Street Fighter 6 - Dealing With Drive Impact
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- Опубліковано 23 сер 2024
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#streetfighter6 #sf6 #streetstrats
Street Strats! Catchy name!
This is my first fg im playing seriously and i was scared about di but i really found life saving how, if mashing jabs during a DI, it slightly slows the animation and the armor sounds give a solid cue that its time to di back
the additional hitstop really helps out.
@@evilded2 exactly! forgot the word
Welcome to the FGC!
I don't get it. Are you saying you can mash some jabs then execute your own di to counter?
@@GizmoMaltese not consciously, like if im poking with a couple jabs and opponent DIs, it armors and i have a now not just the paint visual cue but an extra couple of loud sound cues that makes it easy to react in those situations
i think its worth mentioning you can special cancel into DI, so if your low forward poke gets eaten up by a DI you can just instantly do your own. i find this pretty useful as jamie, as most of his normals are mediocre framewise, but special cancellable.
Yep it's important not to autopilot into special cancels for this reason. This is a slightly more intricate bit of anti-DI tech we'll cover in a separate video.
I just wish the cancel window in SF6 was a bit longer like in previous games. Not enough to allow single hit confirms, but make cancelling into DI on reaction or DR in the neutral more consistent.
@@ThatBlastedSalami On most normals it's just short enough to not allow single hit confirms. They don't have a lot of wiggle room here. If you change 13f to 15f it's enough for the players with the best reactions.
@@ThatBlastedSalami I think they make it tight so that buffers are more committal, discouraging the old fishing for pokes into specials.
oh shit, here I was thinking I was boned every time I jabbed someone while they're starting up DI, since it leaves you no time to block or jump (most of the time) and I don't play characters with fast multi-hits. Thanks!
me* sees the thumbnail: meh, i can handle it myself
also me* sees the name of the channel: oh its a must watch then
and now im here
It's worth noting that Level 3 super can be cancelled from any normal or special move
For example: as a JP player, if I did a standard blockstring (HK, HP xx qcf MP) I would not be able to recover in time to counter a DI. But if I had level 3, I could cancel my special into a super to blow my opponent up
Cheers!
Another thing you can do is use drive parry. This won't beat drive impact, but prevents you from being knocked back.
This is extremely helpful. Please make more of these. Big fan of your tekken tip series!
More to come!
Thanks for this info can’t wait for more strats for the game 💪🏾
good name for this series
"Street Strats" is some serious bars tho
I like that if two people Drive Impact the person who does it second always wins. There's only two things about Power Crushes in Tekken 7 that truly bug me, and one of them is that it seems random who wins out if two people do them at the same time.
That is something I despise. It's so wrong. And the person who did it first easily gets comboed on.
street strats, sick
Oooooo street strats? I fuck with that name.
Love these quick guides. That answered all my questions!
Thanks, nice and quick and informative!
Theres more to this than just this. Jamie heavy punch will beat it if all 3 hits connect, marisa counter and armor punch beat it, JP reversal counter beats it, grapplers can just command grab it, gief can leg counter certain impacts and honda and blanka have moves that can cross it up. Theres probably more I'm forgetting but every character has a move that either ignores it or mitigates random ones in neutral
Best option: MY LOYAL FANS
Actionable and to the point. Nice
Blanka just hops through this smh🤣
As a Mommy Manon main, my favorite way to beat DI is to hit-confirm QCF into lv3 super. Funniest shit I've ever seen
How to fight JP video next!
We'll cover JP soon!
"DRIVE IMPACT BACK!"
-Luke's VA
How can people use DI to stop my DI when there already in the middle of a string. I can't make sense of it
Finding all of your characters cancelable normals will help as well. Example most of Guiles punch normals can be cancelled into Drive impact, but his kicks can’t.
You may want to stop using normals that cant be cancelled if you’re fighting a Drive Impact spanmer.
DI has 2 hits of armor, not 3. the third hit will connect without an armor interaction. unless there is some nuance that i'm missing here.
Honestly if you play the game for a decent amount of time you see the weaknesses of DI pretty clearly. It's not even good to use as a response to neutral jump kick because they'll have enough time to land and do their own DI.
For a character specific one, Marisa has certain moves with the "armor breaker" quality where it will always beat armored moves, which includes Drive Impact.
i dunno DI fucks me every time, like i dont understand how u jump and then DI. . .if i jump attack and they DI i always get fucked. b/c i usually try to land one hit after my jump attack and so im fucked. DI dumb AF
Do you have to press the button twice to counter a drive impact with your own drive impact? Cause every time I press on a quick reaction to counter it doesn't work, some of the time it seems like you have to, and that sucks you can't predict when your opponent is going to do a drive impact.
I dont want it nerfed or removed but goddamn do i hate drive impact
Oh wow, that was short, sweet and clear. Thanks for this, instasubbed!
0:15 When you DI your opponents DI, is the health recoverable akin to SF4 focus attack?
Yes. But if you are low on health, it will kill you despite being grey health.
This is Luke from streets
Not that it’s the best option but, drive reversal beats drive impact too
Just started playing ranked, in the lower ranks all the do is spam DI and rage quit when you wait them out on 😂
Does the parry not work again DI?
It is work, and you not get pushed back, plus if you do a perfect parry instead, you have a chance for blow him up.
Isn't Drive Impact the Focus from SFIV?
There are notable differences
Can't stand drive impact.
i cannot get out of gold b/c i can't seem to figure out how the fuck to counter DI. . .it's driving me NUTS. . .like even when i know it's coming and my issue is i can't stop the stupid combo and so DI just fuckin absoultely reks me. . .or i throw ONE fuckin move, like a medium light kick, and it hits me before i can counter it. i swear DI is cancer. . .like i just played jaimie and all i was thinking about was his DI and i could only counter it probably 30% of the time. . .even after one light jab and he DIs me i'm simply not quick enuff.
basically. . .for us geezers who don't have quick reaction time DI fucks us.
Looks like a positive thing to have in SF,
why people don't like it?
Its just not very interesting and totally changes how you play the game. Its very limiting what buttons you can throw out in neutral. if its not DI cancel-able (which most arent) a DI will just smoke you and they get a full combo.
With the other great new systems like Drive gauge/Burnout, Drive Rush and Parry, it just feels unnecessary.
@@kye4216 I guess I'll need to try for myself to figure it out.
Thx bro
I hate this, my brainrot friend literally spamming this on modern control is so annoying. I'm not a pro fighter or anything, and we just play for fun but damn this is so so so annoying
Please blow up please blow up, of course as in views….
game would be my favourite without this shitty drive impact. . . clearly a huge source of rage
Drive impact is an awful mechanic, it always keep you from refraining from using footsies which streetfighter is known for
0:35 ahm well it's actually 2 hits of armor
🤓
Parry is also an option but not that rewarding, if you were about to parry and you don't have time to think about any other options, you better do it
DI is -3 on block, and parry doesn't have the pushback. So if you get a normal parry, you can start your pressure, while if you get a Perfect Parry, you can properly blow them up.