryanarroyo5918 Рік тому

    This video is godlike. Thank you!

  • @NurseLee
    @NurseLee 2 роки тому +2

    Man... I cant wait to lab this game! take care Vesper!

  • @selocan469
    @selocan469 Рік тому

    Very informative, thank you

  • @vladj2428
    @vladj2428 Рік тому

    10:59 wait why was that on beat? lol is tht built into the game somehow or was that a crazy coincidence because it was literally perfect.

  • @RiskyBusiness144
    @RiskyBusiness144 2 роки тому +1

    Love your vids but this is old news! I know you gotta get it out there though. Waiting for the next vid. Thumbs up buddy!

  • @WoWisdeadtome
    @WoWisdeadtome 2 роки тому +1

    You can't checkmate in the corner with DI. If you're opponent is in burnout (or not) in the corner and you drive rush into DI or walk behind a slow projectile into DI or by any means turn anything canceled into a DI into a true block string you won't get a stun, the word lock appears on screen instead and they just block it.

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      Yes, but if you leave a 1-2 frame gap in the block string then your only option is super since you can't jump or throw at that point.

  • @iradhill81
    @iradhill81 Рік тому

    Your the only guy who actually explains it, not just assume we know what and how to do it

  • @Aztahs
    @Aztahs Рік тому

    can someone explain what he means @ 13:03 when he's describing attack enhancement? +3 on block, -1 on block etc. it doesn't look to do any extra damage, so what else from the attack is being enhanced after drive rush?

    • @rbc923
      @rbc923 6 місяців тому

      Frames

  • @odatai1425
    @odatai1425 2 роки тому

    Can we talk about the music matching at 11:02? 100% intentional. Dash Dancing.

  • @mrinvincible8
    @mrinvincible8 Рік тому

    Thank you for this video I’ve been trying to learn how these things worded since I bought this game

  • @MR.Coffeelobby
    @MR.Coffeelobby Рік тому

    Very helpful thank you so much bro

  • @Jagaimo_chan
    @Jagaimo_chan 2 роки тому

    11:01 Dashes matched the music perfectly

  • @cebuanostud
    @cebuanostud Рік тому

    Great explanation. Thank you. Now I'm off to training. 😁

  • @abaskm
    @abaskm 2 роки тому

    I think you should have the ability to perfect parry while in burnout. It would be essentially be a hail mary defensive option. And given the high skill bar to pull it off it would be a great risk/reward option given the burnout state.

  • @rolandoresurreccion8216
    @rolandoresurreccion8216 Рік тому +2

    im new in the SF community. i have played other fighting games before and briefly touched SF4 only. Besides Ken can you recommend another character that is easy to learn and doesnt have "need to be drunk or need to be chi stuff like juri". great video. SUB and LIKE :D

    • @VesperArcade
      @VesperArcade  Рік тому

      Any shoto is a good start like Ryu, Luke. There are also some that aren't revealed yet like Marisa and Cammy that might be easier with no fireballs. Charge character wise you have Guile and Dee Jay.

  • @nosearches8340
    @nosearches8340 2 роки тому +2

    Can you try to drive impact then close to the corner on punish counter and then do another drive impact while they are stunned from the first one and see if it makes them dizzy
    Giving you 2 drive impact attacks before you start your combo and in theory if it does work then we can start the combo with jump in attack

    • @VesperArcade
      @VesperArcade  2 роки тому

      That does not work we tested it. The second Drive Impact knocks them down as if you just hit them raw. Even if you put them in a spin state in the air into Drive Impact it doesn't wall splat them. Doing 2 Drive Impacts in a row is still useful though because you drain a lot of their drive gauge.

    • @nosearches8340
      @nosearches8340 2 роки тому +1

      @@VesperArcade thanks for the knowledge man 🙏👍

  • @workoutfanatic7873
    @workoutfanatic7873 8 місяців тому

    Reminds me a lot of SF4. But raw DR is tough to do on stick - Fw -> Fw+mediums. Reminds me of FADCs, except it FADC is just two dashes, no button timing required. Even then, it took me a month to get Ryu’s FADC ultra on my first TE1.
    Can anyone tell me if Plinking works? I know it has a generous input buffer, but I Plink habitually from USF4. On the input display, I do see it register the same way it did in USF4 - i.e., you get two inputs for the price of one.
    Also more difficult on stick is the double directional buttons - like for Jamie, JP, Ryu. Just not used to it, and leverless or d-pad def. Has the upper hand.
    With stick, most non-pros are better/worse on one side as opposed to the other. DP cancel into double QCF LvL3s are tough for me on the left side - easy as hell on right side.
    Plus with tight Oki, stick is just slow in terms of dashing. I’m not gonna shell out another $500 for a PS5, to go leverless, and can’t use pad due to fatfingering Using the HORI HRAP4 from like 2018. Great stick. Now you can’t really even find sticks for Xbox. But if Angrybird can totally dominate EVO with a traditional stick, It’s doable I guess. When I tilt, I tend to mash the stick, not the butttons 😂
    I’d say execution-wise, USF4 is tougher by a mile. But actual gameplay, mindstack is insanely amped up. Can’t seeem to get it down with Muhkien.

  • @WoWisdeadtome
    @WoWisdeadtome 2 роки тому +1

    I wonder if there's a separate flag for drive cancel and special cancel on normal attacks.
    Chun Li's St. HP for instance is generally not special cancelable, although in SFV it could be super/V-trigger canceled. Someone told me her St. HP is drive rush cancelable though I didn't get beta access so I couldn't test it and I don't necessarily disbelieve it.
    There may well be moves that are not special cancelable that ARE drive cancelable, this might apply to things like Drive impact as well.

    • @VesperArcade
      @VesperArcade  2 роки тому

      Not that I've seen so far. You cannot Drive Cancel Chun's S.HP but you can cancel into her stance. The same goes for Drive Impact. Only special cancellable normals.

  • @Riz_
    @Riz_ 2 роки тому +1

    This video is the best explenation of the drive system I have seen. Really nicely explained, even describing how each drive mechanic is executed. The only one I didn't understand so much was drive reversal. I have an Xbox so never came across the mechanic before. The only other question I have that springs to mind is, why would you not always use parry instead of block? Parry just seems so much stronger.

    • @Longlostpuss
      @Longlostpuss 2 роки тому +1

      The drive reversal is just like V Reversal in SFV, you block your opponent's attack and then hit HP+HK within in a couple of frames of blocking and then a little knockdown move comes out snapping your opponent back. That's all it is really.
      If you didn't play SFV, then yes, it will seem foreign to you.

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      Hi. Drive Reversal will be used to stop players from pressuring you with very plus buttons (Like Drive Rush) or Mixups. Since it's invincible to throws and Drive Impact it's great to use if you're stuck in the corner. Drive Parry can't be used all the time because it has recovery so you cannot move or do anything except block. If the opponent sees you doing it too much they can throw you for almost double damage and hard knockdown. The main purpose of Parry is to recharge your Drive Meter.

    • @Riz_
      @Riz_ 2 роки тому +1

      @@VesperArcade Thank you so much for answering my questions, I really appreciate it.

    • @Riz_
      @Riz_ 2 роки тому

      @@Longlostpuss Thank you very much for the explanation. It is a big help.

    • @Longlostpuss
      @Longlostpuss 2 роки тому +1

      @@Riz_ No worries

  • @bigbadluck2776
    @bigbadluck2776 Рік тому

    Great timing at 11:00

  • @thesoundofsikscontrollerbe5624

    Very good video!!!!

  • @markhorsburgh76
    @markhorsburgh76 Рік тому +3

    Really clear, detailed explanations. Will be watching more on SF6 which is shaping up to be a top Street Fighter game.

  • @chatjayasuriya7567
    @chatjayasuriya7567 2 роки тому +1

    So parry is the new block. And it’s like having a block button because it can’t be mixed up. Will change SF immensely. What’s the incentive for blocking (over parrying)? Is it because you are minus on parry always?

    • @hhhh-bn3of
      @hhhh-bn3of Рік тому

      The parry has slow recovery and can be thrown, but if u drive reversal while parrying it's safe

    • @hhhh-bn3of
      @hhhh-bn3of Рік тому

      It's confusing lol I'll just learn with time and just have fun.

  • @5wisher5weet
    @5wisher5weet Рік тому

    I think this game is perfect with the exception of how you can in SF4. I like how you referenced SF4 here be auss I slipped 5 entirely

  • @barycza
    @barycza 2 роки тому +2

    No one asked Capcom to overcomplicate SF so much :( They ruined game for so many player just to satisfy few hundred pros - so disapointed :(

    • @TheVidgamejunkie
      @TheVidgamejunkie 2 роки тому +4

      They're actively developing a more casual user experience with this game as well, so I wouldn't worry so much. You don't need to get so deep into this to play the game. They even have a simplified control scheme (Modern) with 1 button specials, etc. They're making a game with depth that you can choose how far you want to dive in.

  • @V-RADIO
    @V-RADIO Рік тому

    Thank you SO MUCH. This will help a lot. I am coming back from SF2 lol.

  • @BlaineGunn
    @BlaineGunn Рік тому

    thank you, earned a sub

  • @yogsagath
    @yogsagath 2 роки тому

    Once Perfect Parry becomes mastered I wonder if the slow down of a perfect parry will get annoying. Overall I love what I'm seeing, can't wait to get my hands on it.

  • @L4DNS
    @L4DNS 2 роки тому +1

    Great vids man! I learned to use a stick watching your tutorial vids back in the #4 days. What's the input to special cancel the rush? Is it still both mediums + dash, basically fadc ?

    • @VesperArcade
      @VesperArcade  2 роки тому

      It's simply just Forward, Forward.

  • @ReginaldVannison7777
    @ReginaldVannison7777 2 роки тому

    That perfect perry is a worthy skill to master.

  • @xdragon2k
    @xdragon2k 2 роки тому

    The hold parry into drive rush looks a lot like FADC of SFIV.
    Also, there are super moves (if not all) that also drain the drive gauge when hit, right?

  • @rookie1405
    @rookie1405 2 роки тому +2

    Does anyone know if drive reversal beats command grabs or is it just regular grabs?

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      The only character that has a command grab is Jamie and it doesn't work on Drive Reversal.

    • @rookie1405
      @rookie1405 2 роки тому +1

      @@VesperArcade ah ok! Thanks 🙏🏾 great video..

  • @JoeLocastro
    @JoeLocastro Рік тому

    N00b here: When you're talking about Burnout, and you say "Everything is plus on hit...now you're playing SFV", what did you mean by that? Were most normals in SFV plus on hit? Does that mean SFV was overall more offensive as a game?
    Thanks for all the insight!

  • @NoEvilEye
    @NoEvilEye 2 роки тому +1

    What happens if you do drive rush into DP? Did you test that? On normal and burnout?
    Do get more + frames on block from dp or any other special?!

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      Yes we tested this and you only get more + frames on normals/command normals. You can still go into specials if you want to but nothing special happens.

  • @surfingraichu7594
    @surfingraichu7594 Рік тому

    I love the drive system so much, hopefully I can save up for a decent pc to play this game before it’s too late!

  • @sneharashmi7553
    @sneharashmi7553 2 роки тому +1

    Great explanation Vesper! Love your content! I have a question though. Does Street Fighter 6 have 1-frame link combos ???

    • @VesperArcade
      @VesperArcade  2 роки тому

      It has the same buffer leniency as SFV so the combo timing will feel the same.

    • @sneharashmi7553
      @sneharashmi7553 2 роки тому +1

      @@VesperArcade Thanks for answering Sire!

  • @WoWisdeadtome
    @WoWisdeadtome 2 роки тому +1

    It's worth noting that watching your info display up there, after a perfect parry your attacks are instantly scaled to 50%.
    This really is not like the SF3 parry system at all.

    • @VesperArcade
      @VesperArcade  2 роки тому

      Right. I have a followup video on to why I think that is! but long story short if you perfect parry lights you get a full punish.

    • @MansMan42069
      @MansMan42069 2 роки тому

      @@VesperArcade Can you confirm whether raw level 3/CA is immune to perfect parry scaling? I remember seeing it those do 100% damage in some streams that were labbing during the beta.

  • @BlackMageLozi
    @BlackMageLozi 2 роки тому +3

    poor drive reversal, need a buff

  • @g-string4609
    @g-string4609 2 роки тому

    Would be cool to be able to cancel specials into drive rush

  • @WoWisdeadtome
    @WoWisdeadtome 2 роки тому +1

    So, with SF6 being full of target combos, what happens if you drive rush into a TC?
    Is the last hit of that TC better on block as well? I assume it isn't.

    • @VesperArcade
      @VesperArcade  2 роки тому

      It's not. Only multi hitting normals and command normals are amplified.

  • @shane3674
    @shane3674 11 місяців тому

    Thank you for breaking this down. All of these mechanics is what originally turned me off from SF6. There was just so much to consider in a match, it was a bit overwhelming for me. But now I have a better understanding. And when Ed comes out, I’m going to spam the hell out of that Drive Perry.

  • @rocklee5090
    @rocklee5090 Рік тому

    is there another way to do drive rush other than double tap? tapping 2x is annoying and the opponent can hear it.

  • @thato8000
    @thato8000 Рік тому

    Can you parry Drive Impact and Ultimates? I don't want to find the answer to that the hard way😅

  • @bkboy119
    @bkboy119 Рік тому

    This is perfect for Balrog!

  • @Phe0nix1986
    @Phe0nix1986 2 роки тому

    Thanks!!!

  • @pastuh
    @pastuh Рік тому +1

    I will show my Street Fighter II skills for sure. lol

  • @thecalipicker5750
    @thecalipicker5750 Рік тому

    Ok I’m confused to special cancel in to drive rush you just tap dash ?

  • @shinzantetsu
    @shinzantetsu Рік тому

    i got the demo and i still gotta get used to the drive gauge,im a veteran 3rd strike player.

  • @DCFHazardRebornChannel
    @DCFHazardRebornChannel 2 роки тому

    I recon perfect parry should have a 4 frame window tbh. 2f (or 3f as we thought it was before... did they change it?) was already 1 frame too many short.
    Also think the drive reversal should either cost 1bar. Or if they don't want you to have the ability to counter block strings that many times (kind of like a red parry perhaps?) and they want it at 2 bars, it should either 1) be a little faster or 2) push back more, even on block, maybe even as far as a drive impact (why not? its practically a drive impact on block for twice the bars), without the ability to wall splat ofc. Or.... wait, why not wall splat too? Hmmmmm.... Its going to be hard as balls to land, but if you do, why not get a wall splat too?
    More I think of it the more I reckon drive reversal needs to be Drive Impact on block/parry. Just that it does grey damage not actual damage, and costs twice the drive gauge.
    Nice breakdown man, thanx for the vids :)
    Btw, curious how the drive gauge recharges with regards to when we hit the opponent or they block us etc. Noticed it recharges, but is it for everything? For hits and blocks and just doing moves? Just hits and blocks? Just blocks? Would be nice to know how to refill it faster.
    Keep up the awesome content man. Can't say enough times how I can't wait for this game.

    • @VesperArcade
      @VesperArcade  2 роки тому +2

      I feel that if Drive Reversal was 1 bar it would be too strong and make the game too defensive. It's use is very specific (just like SFV) for anti drive rush pressure or mixups. Since you don't sacrifice VT anymore by doing it there has to be a cost somewhere else. It's minus on block but being throw invincible + drive impact invincible means if you use it at the right time it's gonna work so I think Capcom is just being very careful not to make the game too defensive since you start the round with full drive meter.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel 2 роки тому +1

      ​@@VesperArcade hmmm, yeah thats why I thought maybe buffing it up a bit may see more use as a second option. Still cost 2 bars just have a little more umph in it.
      Is it minus on block for example? Things like that. Making it a little safe, since it feels like even if you land it that the reward for the risk is not too great.
      I mean people would much prefer going for DI vs a DI.
      I like the throw invincibility to it though.
      In most cases throw tech is the answer, but yeah after a parry what do you do? The fact you can D.Reversal after a parry makes it a viable tool again vs throws.
      Kind of feels its very specific and this might make it a move used less and sometimes with all the mechanics in place people would even forget to use it.
      But its day -1 still, so this is something that reaaaally needs more time to be sorted out.
      What about perfect parry? How do you feel about the 2 frames on it?

    • @VesperArcade
      @VesperArcade  2 роки тому +1

      @@DCFHazardRebornChannel I think the parry mechanic is the most well designed compared to the rest so far. I'm planning on releasing another vid on perfect parry but to summarize the risk is low when trying to perfect parry since if you miss you still get a regular parry.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel 2 роки тому +1

      @@VesperArcade 100% true. And with the ability to A) block in its recovery and B) Drive Reversal too against a throw, there are more options. Interesting.
      Looking forward to your video man :)

  • @ricniclas
    @ricniclas 2 роки тому +1

    If you hit the opponent with a light while they parry, can you punish a successful parry with a throw?

    • @VesperArcade
      @VesperArcade  2 роки тому

      The way it works is if you parry an attack you can act again. I assume you just take the block stun so for example if someone does C.LP on you and you parry then you're +1 as if you blocked it. So yes, you can tech the throw if you parry a light attack. If you do parry and no attack is blocked then you no longer can tech throws for 28 frames. The entire recovery.

  • @ephpro9653
    @ephpro9653 2 роки тому +3

    Just played the beta 2, gotta say the new mechanics in this one is super packed, they are fun but also lots of things to consider and watch out during a match. Personally think this is a harder game if compare with SFV, this will be super super fun for veteran players. But casual+ players like me might not enjoy as much, but overall really impressed by what they put up to the table, a new SF means a new SF, yea, I'm looking at KOF 15 and 14. XD

    • @TrophyJourney
      @TrophyJourney Рік тому

      Exactly, I'm scared my ADHD brain will explode mid-match trying to track so many mechanics, both offensively and defensively hahaha

  • @planexshifter
    @planexshifter Рік тому

    Ugh- I’m going to feel so behind when I start 6.
    I never played the Beta so it’s gonna take me a bit to acclimate.

  • @semaht03
    @semaht03 Рік тому

    thx u so much

  • @g-string4609
    @g-string4609 Рік тому

    Question: Does Drive Rush also enhace special moves?

  • @pcharl01
    @pcharl01 2 роки тому

    Did that guy just hold down MP+MK to simulate Evo Moment 37?

    • @thejunkmanlives
      @thejunkmanlives 2 роки тому

      if he did the perfect parry it would freeze the screen right? so probably yes he held it .

  • @nomaschalupas2453
    @nomaschalupas2453 Рік тому

    Parry is the same as shield in melee.

  • @TekkLuthor
    @TekkLuthor 2 роки тому

    It's a waste of having an advantage to stun them. I learned that one the hard way. They got their full drive back and I was at the end of mines

  • @AdversaryOne
    @AdversaryOne 2 роки тому +1

    2:49 Exposed. Time to fire the editor.

  • @KAZZNORE
    @KAZZNORE 2 роки тому +1

    Nice

  • @NahIdwin
    @NahIdwin 2 роки тому

    Can you parry a lv 3?

  • @MindChamber
    @MindChamber 2 роки тому

    we need a legend, wtf is minus on block mean

    • @Jon25250
      @Jon25250 Рік тому

      It means you can get punished by the opponent.

  • @Rafael57YT
    @Rafael57YT Рік тому

    Wait, doesn't the parry completely nullify the fireball game...? I don't undestand

    • @Rafael57YT
      @Rafael57YT Рік тому

      And I mean the hold parry, the easy version. I guess a counter to it would be to wait before launching fireballs to make your opponent drain their meter?

  • @TheInfantejoshua
    @TheInfantejoshua Рік тому

    I neee help driv rushing with zangief please make a vid

  • @ramkorndef
    @ramkorndef Рік тому

    This is exhausting and way over my head. Wtf man….I miss the days of just putting in a fireball twice to get a special move. Da Fuq 😢