Maybe they could make it so you can't block on the first 7 recovery frames of drive parry, that way, you would have to either hold the button to extend your active frames and risk getting thrown or tapping the button and risk getting hit if you miss time it
I was not using parry on defense, but just yesterday i thought about this. Very nice video, i'll be using more parry on defense now. Specially because, i play Manon
Thank you. I'll never understand the pp defenders of this game lol. They'll make up excuses like "Oh, the dmg scaling is so high" or "Just throw then!" The problem with pp is not that we can't beat it. It's the fact that it's such a low risk/high reward mechanic that it doesn't matter if you keep getting thrown out of your pp. One successful pp can change the entire momentum of the match and often give/cost you the round for free by a single tap of button. The fear of getting pp alone makes winning neutral not as rewarding as it should be in this game imo
I see where everyone comes from with the main argument being low risk low reward. But i think the problem with nerfing it or removing it outright is that this game is so heavily momentum based. That if it does get nerfed, the person on offence just has no fear of anything other than dp/super. So then the characters without dp's have nothing but super or block as a wake up option. Whilst the person on offence has strike/throw mix and DI. The corner in this game is lethal. And im pretty sure that like 80% of the roster has a combo where they can just carry you one side of the screen to the other. And another thing i think about is how would you go about nerfing it? what would you even do? I think the only way to nerf it effectively, is to buff and nerf alot of other aspects of the game to counter balance the nerf. Considering the game was made and balanced around the idea that PP is the way it is. I think there's alittle bit more to it than just "Perfect Parry is annoying so just nerf it."
I feel a good way to tune or balance it could be playing with the drive bar cost as a resource to tweak the risk/reward situation. If neutral drive rush didnt lead into combos that literally refund more drive bar than it cost to start (on level 3 use) another option would be tweaking the frame advantage awarded for perfect parry to +3/+4 so that the aggressor can at least grab reject
@@SonicSolThat's a problem with the way it's designed. Your supposed to use the regular parry to stop chip and instead gain meter. Makes no sense for you to parry to gain meter, only to loose it when you get punished countered and eat a full combo.
it's pretty crazy that only 1 frame window is allowed, if meaty on frame 4 it trades with mashing 4f, then it's useless (unless trade combo available )
Great video and even greater tech, however isn’t it balanced by the fact that even the opponent who got oki from a perfect parry combo or post throw situation also has to guess on your perfect parry or not? Am I missing something?
isn't that good though? it forces both sides to play the game instead of just becoming a 1 sided game on knock down. I played a certain TCG that had a state of game where it is currently just a one player solitaire offense combo fest, so I'm kind of happy seeing any game that's multiplier that allows both sides to interact in an interaction. Is that a bad thing?
Do you think they should adjust Drive Parry in Street Fighter 6? Let me know down below! Be sure to like the video!🤩
Maybe they could make it so you can't block on the first 7 recovery frames of drive parry, that way, you would have to either hold the button to extend your active frames and risk getting thrown or tapping the button and risk getting hit if you miss time it
how about just remove the ability to perfect parry on wake up frame 1?
Thank you for the educational videos. Don’t listen to the haters because there are a silent majority that appreciate you.
I appreciate that
I’m one of them who appreciate you and thanks to you I actually got a little better so also links you are actually helping people :D
Appreciate the knowledge, sir. This game is way more scientific than I realized.
Gonna lab this with my main today. Great vid.
Have fun!
As usually good tips and educational for anyone who didn’t know . Appreciate it sol
My pleasure!
I was not using parry on defense, but just yesterday i thought about this. Very nice video, i'll be using more parry on defense now. Specially because, i play Manon
Dropping that good knowledge as usual 💯
I try
Thank you. I'll never understand the pp defenders of this game lol. They'll make up excuses like "Oh, the dmg scaling is so high" or "Just throw then!"
The problem with pp is not that we can't beat it. It's the fact that it's such a low risk/high reward mechanic that it doesn't matter if you keep getting thrown out of your pp. One successful pp can change the entire momentum of the match and often give/cost you the round for free by a single tap of button. The fear of getting pp alone makes winning neutral not as rewarding as it should be in this game imo
I see where everyone comes from with the main argument being low risk low reward. But i think the problem with nerfing it or removing it outright is that this game is so heavily momentum based. That if it does get nerfed, the person on offence just has no fear of anything other than dp/super. So then the characters without dp's have nothing but super or block as a wake up option. Whilst the person on offence has strike/throw mix and DI. The corner in this game is lethal. And im pretty sure that like 80% of the roster has a combo where they can just carry you one side of the screen to the other. And another thing i think about is how would you go about nerfing it? what would you even do? I think the only way to nerf it effectively, is to buff and nerf alot of other aspects of the game to counter balance the nerf. Considering the game was made and balanced around the idea that PP is the way it is. I think there's alittle bit more to it than just "Perfect Parry is annoying so just nerf it."
I feel a good way to tune or balance it could be playing with the drive bar cost as a resource to tweak the risk/reward situation. If neutral drive rush didnt lead into combos that literally refund more drive bar than it cost to start (on level 3 use) another option would be tweaking the frame advantage awarded for perfect parry to +3/+4 so that the aggressor can at least grab reject
@themuggle7071 why can you block after you mess up the parry?
@@SonicSolThat's a problem with the way it's designed. Your supposed to use the regular parry to stop chip and instead gain meter. Makes no sense for you to parry to gain meter, only to loose it when you get punished countered and eat a full combo.
I learned something new Good video Sol Good shit 🔥
15:35 😂😂😂😂 ohhhhh daigo
I’m not sure if this still applies but I think people will also hold parry on wake-up and get P. Parry on Frame 1. Good mix
There's another route in the corner where you can get CrHP. After a heavy spiral whiff a stmp and immediately go into CrHp. It's tight but it works.
it's pretty crazy that only 1 frame window is allowed, if meaty on frame 4 it trades with mashing 4f, then it's useless (unless trade combo available )
Well explained bro 😮😮😮
Bro that costume is crazy cool
I was already aware of this but not this setup, now I want to know third frame setups for DeeJay
I just saw this video, I'm looking into it right now lol
So this beats parry but loses to jab?
Nvm, I see I beats parry as well. Let me go practice this.
Great video and even greater tech, however isn’t it balanced by the fact that even the opponent who got oki from a perfect parry combo or post throw situation also has to guess on your perfect parry or not? Am I missing something?
The lack of damage doesn't deter the opponent from parrying again
isn't that good though? it forces both sides to play the game instead of just becoming a 1 sided game on knock down. I played a certain TCG that had a state of game where it is currently just a one player solitaire offense combo fest, so I'm kind of happy seeing any game that's multiplier that allows both sides to interact in an interaction. Is that a bad thing?
I like these kind of videos