Perfect parry has been a game changer for me playing as Manon. It makes dealing with crossups so much easier and usually get a free grab afterward. What helped me learn was even when I was getting hit with a combo I would time the perfect parry input with the hits. It also helps with getting used to your opponent's rythm.
@LEWfromdaHOU no I understood no need to be a dick about it. I'm just saying it's too risky when Manon can get a guaranteed medal right off a perfect parry. There's a chance that they hold up and you get punished or they mash once you drop the combo. Yes you can bait them but early in a match when you don't know your opponents tendencies you're left with guessing.
@Agent101g nope. Still viable. You could also fuck the timing up ever so slight in situations. Thats like saying Gladius will be come obsolete cause of perfect parry.
2 things about this mechanic: 1. Some moves should be more vulnerable to this. Meaning the scaling should be less harsh. Moves like Blanka ball and Honda headbutt. These two moves are so good, perfect parry is in most scenarios the best option, but it's by no means easy to do. Right now, perfect parrying these two moves does not in any way discourage people just throwing these moves out in neutral because of the lack of damage they take. I also believe that any time you perfect parry Blanka ball, he should always land right next to you, he should never bounce off. 2. Perfect parry is extremely inconsistent as an AA option. If you perfect parry a jump-in, the best thing to counter with is a throw. This works well with command grab characters. Even then, people can still throw escape in certain scenarios or hold up. Attacks are extremely inconsistent, sometimes you'll get time to hit them while they're grounded. Other times if you try to use an attack, they'll flip out due to still being in the air. This is what makes jumping attacks EXTREMELY powerful in this game. Also, as a Dhalsim player, after jab strings on block you can just walk back or backdash. If I'm using a drill after that, there is only one drill I can use. Just space out the heavy drill and punish.
I abhor these two moves, but you still gain advantage with the regular parry as they gain no ground when they use them, and you can cover a lot of the open space as they recover until you eventually get them into the corner. I agree though, Blanka ball needs that nerf.
Ohhh man, after seeing this video about the parry system explaining it, why and how my parry gotten alot better thanks been using it alot more then dive impact
Nice One.....Quality in-depth vid, this helped my nephew quite a bit as you explained it better than I could since he can see what you mean in the video, which is very hard for me to replicate on the fly when talking to him, So Cheers !! Thanks for ALL the Tips, Tricks and General Advice videos you've done for SF6.....They're Much Appreciated !! Thought I'd help out a little and Subscribe !! Keep Up the Great Work !!
For Rashid, I'll go for the biggest damage combo I can get using 1 OD move which is either the combo shown in this video (4:54) if I'm close enough to the corner, or standing HP, OD eagle Spike, light eagle Spike which switches sides Outside of those 2 combos I'll throw.
In my group of player, i'm the only one still switching character, aiming to platinum all the cast. While everybody is dedicating themselves to that one char. I can feel them leveling up slowing in the mastery of their char and me getting slowly left behind. So while i may not be able to learn new characters as fast, i can learn their character and pattern. I didn't realised there was so much stuff you could try to perfect parry, especially those pesky juri blockstring. This can be what keep me going forward atm, thanks a lot for the advice.
can you go over options that beat both wakeup od dp and delay tech? I keep delay throwing my opponent on their wakeup, and while it beats both wakeup dp and delay tech, I lose my corner pressure if I back throw them.
There is also just going for a classic shimmy, which beats both with incredibly heavy reward while also keeping you mostly safe from wake up buttons unless they do something like wake up crouching medium kick in which case they are just inside of your head at that point.
Vesper, I still believe that punishing neutral Special Moves with a Drive Impact is still the best option. You have a bigger window than Perfect Parry, there is no scaling and it make the opponent panic and do stupid things.
There are many special moves that can DI you back if you do not press right away before the move hits you. Headbutt, Dragon Lash and Phalanx for example. Perfect parry gives you more time to react. This is why Kakeru used Perfect Parry instead.
It's weird though because I'll get a PP sometimes and try to Punish with crouching light attacks and my opponent blocks it? But sometimes it'll hit. Maybe I'm hitting my punish buttons too late?
It depends on the attack frame recovery. Usually special moves and hard normals can be punished with anything, but a low normal will not and might only be 4-8 frame advantage after a Perfect parry.
I have a terrible time being jumped on and cross over specifically. I’ve been trying to parry jump ins unsuccessfully. And if I just parry the jump in it seems like the follow up is entirely guessing game. If I let parry go to try and take my turn back I may get thrown or lights chained on me etc Do you have any vids specifically for AA and DP? DP from crouch, crosscut, etc.? As this is my first SF, I am so surprised at how potent and powerful jumping is 😢
@sanicboi9187 @@9000twister bruh don't use proplayer as a benchmark, they are already on a different level, perfect perry for us it will be more useful to go back to neutral
It's not that hard. The easiest character to perfect parry against is probably Honda when he's doing full screen headbutts. Also strings that have small gaps are going to be very easy to perfect parry since there isn't much room miss the parry window. The scaling also isn't going to matter late in the round when you or your opponent are low on health. If one of you get perfect parried at 30 percent health then the match is still as good as over with.
@@BiffGheek there's ZERO risk in attempting perfect parry...either you block or steal your turn back. When people start getting good at it, it's going to be a real problem...especially with the example where you may end a blockstring minus, but can still take your turn back because you still have the ability to try perfect parry. Long story short, it costs nothing to try, and you get your turn back. That's scary. Think about all the 1-frame links in SFIV and how it became the norm to hit them (I mained Sakura and her tatsu loops needed a few in 1 sequence). This is a 2-frame window with zero risk.
@@evalangley3985 but that's the thing, what happens when you fail in the attempt? Nothing. You either block or parry. So it costs nothing to try. 2f sounds hard, but like I said with my SFIV example, folks were able to incorporate 1f links into combos on the regular.
"No risk" is just incorrect. It has a recovery that can be thrown on reaction as a genuine punish if you bait it out, and your oppenent takes a punish counter throw for 20% of their life AND they lose almost 2 bars of drive gauge. So for example if your oppenent is perfect parrying your meaty attacks, you can just go for a shimmy (which already covers reversals, immediate throw tech, and delay throw tech as well) and if they whiff the parry you can walk up throw on reaction, do mad damage, take tons of their drive gauge, and get an untechable knockdown.
Perfect parry has been a game changer for me playing as Manon. It makes dealing with crossups so much easier and usually get a free grab afterward. What helped me learn was even when I was getting hit with a combo I would time the perfect parry input with the hits. It also helps with getting used to your opponent's rythm.
Perfect parry, drop the combo, and then grab for an unscaled command grab.
@LEWfromdaHOU too risky I'd rather go for the guaranteed medal. Could always get a command grab later.
@@subbzgaming Maybe that was too advanced for ya.
@LEWfromdaHOU no I understood no need to be a dick about it. I'm just saying it's too risky when Manon can get a guaranteed medal right off a perfect parry. There's a chance that they hold up and you get punished or they mash once you drop the combo. Yes you can bait them but early in a match when you don't know your opponents tendencies you're left with guessing.
Until good players enter the scene... and empty jump you to throw punish you at 2000 damage and losing one bar of Drive Gauge...
I never knew about the projectile perfect parry cancel with the drive rush. Very good to know and thank you for this vid!!
Kakeru gave us a glimpse of that future when he perfect parried Angrybird 32 times.
Im sure most people knew perfect parry was going to be important considering how the frames are in the game.❤
@@bunsomite I'm sure plenty had come to that conclusion as well. Seeing it, however, is something else entirely.
Really makes me worry about the future of HK dragonlash
to be fair, Angrybird kept on doing the lash even with Kakeru solving it. It was frustrating to see, as if he had no answer to lash getting parried.
@Agent101g nope. Still viable. You could also fuck the timing up ever so slight in situations. Thats like saying Gladius will be come obsolete cause of perfect parry.
This was great. I think I can finally take my turn against Kimberly now. Thanks boss
Dude this was immensely helpful! I think that's the missing link in my game. Thank you!
2 things about this mechanic:
1. Some moves should be more vulnerable to this. Meaning the scaling should be less harsh. Moves like Blanka ball and Honda headbutt. These two moves are so good, perfect parry is in most scenarios the best option, but it's by no means easy to do. Right now, perfect parrying these two moves does not in any way discourage people just throwing these moves out in neutral because of the lack of damage they take. I also believe that any time you perfect parry Blanka ball, he should always land right next to you, he should never bounce off.
2. Perfect parry is extremely inconsistent as an AA option. If you perfect parry a jump-in, the best thing to counter with is a throw. This works well with command grab characters. Even then, people can still throw escape in certain scenarios or hold up. Attacks are extremely inconsistent, sometimes you'll get time to hit them while they're grounded. Other times if you try to use an attack, they'll flip out due to still being in the air. This is what makes jumping attacks EXTREMELY powerful in this game.
Also, as a Dhalsim player, after jab strings on block you can just walk back or backdash. If I'm using a drill after that, there is only one drill I can use. Just space out the heavy drill and punish.
I abhor these two moves, but you still gain advantage with the regular parry as they gain no ground when they use them, and you can cover a lot of the open space as they recover until you eventually get them into the corner. I agree though, Blanka ball needs that nerf.
Just drive rush the ball after perfect parry
Now im going to study attack animations and lab parry
Ohhh man, after seeing this video about the parry system explaining it, why and how my parry gotten alot better thanks been using it alot more then dive impact
I definitely need to start perfect parrying more often. Especially playing as Manon. This vid what very helpful.
Me watching this video 1 year later... Your mental game is on point sir.
Nice One.....Quality in-depth vid, this helped my nephew quite a bit as you explained it better than I could since he can see what you mean in the video, which is very hard for me to replicate on the fly when talking to him, So Cheers !!
Thanks for ALL the Tips, Tricks and General Advice videos you've done for SF6.....They're Much Appreciated !!
Thought I'd help out a little and Subscribe
!! Keep Up the Great Work !!
For Rashid, I'll go for the biggest damage combo I can get using 1 OD move which is either the combo shown in this video (4:54) if I'm close enough to the corner, or standing HP, OD eagle Spike, light eagle Spike which switches sides
Outside of those 2 combos I'll throw.
THANKS V!! NEEDED THIS BADLY!!
I played chunli for nearly 80hrs and did not realize I can steal back the turn by doing that 😂
On god
Such useful information. I need to practice kens block string. Its so annoying.
Good info.
Hope to land one someday in vs. Seems tough, though I played a lot of SF3.
Maybe the vid will help. Thanks.
Sick video. Thanks.
This was gas man thank you.
gas gas gas I'm gonna step on the gas
TONIGHT
Very usefull guide, thanks!
Last week i practised perfect parry for few hrs on cpu level 7 and i got an idea about it
Good stuff
my man predicted the future, holy cow
Very useful. I still wonder what will happen the next season 😅
Huh I really need to use this. If the counter to parry is throw but i only use it against typical strings then there's almost no downside.
In my group of player, i'm the only one still switching character, aiming to platinum all the cast. While everybody is dedicating themselves to that one char. I can feel them leveling up slowing in the mastery of their char and me getting slowly left behind. So while i may not be able to learn new characters as fast, i can learn their character and pattern. I didn't realised there was so much stuff you could try to perfect parry, especially those pesky juri blockstring.
This can be what keep me going forward atm, thanks a lot for the advice.
Awesome!
thank you!
Can you make an updated version of this, please?
Vesper teaching new players how to mash everything except block 😢
can you go over options that beat both wakeup od dp and delay tech? I keep delay throwing my opponent on their wakeup, and while it beats both wakeup dp and delay tech, I lose my corner pressure if I back throw them.
When I go for a delay throw you can simply press F+Throw at the same time to maintain the corner.
There is also just going for a classic shimmy, which beats both with incredibly heavy reward while also keeping you mostly safe from wake up buttons unless they do something like wake up crouching medium kick in which case they are just inside of your head at that point.
Vesper, I still believe that punishing neutral Special Moves with a Drive Impact is still the best option. You have a bigger window than Perfect Parry, there is no scaling and it make the opponent panic and do stupid things.
There are many special moves that can DI you back if you do not press right away before the move hits you. Headbutt, Dragon Lash and Phalanx for example. Perfect parry gives you more time to react. This is why Kakeru used Perfect Parry instead.
Subbed
0:02 sauceless character alert 🚨
Does the perfect parry mode last a little longer if you hold 🔺️ & 🔵 button a split second longer? 🤔
Nope, always the same duration.
its hard to perfect parry consistently with a bad monitor
I have a old Samsung flat-screen TV it's even worse
Vesper's guide = my heart's comfort
I understood how important Perfect Parry was after watching Kakeru... I will definitely make it my priority from now on.
It's weird though because I'll get a PP sometimes and try to Punish with crouching light attacks and my opponent blocks it? But sometimes it'll hit. Maybe I'm hitting my punish buttons too late?
It depends on the attack frame recovery. Usually special moves and hard normals can be punished with anything, but a low normal will not and might only be 4-8 frame advantage after a Perfect parry.
You can hold the button down during the freeze screen to make sure it comes out on the first possible frame.
To be viable, Drive Parry needs to be used when there is a pattern, like a special cancel, or a setup, or a jump attack.
I have a terrible time being jumped on and cross over specifically. I’ve been trying to parry jump ins unsuccessfully. And if I just parry the jump in it seems like the follow up is entirely guessing game. If I let parry go to try and take my turn back I may get thrown or lights chained on me etc
Do you have any vids specifically for AA and DP? DP from crouch, crosscut, etc.?
As this is my first SF, I am so surprised at how potent and powerful jumping is 😢
Truly a nightmare mechanic for Honda
The headbutt is a nightmare for everyone else
Drive Impact is better. Spamming neutral Sumo Headbutt or Sumo Splash is a suicide.
Dude how do you even do this? I had Ryu throw nonstop fireballs at me and I could never get it.
I wish all the characters had a Gi outfit
Thank You Kakeru.
Edit: and Thank You VesperArcade for the Guide
Great Mr fake laugh is back
Funny how the FGC is going crazy over perfect parry right now even though people have been doing it since the closed betas.
It never was a dynamic... until we saw Kakeru literally trashing people with it. Taking back your turn is really important.
13:18
50% is way too much and considering the timing is so hard I'm not sure there should be any scaling. What do you guys think?
No, there definitely should, have you seen kakeru perfect parry 32 times in a set? The positioning and advantage you get from it is good enough.
Nope, Watch Kakeru vs Angrybird.
@sanicboi9187 @@9000twister bruh don't use proplayer as a benchmark, they are already on a different level, perfect perry for us it will be more useful to go back to neutral
I think everyone and their mother's gonna spam parry if there's no scaling
It's not that hard. The easiest character to perfect parry against is probably Honda when he's doing full screen headbutts. Also strings that have small gaps are going to be very easy to perfect parry since there isn't much room miss the parry window. The scaling also isn't going to matter late in the round when you or your opponent are low on health. If one of you get perfect parried at 30 percent health then the match is still as good as over with.
This is way too strong. I predict in an upcoming patch that they're going to take away your ability to block while using parry
No way man, perfect parry is working as intended. The devs knew what they were doing.
@@BiffGheek there's ZERO risk in attempting perfect parry...either you block or steal your turn back. When people start getting good at it, it's going to be a real problem...especially with the example where you may end a blockstring minus, but can still take your turn back because you still have the ability to try perfect parry.
Long story short, it costs nothing to try, and you get your turn back. That's scary. Think about all the 1-frame links in SFIV and how it became the norm to hit them (I mained Sakura and her tatsu loops needed a few in 1 sequence). This is a 2-frame window with zero risk.
Nah, it is 2f window... it is extremely tight. You are going to miss 10 times before succeeding once.
@@evalangley3985 but that's the thing, what happens when you fail in the attempt? Nothing. You either block or parry. So it costs nothing to try. 2f sounds hard, but like I said with my SFIV example, folks were able to incorporate 1f links into combos on the regular.
"No risk" is just incorrect. It has a recovery that can be thrown on reaction as a genuine punish if you bait it out, and your oppenent takes a punish counter throw for 20% of their life AND they lose almost 2 bars of drive gauge. So for example if your oppenent is perfect parrying your meaty attacks, you can just go for a shimmy (which already covers reversals, immediate throw tech, and delay throw tech as well) and if they whiff the parry you can walk up throw on reaction, do mad damage, take tons of their drive gauge, and get an untechable knockdown.
Bro, this is dumb. You have to be god to do this bro or sold your soul to the devil to be able achieve this shizz
get better