The problem with DR rush is not that its a jump scare, the problem is that in a lot cases it feels like there's nothing you can do against it. It's extremely difficult to check and DRC is also another annoying thing to deal with, especially in the case of character's with a cr.mk cancel in to DR because the Cr.mk's in sf6 are super long. So now every time I block a cr.mk i have to hold a mix. All on a meter bar that you have full access to round start that refills on its own and favors certain characters more. The issue with DR is a issue with a lot of things in SF6 which is counter play. It feels like capcom does not want you to be able to outplay your opponent defensively.
Honestly, the main problem I have with DR is how unbalanced it is for each character. I understand the thought behind Zangief not having a good DR. I get why Cammy has a slower DR, the giant cr.MK that is safe on block into insanely quick DR would be degenerate. I understand why Chun-li has a good DR. Why does M.Bison and Juri have such an insane DR? M.Bison can play from ALL RANGES, has incredibly oppressive bomb setups, options will low risk and insane reward and on top of all this, he gets one of the best DRs. And Juri just does DR cr.MP, cr.MP, st.MP, M fuha regardless if it hits or gets blocked 50 times a game because she can. She doesn't even need to use Drive meter for her combos, so 90% of it gets used on DR cr.MP. I played tons of Guilty Gear before I started playing SF6, so I'm used to holding block for a whole minute or people skipping neutral with mechanics similar to Drive Rush, but I completely understand why someone would hate it in a game like SF6. It feels like an anime fighter mechanic just slapped into a more tame, neutral-based game.
If its not a linked Dr you can interrupt it with a ex dragon punch.... There's ways around it, have you hit the lab, have you practiced diff characters Dr towards you and practice checking it ???
Had some issues with the video yesterday that made me reupload it. Hope you will enjoy this one and hopefully we can convince Manon to start drive rushing
So i agree that the mechanic is a jump scare, allows for some neutral skips but also it have a lot more nuisance than initially meets the eyes. There is a lot more to it than just close the distance, which ultimately i came around to appreciate.
SF6 has many parallels to FF 3rd Strike. SF6's Drive Rush & SF 3rd Strike's Parry systems are absolutely fintegral to their games, you literally cant afford not to learn them. Both result in mind games how to counter your's foes DR or Parry (delaying etc), which leads to high-skill ceiling gameplay. While SF 3rd Strike got abysmal sales (got dominated by the Alpha series & especially by SFA3), its unique playstyle meant that the game always had its hardcore fans (leading into SFA 3rd Strike even making to EVO). Now SF6 has the player numbers (partly because games are way more accessible), but i predict it will have the same impact as SF 3rd Strike (hardcore players refusing to move on because of the unique gameplay, more than other fighting games). These are the advantages of such a unique, integral system. SF 3rd Strike was bad balance-wise with many trash supers, outright bad characters & obviously god-tier characters. SF6, since its a modern game has the benefit of the more constant online patch cycle (instead of the previous SF version style & SF 3rd Strike didnt have the numbers to get the Super/Turbo/Hyper/Champion edition). Now i dont particularly like both systems, because: they both lead to stealing the turns of your opponent. And the resulting gameplay is essentially Feast or Famine, either for ourself or your foe. IMO this isnt the best feeling when playing with friends, the skill gap is more apparent, because not everyone knows when to defend against the pressure (what move is safe to counter, or what isnt). Feast or Famine also happens on same -skill matches (even tournament-tier play) especially if you dont perform at your top level 24/7 or the opponent just happens to read you mentally. (Notice the many blowouts/perfects in SF6 tournaments as well). Finally the gameplay balance essentially revolves around the use of the DR system, especially in SF6 (which is more tailor made for each character, SF's 3rd Strike system was more universal). Thus the top tier picks also revolve around the use of the DR system (obviously), especially how easily one can apply pressure, convert the pressure or can counter the pressure (ex Guile). Same for the weakest picks (ex Manon, Zangief was very weak for 1 season) SF6 is not in its honeymoon phase, but there is a period of happiness (because of high-profile DLC characters, established ones from SF6 or other well-known games). Many of these new characters also have ways to bypass neutral or have more options (thats the way they were). However they may be become more oppresive with DR, especially by casuals. Now for Mr. Bison, he has lost a major kit of his toolset (his teleport), which is why he has such a fast, long range DR. We will see the future when more characters that are more specialized arrive. However it seems some characters probably wont get their tournament chance, like Ryu, Honda?
@@GeoGyfmost well typed and thought out yt comment I've seen in weeks bro. Good work. I agree mostly with everything you said like the parry in 3rd strike was the reason remy and Q sucked so bad. In order to parry you had 2 give up charge which is terrible for charge characters. I feel this system is the best of all street fighter worlds and hope they bring in a few lesser known characters and give them a new coat of paint like they did my main Deejay, or Ed and rashid technically. I pray for a revamped vega, kage, c.viper, gill, alex, necro, necali, nash and for the love of god el fluerte...bring Seth back again would be interesting story wise with amnesia bison and jp running around
@@trappestarrgaming3422 IMO Capcom is right in waiting a while for patches. Because look at MK1 which had always constant patching, the meta never had a chance to settle in (aside from the OP/ broken stuff) & new stuff were constantly lead to new weird interactions. MK1 also had the issue of the bad story, that also lead to its downfall (hardcore playerbase cannibalizing themselves). Unfortunately, a longer patch cycle also leads to champions feeling left out & the feeling of unbalance intesifiying. IMO that is a good chance to try other character archetypes & use the weak character as a counterpick, playing less matches in general or something like that. As for the streamers, they should focus on the more positive stuff. DR is core to the game & the weaker characters may stay that way for a while. Maybe MC MuraFGC can release YT videos (short first to see the engagement?) with general info how to counter DR, or even better, common things to watch vs each matchup, what is the general plan with each character & so on. As for SF6, it has 4 DLC characters per season (instead of SF5's 6 DLC characters). As such i believe the output just wont be the same. IMO SF6 needs a brawler style character who has a few grapple moves as well (like Alex or Necalli, its just Alex is more well-known). Maybe Alex can start his hobo phase? (like many SF6 characters already LOL)
Drive Rush as a combo extension (whether it's from a cancel or for a juggle combo) is great. Drive Rush in the neutral is overtuned. I wonder how can Capcom can nerf it without making it useless
Agreed. Raw DR is the only Drive mechanic that is low risk/high reward. I think they should make raw DR punish counterable if checked by a button. Either that or make it cost a bar and a half to use.
I know this is 2 months ago, but they could just change the distance traveled for raw DR. Make it shorter, but also everyone covers the same distance doing it in neutral.
Nice editing with the side-by-side of Manon and you while you explain. SF6 looks great even with slowmo, so I think if you loop a slowmo of Manon when she is moving on the selection screen, that might improve it even more. Also, the new Training AI "MC Mura-kun", lol
All of your videos make me appreciate how much thought went into Street fighter 6. Thank you so much for sharing your exploration! I know this game isn’t for everyone, but for me, SF6 is near perfect! You’re the best Mura!
Great Reupload! I thought this was familiar!! As a Zangief main, I like Drive Rush, even though I still cannot do Drive Rush combos. It doesn't bother me that some characters have a better DR than others. The strategy I use is to just let them burn themselves out, try to Perfect Parry as much as possible, and punish accordingly.
i’d be happy if they just allow you to use one DR of each type per combo. I mean, one DR from neutral to start the ofensive and one starting from buttons when in mid combo.
I like Dr rush bc it speeds up the game and gives you plus frames to lengthen combos. Change is necessary to keep a series like SF going. The only part that is obnoxious is if people abuse it. I’ve run into players that drive rush on every single knockdown when I wake up. Which is pretty scrubby.
Basically: they put a lot of thought into drive rush to feel unique for each character and not break some, like grapplers while still giving utility. Thanks a lot for the investigation, Mura!
I think this Street Fighter will be hard for the PRO and Hardcore communities of players to digest. This mechanic in particular is , as i see, more focused to cautivate intermediate, beginners casuals and even spectators. It is a SCRUB mechanic? Probably. Unfortunately for the players from high level, the Fighting Games DEVS finally realized that we are no more in the 90´s where you designed a FG for an arcade environment. As a modern gaming designer you must look to not only please the hardcores. Not all players are hungry to be Legends at Ranks and just want to get better, other ones to get fun , another ones only to look cool in a game or even just beat their friends. You not only want make bigger your player base, but also have a player base captivated. Looking for higher retention ratios. Just see what Matsumoto , producer of SF6 always says , since 2022, in almost all his interviews. And let´s not forget about all those people that probably even don´t have the game BUT prefer to look such a thing like the ESPORTS than the SUPERBOWL, Champions League, FIFA World Cup , etc etc. As a show, a spectacle , at least for a person who doesnt know a thing about FG, SF6 is better than SFV. The japanese are crazy about this game. Great vid!
great video! A lot of informations I didn't know. However, Ken is the ONLY character in this game who has less than 45 frames of Drive Rush if nothing is pressed during the DR - I believe it was 39 frames or so... I wonder why
NIce video. Imo the DR is an ok mechanic, you just need to learn how to use and how to react to it. And in the case of the inputs eating related to DR, well in my opinion is something that would be nice if it get fixed one day ,but to be honest this is something that really do not affect my experiece with the game, so i am happy with the DR the way it is. And for me the absolute best DR in the game goes to DeeJay, it is so fast that it works like a teleport.
As far as I'm concerned, I disagree with your perspective at 01:15 because the reason that I don't like drive rush is not the scare factor. It's the fact that you cannot hope to do good at this game if you are not using it. It is a crutch and you are handicapped without it. Not drive rushing? Good luck with winning. That is this game's fundamental undoing.
Coaching a character at the start. 🙂Maybe hers is like that due to the damage w/high medals. Good insights on differences. I try to use it (now that I'm finally online). Still have a bit of trouble w/instant raw DR. Maybe no L1 trigger for that. Maybe it can use an adjustment so it's not so dominant in play. Nice vid.
I honestly hate empty drive rushes that beat my checks or reaction with certain characters like Dee Jay. It would be more balanced if empty drive rushes in neutral for certain characters werent so busted.
I still have a specific gripe with the game's input storing in conjunction with the Drive Rush. Drive Rush still has instances where it can eat players commands or specials; sometimes completely negating the inputs altogether. Players still knows that there is more than meets the eye to this system for sure. I feel in my heart it still needs to be tweaked as well as other mechanics in the game. This video was albeit thorough and thank you ever so graciously for putting the tremendous effort in this video and we appreciate all that you do brother 🙏🏾
These comments are funny. Not to be a steamcharts andy but SF6 has GAINED players since a year ago. Clearly however "controversial" DR is, people still enjoy the game plenty. Also all these mechanics and exceptions really show how much thought Capcom put into the game. Only thing we need is more characters, or more specifically, more Street Fighter characters.
The biggest thing that's kept me from personally considering DR a neutral skip is playing vs good players. The higher up you go in skill level, the more often your DR attempts have to be placed well, otherwise you get stuffed or parried, and dragged to the corner. It's more or less just part of the neutral for me. The only part where DR seems totally unstoppable is blocking button DRC jab, as it's a tight string, and even then, you gotta get them to block the button in the first place, which means spacing or situational awareness is a factor. It's pretty much just there, and the counters do exist.
I only ask that like anti airing, when I'm ready to check drive rush I should be able to do so every time without having to worry about my opponent delaying/ using a different normal to catch me checking his drive rush. The excessive variability and the damage for being wrong is frustrating. Go to training mode and set Ken to do drive rush jab or drive rush cr mk. you will see how absurd it is to try and check them both at the same time.
Not all characters need to be the same. It’s up the player to go to training mode and practice checking them. If we made every character DR the same. All we are doing is starting to make every character the same and no one feeling different.
@@martin99110 the problem is not having DR be different for everyone but the inconsistency on the checking. For instance an OD dp, in most cases, would do the trick but guess what? It also bugs the defendant's inputs
Hi Mura, its me again. Don't get sad whatever coming at you in comment section. Its just means you are more and more popular, where you are starting to catch the attention of people who comment just for the sake of being negative.
Thank you and no worries, you put yourself out there you put your work and you get the good and bad. I got the data and feedback so i know what works and what didn't in term of direction and content and regardless of what you do, not everyone will like what you put out and that's ok, all respect to em.
Why do people cry about drive rush, even as Zangief it is one of the easiest things to check and is the definition of pure offense and makes it so zoning out indefinitely takes a lot more effort + combos with it are super sick, it's really not that big a deal I don't know why people are saying it's unbalanced especially considering everyone in the game can do it like come on.
I sadly havent played sf6 anymore as much as people loved to hate on sf5 its last years the game was perfect balancing wise its a shame sf6 didnt live up to it imo
I love the game, but I feel like it’s a pretty balanced roster built on top of the house of cards we know as ‘Drive Rush.’ We move one thing in Drive Rush and the ripple effect is immense.
I like DR despite it sometimes feeling overwhelming. It speeds up the game and forces a choice from your opponent, as well as introducing new thpes of combos/juggles. Though maybe the mechanic could feel a little less blunt. I would not be opposed to having DR attacks do less damage on the DR gauge or maybe even scaling damage from raw DR or block > DR strings. Im trying to come up with a solution that doesnt break the game. But maybe its not busted and fgc players are bitchin always
Drive rush is literally a non factor in my liking of the game. The meatyness of the hits, the story, the beauty of the game are what makes me love the game.
I find that there are too many cheaters in the game.. Too many perfectly timed FB jumps, too many perfect parrys, too many perfectly time drive rush cancel to drive impact revesals, too many perfectly time jumps countering your jump in, it's been worse and worse..,
They mark it with huge green effects when it happens. When you see or hear the audio cue mash light/low light and check them. Its a fun interesting mechanic but its also fairly balanced IMO. Those that have faster ones usually have other downsides (except Ken lol). Its a potential free opening for you, just need to be present in the match and conditioned to counter it, just like drive impacts. Lights are more then enough to get your hit in time. Its even easier to be ready if you pay attention to distance to the enemy. I actually think SF6 is a close to perfect fighter I absolutely love it. My only gripes are nitpicks: I wish there were more HUD customization. You have to take your eyes off the fight to look at health, drive gauge, and your super meter which is by itself on the bottom for some reason? All your resources should be in one region of the screen. Having to dart around to check takes time and in that time things can happen that you're not ready for, even in split seconds. Consolidate all the info in the same region, and allow for custom UI colors to better help quickly identify the match state. This sounds little but its not in a fighter where every millisecond counts. I'd also like to see more costumes for the normal cast. People want it, it shouldn't take this long. The animation rigs are setup, hair and physics are simulated, it shouldn't take this long to model and texture new stuff for a company like them.
I feel like the frustration with Drive Rush boils down to what people expect to deal with at a given range, which the same reason I think a lot of people hate playing grapplers. With most characters, if they can't hit you with their jab, they can't throw you. Add a command throw to the mix though, and suddenly you can't jsutt crouch block and watch for an overhead though. So, take that same basic principal of adding an unusual element to consider, and then have all the variety to it that you outlined, I can see why people find it frustrating. But, since I'm just a lowly plat 1 player with the slow, slow reflexes of a 30-year-old, DI is still the bigger frustration for me. I can jab people out of DR consistently enough. But ask me to press a different button to counter with my own DI? That's like asking me to do rocket science.
@@androgynousaardvark7415 I’m 33 years old. The UA-camr you’re commenting on is older than us.. If you were to go into training, you would know it’s not your reflexes but it’s the fact you’re not used to it. You’re still thinking and reacting. I’ve practiced my anti airs to the point I don’t even think about it. Drive impact is also very reactable. Im gonna be straight. It seems like you’re blaming every outside source except yourself. Do you go into training? I have over 100 hours in training mode. (Apparently this is a little) UA-cam a video on how to practice DI and anti airs and I can guarantee you’ll get out of plat. Also if you’re dropping combos, it means you need to practice in training.
@martin99110 I was joking. I know jokes don't always come across clearly in text, but that's why I included hyperbole like "lowly," "slow, slow" and said asking me to press a different button was rocket science. I suppose I could have made it clearer by talking about how DI is slower than the fastest DRs. I'm not sure about Mura's age, but I don't doubt he's at least in the ballpark (I'm closing in on 36). I can see how that would make it seem like just a complaint though, at least. That said, even if I hadn't been joking, I didn't say other players were cheap for using it or that it was busted. I merely said it was frustrating. And, frankly, I find it rather insulting to essentially be told I've accepted zero responsibility for my performance but complete stranger based on so little. At any rate, given that you went out of your way to give specific advice, I'm going to assume that you weren't trying to be rude, and that my frustration is misplaced. And, while I was already aware that doing drills would largely mitigate my DI problem, I'd be lying if I said I hadn't internalized the joke about my reflexes to some degree, so it's not as if your assessment was completely off base. If you wouldn't mind, I'd be interested in playing a couple sets sometime this week. It sounds like I'll have plenty to learn from watching the replays, and I know at the very least I have a lot of work to do on my defense.
Lol and behold, my first match today was against a Jamie player who did nothing but DI. While I was already pretty comfortable dealing with DI midsreen (the vast majority of my issues are in the corner), I had looked up a video on counterjng DI like you suggested, and I didn't realize how many moves Zangief had that could be cancelled into DI. I had thought it was just Headbutt and Hellstab. So, surely having access to a few more buttons and practicing with those will help.
Drive rush pretty much buffs characters that don't deserved buffing. That's why Akuma needs invincibility teleport to go through the drive rush and escape the opponents' attack, followed by jump with 2 air fire balls to stop drive rush.
That would make for a very stale game though as the plus frames are very sparse. Here is the thing, you can't make plus frames common cause this means that people will block a lot, leading to them losing drive gauge. However if everything is negative this means the game is nothing but light pressure, it feels like the plus frames on the DR is a nice middle ground
@@MCMuraFGCI think there is still room for some other number, like +3 or +2. It would make offense starting from DR or forced with DRC less overwhelming on defense and limit some of the buttons you could use to generate offense that way. With +4 practically every button you come in with becomes a very dangerous frame trap - maybe it could be more limited than that.
It will still have the same high low throw mixup and with how high damage the game is if you guessed right the reward will be the same but with the +4 it makes drive rush pressure have very little risk by removing those frames on block it will make guessing correctly more rewarding on both sides
(No offense meant) its funny to see sf players scared over burst options and dashes. As a smash player coming to sf6, drive rush feels very natural and i personally love it. It lets the game feel more free, like i have the option to say f this and throw myself at my opponent. That might also just be cause i play dee jay but ive dabbled in characters whose dr isnt as great and its still very fun. Tbh at this point ive just come to expect it from mid range. The best thing i can say for sf players is that sonic is worse
Dr is still eating inputs U can be inputting up to jump but it won’t come out if opponent drive rushes and same for block. It’s eating blocking inputs has anyone else experienced this?
I understand some people not liking DR, but i dont understand when they say it isnt "street fighter." Pretty much every SF title has at least one major mechanic or tactic that dominates how the game is played, and often gets criticism from older players. SF has never been consistent in how the neutral game works, and it only becomes more obvious as a person delves deeper into each game's mechanics and learns the meta. The end result is everyone gauges other SF titles based on how it compared to their personal favorites.
Dr just needs rebalanced. Imo dr from neutral should not be 1 bar while doing dr to extend a combo is 3. It kinda feels backwards to me.. Make the get in for free spend be more so its higher risk/reward and the combo extender or punish starter be 1 bar. That or just make all dr 2 bars across the board like ex moves are. It needs a rework tho. 1 bar to run full screen and be + is just way too strong
I main Manon, and haven't played for months. I'm tired of having little to no answer to the sheer disrespect and abuse of DR. Interruptions aren't reliable, or consistent. I do not find the low poke to DR meta enjoyable at all, even with my secondary character. I have to play twice as hard vs a trash Ken player for example. I have to completely dominate a Juri or Cammy, while they fish for one small window to delete my health. I can only tolerate hearing *LET'S GET IT!* for so long in Ken Fighter 6.
Every manon I play as Cammy just runs away and pokes from a million miles away until I want to lose as fast as possible. The less of you the better imo.
IMO you need to branch out & play other characters as well. There are many unique characters in SF6 that seem fun to play even if they arent the greatest picks. SF6 is on the longer patch cycle & that means that characters that need a bit more attention, seem to be left to dust. IMO a longer patch cycle is more preferable, because the general meta can settle & thus the potential fixes might be spot on or at least close enough. MK 1 was a game where it was constantly patched, the meta couldnt settle, the player feedback was mixed, stronger characters/tools arriveds & the community eventually cannibalized itself. Obviously in MK1 the bad story/online content experience was meh as well to drive many casuals as well.
@DavidTector That's funny, because Cammy is supposed to be one of Manon's worst matchups, but I eat Cammys for breakfast. If you're losing to Manons consistently, you've clearly got skill issues Lil Bro. Low to DR and spinning knuckle spam won't carry you against me.
@GeoGyf I haven't found anyone else I like, besides Manon & Luke. 2 VERY different characters. I used Cammy in SF4, but SF6 Cammy is too smooth brained for me. Ryu bores me to death, and Marissa is too Unga Bunga for me. No need for Ed, if I use Luke. I liked Makoto and Didley in SF4, and I don't play charge characters, except in Soul Calibur 4 & 5. I don't want to have to whip out my pocket Luke to enjoy Ken Fighter 6. I need Manon to be better, or new interesting characters. Otherwise I'm sticking to Tekken and the next Virtua Fighter. I actually enjoyed the final version of MK11 for what it was, but you couldn't pay me enough to play MK1.
@@ZombiAstral Luke is adjacent to the shotos like Ruy,Ken, Akuma just with more midpressure, just like Manon is adjacent to Gief. That said, Ed is closer to Luke, functioning more as a midrange zoner & losing some of Luke's shoto-like abilities. But no, i am talking about different style altogether like playing footsie character like Chun (or aggresive footsie like Jamie), rushdown characters (juri, cammy) or even the weirder mobility characters (kimberly, rasheed). I would recommend Chun or Jamie more, as in some ways they are comparable to Manon/Gief in that they want to use their pokes. Jamie even has a command grab, Daigo liked to use this to close matches, keep the foe guessing. Supercombo wiki will tell you of their general plan, if you are interested in that use them for a spin. Though i do understand you with Tekken & Virtua Fighter, Tekken games are faster & have a lot of back & forth & a lot of neutral. I used to play (mainly Bryan for his big moveset, i used to love his delayed running spinning kick, one friend played Steve and another Feng). About Virtua Fighter i am afraid my knowledge is obsolete (played it as a kid at a friend's house). I played DoA 5 and that had Akira,Sarah, Pai. So my guess is that you play VF because its technical Virtua Fighter character design was decent, i do remember a couple characters even years later (Kage, Wolf, Law, the chinese guy with the moustache, small ponytail). Edit: turns its Lau, Kage-maru, my spelling was a little off.
I don't know what to think anymore I've just accepted it. Now people who hope for a punish coubter state on DR need to realise there's already a Counter Hit state on DR it's not that bad.
I dont like street fighter 6 that much anymore. All this rushing and juggling with multiple hits that you can not do anything against, makes me tired. This is the reason i never played Tekken, now street fighter becomes the next Tekken. As a casual player, it gets very annoying...
Have ya’ll tried getting good? Super easy to defend against…it’s dr.grab (check the grab), dr. Neutral jump (annoying), dr. Hit of any kind (block) dr.into insta di. Definitely needs to be taken out imo (one or the other) I’m guessing all the gripers panic push a button and get lit up….
Far from controversial, it stars to get boring, remember when street fighter 5 has many different Vtriggers ??!!! Every character was fun, versatil combos, surprise comebacks etc etc , but here in street6 everyone has the same boring vtrigger called : DriveRush
@@jesse76th96not true. Triggers made every character unique. There will always be characters who aren't good at high level. It's called balance, or lack thereof. In this game every character is fishing for poke into DR, or just raw DR. You can essentially play every character the same one you learn their specials.
@@jesse76th96 It isnt fair to compete SF5 (already established game) with SF6 (relatively new game). SF5 had a weak launch (because limited solo content, but it has been fixed). Sf5 has 46 characters, SF6 has 23 characters (26 announced). SF5 has the V-Triggers as well, its just a lot more content. Furthermore it isnt apparent that SF6 will even reach SF5's roster size with only 4 DLC characters per season. As for characters unplayable at higher levels, thats debatable for SF6. There are characters that havent been used in tournaments for a long time now. Lets check Ryu (one of the flags of the franchise) a character about whom many streamers have released videos claiming he is strong, has been left to dust in tournaments. So if strong Ryu isnt played, what hope is for weaker characters (in the B or C tier)?
@@GeoGyf The gap of the tournaments score between T0/T1 and T2~bottom tiers characters are huge as S1 Different part is tier list has some change As Xiaohai said, just use T0 characters, do not try to fight with the meta of the game
I've quit playing the game because of DR. Whole game is dominated by a command dash. Doesn't feel like SF to me, period. *hurr hurr get in the lab, bro* my problem isn't "i can't check DR." were that my problem, i would've simply said that.
I have never been a fan of this trashy franchise and I feel so stupid for buying this game; drive rush, drive impact, cross ups, no good anti airs(at least compared to MK) literally everything I wouldn’t want! I am such an idiot for wasting my money like that
Well it is, let SF be different. This is why we can’t get new players on board cause you want the same game everytime with updated graphics. Drive rush makes this game fun, period.
Haven't seen the video yet. I think we should be able to counter a Drive Impack with a Drive Impact for as long as we have the meter to spend. Give us a small window where we can still counter it and when we do that it's a newer more stronger animation. Right now Drive Impact can only be countered 1 time.
@@MCMuraFGC but you can only go 1 round. There should be a window where I can counter again for all long as I have meter. Maybe they make the 2 and 3rd counters use more meter so it costs more. Each time there is a counter the animation gets more outrageous.
@daggercatz7297 you realize that all characters have different versions of it right. The travel distance and speed are different for each character. You must be a person who abuses it to win.
Yeah Drive rush was the mechanic that ended my long standing relationship with Street Fighter. I'm a fan of the neutral game. I like using pokes and conditioning opponents with them to set up bigger hits and rewards. There was a build up and pay off that was extremely satisfying. Now pokes are backed with drive rush. every blocked poke leads to a 50/50 situation into looping pressure. Every hit leads to full corner carry into looping pressure. The amount of time spent in the most interesting part of fighting games has been severely reduced by this mechanic. It's a really easy option to perform that has almost no risk and insanely high reward Drive rush feels like a really cheap shortcut that bypasses a much more nuanced interaction with the opponent that builds up to a much more meaningful reward. Now, I feel like I don't earn my wins and all my losses feel like robberies.
When someone DR at you and you’ve just pressed DI they have 10 more frames to counter your DI because of the screen freeze, it’s just not fair. One way to prevent that is not allow a DI after a DR, if your oponnent DI is active.
bro why would u try to DI someone who DR’d at you. just press ur drive rush check button which is usually 2MP or LK/2LK altho LP can work at some ranges or 5HP if ur blessed (ken) This game would be dumb af if DI beat drive rush lol Like why should someone be rewarded with a full combo just for randomly pushing a button with 3 hits of armor because they panicked. DI’s scrubby enough as it is let’s not make it more so lol
@@yamsSMP you got it wrong. When you have already DI the oponnent will have 10 more frames to react if they DR after your DI. This is the scrub thing… people turnning green all the time lol
Raw Drive Rush is ruining the experience. For combo extension, it is fine. For punishing moves, it is fine. For neutral skipping, it would be fine if it didn't eat inputs. It is inconsistent. Especially online. You can't check it consistently. And because of that, PEOPLE ABUSE IT. I usually float around 1630 MR. I hardly play rank anymore because it is just people abusing raw Drive Rush, hoping that your input gets eaten. Especially when you're beating them in the neutral. Or crouching forward into Drive rush fishing. It is boring. I checked my stats, and I Drive rush less than 1 percent of the Drive gauge usage. You can tell that a lot of players would be not-so-good without the Drive rush abuse.
My Manon cried when I saw the intro...
Great video as always!
Its so powerful that raw dr down mk into dr cancel jab is actually a mix. Especially ken since a corner mix or two can get u killed
mf thinks a dr jab combo will 2 touch
@@Sara-bk3yi😂
The problem with DR rush is not that its a jump scare, the problem is that in a lot cases it feels like there's nothing you can do against it. It's extremely difficult to check and DRC is also another annoying thing to deal with, especially in the case of character's with a cr.mk cancel in to DR because the Cr.mk's in sf6 are super long. So now every time I block a cr.mk i have to hold a mix. All on a meter bar that you have full access to round start that refills on its own and favors certain characters more. The issue with DR is a issue with a lot of things in SF6 which is counter play. It feels like capcom does not want you to be able to outplay your opponent defensively.
I agree dr cancels shouldn't be possible from lows. It'll kill some cool combos but it's fundamentaly unbalanced
Honestly, the main problem I have with DR is how unbalanced it is for each character. I understand the thought behind Zangief not having a good DR. I get why Cammy has a slower DR, the giant cr.MK that is safe on block into insanely quick DR would be degenerate. I understand why Chun-li has a good DR.
Why does M.Bison and Juri have such an insane DR? M.Bison can play from ALL RANGES, has incredibly oppressive bomb setups, options will low risk and insane reward and on top of all this, he gets one of the best DRs.
And Juri just does DR cr.MP, cr.MP, st.MP, M fuha regardless if it hits or gets blocked 50 times a game because she can. She doesn't even need to use Drive meter for her combos, so 90% of it gets used on DR cr.MP.
I played tons of Guilty Gear before I started playing SF6, so I'm used to holding block for a whole minute or people skipping neutral with mechanics similar to Drive Rush, but I completely understand why someone would hate it in a game like SF6. It feels like an anime fighter mechanic just slapped into a more tame, neutral-based game.
theyre easy to check consitently
You mean turtle your opponent until they just want to get out of the match? Im glad this bothers you. Dr is so easy to check.
If its not a linked Dr you can interrupt it with a ex dragon punch.... There's ways around it, have you hit the lab, have you practiced diff characters Dr towards you and practice checking it ???
Had some issues with the video yesterday that made me reupload it. Hope you will enjoy this one and hopefully we can convince Manon to start drive rushing
So i agree that the mechanic is a jump scare, allows for some neutral skips but also it have a lot more nuisance than initially meets the eyes. There is a lot more to it than just close the distance, which ultimately i came around to appreciate.
You meant nuance right?
SF6 has many parallels to FF 3rd Strike. SF6's Drive Rush & SF 3rd Strike's Parry systems are absolutely fintegral to their games, you literally cant afford not to learn them. Both result in mind games how to counter your's foes DR or Parry (delaying etc), which leads to high-skill ceiling gameplay.
While SF 3rd Strike got abysmal sales (got dominated by the Alpha series & especially by SFA3), its unique playstyle meant that the game always had its hardcore fans (leading into SFA 3rd Strike even making to EVO). Now SF6 has the player numbers (partly because games are way more accessible), but i predict it will have the same impact as SF 3rd Strike (hardcore players refusing to move on because of the unique gameplay, more than other fighting games). These are the advantages of such a unique, integral system.
SF 3rd Strike was bad balance-wise with many trash supers, outright bad characters & obviously god-tier characters. SF6, since its a modern game has the benefit of the more constant online patch cycle (instead of the previous SF version style & SF 3rd Strike didnt have the numbers to get the Super/Turbo/Hyper/Champion edition).
Now i dont particularly like both systems, because: they both lead to stealing the turns of your opponent. And the resulting gameplay is essentially Feast or Famine, either for ourself or your foe. IMO this isnt the best feeling when playing with friends, the skill gap is more apparent, because not everyone knows when to defend against the pressure (what move is safe to counter, or what isnt).
Feast or Famine also happens on same -skill matches (even tournament-tier play) especially if you dont perform at your top level 24/7 or the opponent just happens to read you mentally. (Notice the many blowouts/perfects in SF6 tournaments as well).
Finally the gameplay balance essentially revolves around the use of the DR system, especially in SF6 (which is more tailor made for each character, SF's 3rd Strike system was more universal). Thus the top tier picks also revolve around the use of the DR system (obviously), especially how easily one can apply pressure, convert the pressure or can counter the pressure (ex Guile). Same for the weakest picks (ex Manon, Zangief was very weak for 1 season)
SF6 is not in its honeymoon phase, but there is a period of happiness (because of high-profile DLC characters, established ones from SF6 or other well-known games). Many of these new characters also have ways to bypass neutral or have more options (thats the way they were). However they may be become more oppresive with DR, especially by casuals. Now for Mr. Bison, he has lost a major kit of his toolset (his teleport), which is why he has such a fast, long range DR. We will see the future when more characters that are more specialized arrive. However it seems some characters probably wont get their tournament chance, like Ryu, Honda?
Didnt want to edit my long-winder reply but IMO this is a good topic for discussion.Can even make it into a series of videos as well.
@@GeoGyfmost well typed and thought out yt comment I've seen in weeks bro. Good work. I agree mostly with everything you said like the parry in 3rd strike was the reason remy and Q sucked so bad. In order to parry you had 2 give up charge which is terrible for charge characters. I feel this system is the best of all street fighter worlds and hope they bring in a few lesser known characters and give them a new coat of paint like they did my main Deejay, or Ed and rashid technically. I pray for a revamped vega, kage, c.viper, gill, alex, necro, necali, nash and for the love of god el fluerte...bring Seth back again would be interesting story wise with amnesia bison and jp running around
@@trappestarrgaming3422 IMO Capcom is right in waiting a while for patches.
Because look at MK1 which had always constant patching, the meta never had a chance to settle in (aside from the OP/ broken stuff) & new stuff were constantly lead to new weird interactions. MK1 also had the issue of the bad story, that also lead to its downfall (hardcore playerbase cannibalizing themselves).
Unfortunately, a longer patch cycle also leads to champions feeling left out & the feeling of unbalance intesifiying. IMO that is a good chance to try other character archetypes & use the weak character as a counterpick, playing less matches in general or something like that.
As for the streamers, they should focus on the more positive stuff. DR is core to the game & the weaker characters may stay that way for a while. Maybe MC MuraFGC can release YT videos (short first to see the engagement?) with general info how to counter DR, or even better, common things to watch vs each matchup, what is the general plan with each character & so on.
As for SF6, it has 4 DLC characters per season (instead of SF5's 6 DLC characters). As such i believe the output just wont be the same. IMO SF6 needs a brawler style character who has a few grapple moves as well (like Alex or Necalli, its just Alex is more well-known). Maybe Alex can start his hobo phase? (like many SF6 characters already LOL)
Learnt so much in this video, I like drive rush but completely understand why people don’t and if it was changed or even removed I wouldn’t mind
What a brilliant video. I haven't learned this much about the gane in a single video in ages
Drive Rush as a combo extension (whether it's from a cancel or for a juggle combo) is great. Drive Rush in the neutral is overtuned. I wonder how can Capcom can nerf it without making it useless
Maybe scale damage from a neutral DR or block > DR hit
Agreed. Raw DR is the only Drive mechanic that is low risk/high reward. I think they should make raw DR punish counterable if checked by a button. Either that or make it cost a bar and a half to use.
exactly how I feel about the DR mechanic.
I know this is 2 months ago, but they could just change the distance traveled for raw DR. Make it shorter, but also everyone covers the same distance doing it in neutral.
Nice editing with the side-by-side of Manon and you while you explain.
SF6 looks great even with slowmo, so I think if you loop a slowmo of Manon when she is moving on the selection screen, that might improve it even more.
Also, the new Training AI "MC Mura-kun", lol
All of your videos make me appreciate how much thought went into Street fighter 6. Thank you so much for sharing your exploration! I know this game isn’t for everyone, but for me, SF6 is near perfect! You’re the best Mura!
1:22 PREPARE!
Great Reupload! I thought this was familiar!!
As a Zangief main, I like Drive Rush, even though I still cannot do Drive Rush combos. It doesn't bother me that some characters have a better DR than others. The strategy I use is to just let them burn themselves out, try to Perfect Parry as much as possible, and punish accordingly.
Nice vid man.
Helped me understand drive rush a lot more.
I learned some cool things about drive rush, great video
i’d be happy if they just allow you to use one DR of each type per combo. I mean, one DR from neutral to start the ofensive and one starting from buttons when in mid combo.
I like Dr rush bc it speeds up the game and gives you plus frames to lengthen combos. Change is necessary to keep a series like SF going. The only part that is obnoxious is if people abuse it. I’ve run into players that drive rush on every single knockdown when I wake up. Which is pretty scrubby.
Basically: they put a lot of thought into drive rush to feel unique for each character and not break some, like grapplers while still giving utility.
Thanks a lot for the investigation, Mura!
I think this Street Fighter will be hard for the PRO and Hardcore communities of players to digest.
This mechanic in particular is , as i see, more focused to cautivate intermediate, beginners casuals and even spectators. It is a SCRUB mechanic? Probably.
Unfortunately for the players from high level, the Fighting Games DEVS finally realized that we are no more in the 90´s where you designed a FG for an arcade environment.
As a modern gaming designer you must look to not only please the hardcores. Not all players are hungry to be Legends at Ranks and just want to get better, other ones to get fun , another ones only to look cool in a game or even just beat their friends. You not only want make bigger your player base, but also have a player base captivated. Looking for higher retention ratios.
Just see what Matsumoto , producer of SF6 always says , since 2022, in almost all his interviews.
And let´s not forget about all those people that probably even don´t have the game BUT prefer to look such a thing like the ESPORTS than the SUPERBOWL, Champions League, FIFA World Cup , etc etc. As a show, a spectacle , at least for a person who doesnt know a thing about FG, SF6 is better than SFV.
The japanese are crazy about this game.
Great vid!
3:10 that hurtbox is cursed
great video! A lot of informations I didn't know. However, Ken is the ONLY character in this game who has less than 45 frames of Drive Rush if nothing is pressed during the DR - I believe it was 39 frames or so... I wonder why
NIce video. Imo the DR is an ok mechanic, you just need to learn how to use and how to react to it. And in the case of the inputs eating related to DR, well in my opinion is something that would be nice if it get fixed one day ,but to be honest this is something that really do not affect my experiece with the game, so i am happy with the DR the way it is. And for me the absolute best DR in the game goes to DeeJay, it is so fast that it works like a teleport.
As far as I'm concerned, I disagree with your perspective at 01:15 because the reason that I don't like drive rush is not the scare factor. It's the fact that you cannot hope to do good at this game if you are not using it. It is a crutch and you are handicapped without it. Not drive rushing? Good luck with winning. That is this game's fundamental undoing.
this is a good video thank you
Coaching a character at the start. 🙂Maybe hers is like that due to the damage w/high medals.
Good insights on differences. I try to use it (now that I'm finally online). Still have a bit of trouble w/instant raw DR. Maybe no L1 trigger for that.
Maybe it can use an adjustment so it's not so dominant in play. Nice vid.
I honestly hate empty drive rushes that beat my checks or reaction with certain characters like Dee Jay. It would be more balanced if empty drive rushes in neutral for certain characters werent so busted.
Mind blown, did not know the mechanic has this many elements with nuance
0:34 season 3 leaks 🙏🙏
I still have a specific gripe with the game's input storing in conjunction with the Drive Rush.
Drive Rush still has instances where it can eat players commands or specials; sometimes completely negating the inputs altogether.
Players still knows that there is more than meets the eye to this system for sure. I feel in my heart it still needs to be tweaked as well as other mechanics in the game.
This video was albeit thorough and thank you ever so graciously for putting the tremendous effort in this video and we appreciate all that you do brother 🙏🏾
These comments are funny. Not to be a steamcharts andy but SF6 has GAINED players since a year ago. Clearly however "controversial" DR is, people still enjoy the game plenty.
Also all these mechanics and exceptions really show how much thought Capcom put into the game. Only thing we need is more characters, or more specifically, more Street Fighter characters.
Entirely because of Asia and it wouldn’t have mattered if it was in or not
The biggest thing that's kept me from personally considering DR a neutral skip is playing vs good players. The higher up you go in skill level, the more often your DR attempts have to be placed well, otherwise you get stuffed or parried, and dragged to the corner. It's more or less just part of the neutral for me. The only part where DR seems totally unstoppable is blocking button DRC jab, as it's a tight string, and even then, you gotta get them to block the button in the first place, which means spacing or situational awareness is a factor. It's pretty much just there, and the counters do exist.
I only ask that like anti airing, when I'm ready to check drive rush I should be able to do so every time without having to worry about my opponent delaying/ using a different normal to catch me checking his drive rush. The excessive variability and the damage for being wrong is frustrating. Go to training mode and set Ken to do drive rush jab or drive rush cr mk. you will see how absurd it is to try and check them both at the same time.
Neutral skipping part of DR is bearable, however, the inconsistency to check it when you know it's coming is the ridiculous part of it.
This!
Yep! With certain characters, it's reactable to check it. But oh man trying to check it against Dee Jay for example is near impossible
@@Apocalypse754 agree, even when you know it's coming you can get clipped...
Not all characters need to be the same.
It’s up the player to go to training mode and practice checking them.
If we made every character DR the same. All we are doing is starting to make every character the same and no one feeling different.
@@martin99110 the problem is not having DR be different for everyone but the inconsistency on the checking. For instance an OD dp, in most cases, would do the trick but guess what? It also bugs the defendant's inputs
I believe Focus Attack was harder to master
but it was much easier to understand.
It was a lot simpler too tbh
Hi Mura, its me again. Don't get sad whatever coming at you in comment section. Its just means you are more and more popular, where you are starting to catch the attention of people who comment just for the sake of being negative.
Thank you and no worries, you put yourself out there you put your work and you get the good and bad.
I got the data and feedback so i know what works and what didn't in term of direction and content and regardless of what you do, not everyone will like what you put out and that's ok, all respect to em.
Coz it’s an Unga Bunga mechanic.
Great intro
Why do people cry about drive rush, even as Zangief it is one of the easiest things to check and is the definition of pure offense and makes it so zoning out indefinitely takes a lot more effort + combos with it are super sick, it's really not that big a deal I don't know why people are saying it's unbalanced especially considering everyone in the game can do it like come on.
I don’t like it because it looks stupid and takes away from neutral
Dang i didnt know that about #1 chunner hmmm
@@alkalinemk1588 yeah that's kinda the point of the video. I think the system is deeper and a lot more complex than people give it credit for.
Master player here and dr is mostly fine imo except for the racing cars like dj
If it wasn’t for dr in this game I would be bronze not master rank
DR is great, I just feel it favors more characters than others.
I sadly havent played sf6 anymore as much as people loved to hate on sf5 its last years the game was perfect balancing wise its a shame sf6 didnt live up to it imo
I suck at drive rushing although i still win without using it. It would be nice if calcom could limit the use of it, maybe twice per round max.
I love the game, but I feel like it’s a pretty balanced roster built on top of the house of cards we know as ‘Drive Rush.’
We move one thing in Drive Rush and the ripple effect is immense.
I like DR despite it sometimes feeling overwhelming. It speeds up the game and forces a choice from your opponent, as well as introducing new thpes of combos/juggles. Though maybe the mechanic could feel a little less blunt. I would not be opposed to having DR attacks do less damage on the DR gauge or maybe even scaling damage from raw DR or block > DR strings. Im trying to come up with a solution that doesnt break the game. But maybe its not busted and fgc players are bitchin always
Drive rush is literally a non factor in my liking of the game. The meatyness of the hits, the story, the beauty of the game are what makes me love the game.
I find that there are too many cheaters in the game.. Too many perfectly timed FB jumps, too many perfect parrys, too many perfectly time drive rush cancel to drive impact revesals, too many perfectly time jumps countering your jump in, it's been worse and worse..,
They mark it with huge green effects when it happens. When you see or hear the audio cue mash light/low light and check them. Its a fun interesting mechanic but its also fairly balanced IMO. Those that have faster ones usually have other downsides (except Ken lol). Its a potential free opening for you, just need to be present in the match and conditioned to counter it, just like drive impacts. Lights are more then enough to get your hit in time. Its even easier to be ready if you pay attention to distance to the enemy.
I actually think SF6 is a close to perfect fighter I absolutely love it. My only gripes are nitpicks: I wish there were more HUD customization. You have to take your eyes off the fight to look at health, drive gauge, and your super meter which is by itself on the bottom for some reason? All your resources should be in one region of the screen. Having to dart around to check takes time and in that time things can happen that you're not ready for, even in split seconds. Consolidate all the info in the same region, and allow for custom UI colors to better help quickly identify the match state. This sounds little but its not in a fighter where every millisecond counts.
I'd also like to see more costumes for the normal cast. People want it, it shouldn't take this long. The animation rigs are setup, hair and physics are simulated, it shouldn't take this long to model and texture new stuff for a company like them.
I feel like the frustration with Drive Rush boils down to what people expect to deal with at a given range, which the same reason I think a lot of people hate playing grapplers.
With most characters, if they can't hit you with their jab, they can't throw you. Add a command throw to the mix though, and suddenly you can't jsutt crouch block and watch for an overhead though.
So, take that same basic principal of adding an unusual element to consider, and then have all the variety to it that you outlined, I can see why people find it frustrating.
But, since I'm just a lowly plat 1 player with the slow, slow reflexes of a 30-year-old, DI is still the bigger frustration for me. I can jab people out of DR consistently enough. But ask me to press a different button to counter with my own DI? That's like asking me to do rocket science.
@@androgynousaardvark7415 I’m 33 years old. The UA-camr you’re commenting on is older than us..
If you were to go into training, you would know it’s not your reflexes but it’s the fact you’re not used to it. You’re still thinking and reacting.
I’ve practiced my anti airs to the point I don’t even think about it. Drive impact is also very reactable.
Im gonna be straight. It seems like you’re blaming every outside source except yourself.
Do you go into training? I have over 100 hours in training mode. (Apparently this is a little)
UA-cam a video on how to practice DI and anti airs and I can guarantee you’ll get out of plat. Also if you’re dropping combos, it means you need to practice in training.
@martin99110 I was joking. I know jokes don't always come across clearly in text, but that's why I included hyperbole like "lowly," "slow, slow" and said asking me to press a different button was rocket science. I suppose I could have made it clearer by talking about how DI is slower than the fastest DRs.
I'm not sure about Mura's age, but I don't doubt he's at least in the ballpark (I'm closing in on 36). I can see how that would make it seem like just a complaint though, at least.
That said, even if I hadn't been joking, I didn't say other players were cheap for using it or that it was busted. I merely said it was frustrating. And, frankly, I find it rather insulting to essentially be told I've accepted zero responsibility for my performance but complete stranger based on so little.
At any rate, given that you went out of your way to give specific advice, I'm going to assume that you weren't trying to be rude, and that my frustration is misplaced. And, while I was already aware that doing drills would largely mitigate my DI problem, I'd be lying if I said I hadn't internalized the joke about my reflexes to some degree, so it's not as if your assessment was completely off base.
If you wouldn't mind, I'd be interested in playing a couple sets sometime this week. It sounds like I'll have plenty to learn from watching the replays, and I know at the very least I have a lot of work to do on my defense.
Lol and behold, my first match today was against a Jamie player who did nothing but DI. While I was already pretty comfortable dealing with DI midsreen (the vast majority of my issues are in the corner), I had looked up a video on counterjng DI like you suggested, and I didn't realize how many moves Zangief had that could be cancelled into DI. I had thought it was just Headbutt and Hellstab. So, surely having access to a few more buttons and practicing with those will help.
I like drive rush.
Drive rush pretty much buffs characters that don't deserved buffing. That's why Akuma needs invincibility teleport to go through the drive rush and escape the opponents' attack, followed by jump with 2 air fire balls to stop drive rush.
Remove raw drive rush and this game would be the best of all time. Right now there are too many scrubs abusing drive rush jab
I just thinks drive rush shouldn't give +4 towards the attack's frame advantage when blocked
That would make for a very stale game though as the plus frames are very sparse.
Here is the thing, you can't make plus frames common cause this means that people will block a lot, leading to them losing drive gauge. However if everything is negative this means the game is nothing but light pressure, it feels like the plus frames on the DR is a nice middle ground
@@MCMuraFGCI think there is still room for some other number, like +3 or +2. It would make offense starting from DR or forced with DRC less overwhelming on defense and limit some of the buttons you could use to generate offense that way. With +4 practically every button you come in with becomes a very dangerous frame trap - maybe it could be more limited than that.
It will still have the same high low throw mixup and with how high damage the game is if you guessed right the reward will be the same but with the +4 it makes drive rush pressure have very little risk by removing those frames on block it will make guessing correctly more rewarding on both sides
I remember you could do this off of a normal move right? That sucks
Yes you can
@@MCMuraFGC God I hate that game so much
It's very checkable. Just jab when you see green
(No offense meant) its funny to see sf players scared over burst options and dashes. As a smash player coming to sf6, drive rush feels very natural and i personally love it. It lets the game feel more free, like i have the option to say f this and throw myself at my opponent. That might also just be cause i play dee jay but ive dabbled in characters whose dr isnt as great and its still very fun. Tbh at this point ive just come to expect it from mid range. The best thing i can say for sf players is that sonic is worse
Dr is still eating inputs
U can be inputting up to jump but it won’t come out if opponent drive rushes and same for block. It’s eating blocking inputs has anyone else experienced this?
People commenting before seeing the video should be block @mcmura
I understand some people not liking DR, but i dont understand when they say it isnt "street fighter." Pretty much every SF title has at least one major mechanic or tactic that dominates how the game is played, and often gets criticism from older players. SF has never been consistent in how the neutral game works, and it only becomes more obvious as a person delves deeper into each game's mechanics and learns the meta. The end result is everyone gauges other SF titles based on how it compared to their personal favorites.
Dr just needs rebalanced. Imo dr from neutral should not be 1 bar while doing dr to extend a combo is 3. It kinda feels backwards to me.. Make the get in for free spend be more so its higher risk/reward and the combo extender or punish starter be 1 bar.
That or just make all dr 2 bars across the board like ex moves are.
It needs a rework tho. 1 bar to run full screen and be + is just way too strong
It deletes opponents inputs so the player who uses it more is directly rewarded by the system mechanics not working
I main Manon, and haven't played for months. I'm tired of having little to no answer to the sheer disrespect and abuse of DR. Interruptions aren't reliable, or consistent.
I do not find the low poke to DR meta enjoyable at all, even with my secondary character.
I have to play twice as hard vs a trash Ken player for example. I have to completely dominate a Juri or Cammy, while they fish for one small window to delete my health.
I can only tolerate hearing *LET'S GET IT!* for so long in Ken Fighter 6.
Every manon I play as Cammy just runs away and pokes from a million miles away until I want to lose as fast as possible. The less of you the better imo.
IMO you need to branch out & play other characters as well. There are many unique characters in SF6 that seem fun to play even if they arent the greatest picks.
SF6 is on the longer patch cycle & that means that characters that need a bit more attention, seem to be left to dust. IMO a longer patch cycle is more preferable, because the general meta can settle & thus the potential fixes might be spot on or at least close enough. MK 1 was a game where it was constantly patched, the meta couldnt settle, the player feedback was mixed, stronger characters/tools arriveds & the community eventually cannibalized itself. Obviously in MK1 the bad story/online content experience was meh as well to drive many casuals as well.
@DavidTector That's funny, because Cammy is supposed to be one of Manon's worst matchups, but I eat Cammys for breakfast. If you're losing to Manons consistently, you've clearly got skill issues Lil Bro. Low to DR and spinning knuckle spam won't carry you against me.
@GeoGyf I haven't found anyone else I like, besides Manon & Luke. 2 VERY different characters. I used Cammy in SF4, but SF6 Cammy is too smooth brained for me. Ryu bores me to death, and Marissa is too Unga Bunga for me. No need for Ed, if I use Luke. I liked Makoto and Didley in SF4, and I don't play charge characters, except in Soul Calibur 4 & 5. I don't want to have to whip out my pocket Luke to enjoy Ken Fighter 6. I need Manon to be better, or new interesting characters. Otherwise I'm sticking to Tekken and the next Virtua Fighter.
I actually enjoyed the final version of MK11 for what it was, but you couldn't pay me enough to play MK1.
@@ZombiAstral Luke is adjacent to the shotos like Ruy,Ken, Akuma just with more midpressure, just like Manon is adjacent to Gief. That said, Ed is closer to Luke, functioning more as a midrange zoner & losing some of Luke's shoto-like abilities.
But no, i am talking about different style altogether like playing footsie character like Chun (or aggresive footsie like Jamie), rushdown characters (juri, cammy) or even the weirder mobility characters (kimberly, rasheed). I would recommend Chun or Jamie more, as in some ways they are comparable to Manon/Gief in that they want to use their pokes. Jamie even has a command grab, Daigo liked to use this to close matches, keep the foe guessing.
Supercombo wiki will tell you of their general plan, if you are interested in that use them for a spin.
Though i do understand you with Tekken & Virtua Fighter, Tekken games are faster & have a lot of back & forth & a lot of neutral. I used to play (mainly Bryan for his big moveset, i used to love his delayed running spinning kick, one friend played Steve and another Feng). About Virtua Fighter i am afraid my knowledge is obsolete (played it as a kid at a friend's house). I played DoA 5 and that had Akira,Sarah, Pai. So my guess is that you play VF because its technical
Virtua Fighter character design was decent, i do remember a couple characters even years later (Kage, Wolf, Law, the chinese guy with the moustache, small ponytail).
Edit: turns its Lau, Kage-maru, my spelling was a little off.
I don't know what to think anymore I've just accepted it. Now people who hope for a punish coubter state on DR need to realise there's already a Counter Hit state on DR it's not that bad.
I dont like street fighter 6 that much anymore. All this rushing and juggling with multiple hits that you can not do anything against, makes me tired. This is the reason i never played Tekken, now street fighter becomes the next Tekken. As a casual player, it gets very annoying...
What i hate about DR is that it leaves you to close even if you just lash out 2x jabs then gets grab
Have ya’ll tried getting good? Super easy to defend against…it’s dr.grab (check the grab), dr. Neutral jump (annoying), dr. Hit of any kind (block) dr.into insta di. Definitely needs to be taken out imo (one or the other) I’m guessing all the gripers panic push a button and get lit up….
@@msi._ thanks! If you needs some more tips feel free to ask!
Far from controversial, it stars to get boring, remember when street fighter 5 has many different Vtriggers ??!!! Every character was fun, versatil combos, surprise comebacks etc etc , but here in street6 everyone has the same boring vtrigger called : DriveRush
both are bad
Vtrigger was worse. It made certain characters completely unplayable at higher levels.
@@jesse76th96not true. Triggers made every character unique. There will always be characters who aren't good at high level. It's called balance, or lack thereof. In this game every character is fishing for poke into DR, or just raw DR. You can essentially play every character the same one you learn their specials.
@@jesse76th96 It isnt fair to compete SF5 (already established game) with SF6 (relatively new game). SF5 had a weak launch (because limited solo content, but it has been fixed). Sf5 has 46 characters, SF6 has 23 characters (26 announced). SF5 has the V-Triggers as well, its just a lot more content. Furthermore it isnt apparent that SF6 will even reach SF5's roster size with only 4 DLC characters per season.
As for characters unplayable at higher levels, thats debatable for SF6. There are characters that havent been used in tournaments for a long time now. Lets check Ryu (one of the flags of the franchise) a character about whom many streamers have released videos claiming he is strong, has been left to dust in tournaments. So if strong Ryu isnt played, what hope is for weaker characters (in the B or C tier)?
@@GeoGyf The gap of the tournaments score between T0/T1 and T2~bottom tiers characters are huge as S1
Different part is tier list has some change
As Xiaohai said, just use T0 characters, do not try to fight with the meta of the game
I've quit playing the game because of DR. Whole game is dominated by a command dash. Doesn't feel like SF to me, period.
*hurr hurr get in the lab, bro* my problem isn't "i can't check DR." were that my problem, i would've simply said that.
@@antonsimmons8519 how would you propse to change it ?
@@MCMuraFGC I don't know of a way. It's made completely fundamental to the game, right at the core of it. It's basically embrace the DR or go away.
I have never been a fan of this trashy franchise and I feel so stupid for buying this game; drive rush, drive impact, cross ups, no good anti airs(at least compared to MK) literally everything I wouldn’t want! I am such an idiot for wasting my money like that
Well it is, let SF be different. This is why we can’t get new players on board cause you want the same game everytime with updated graphics. Drive rush makes this game fun, period.
@@kizubluu674 which is your opinion and that's fine. my opinion is that it makes this game not fun. Period.
All drive rushes should be the same.. it's the only way to balance it
I actually really like the nuisance of the different drive rushes
That would be game breaking
LETS GIVE ZANGIEF DJ'S DRIVE RUSH
Imagine complaining about a move everyone has access to.
Haven't seen the video yet. I think we should be able to counter a Drive Impack with a Drive Impact for as long as we have the meter to spend. Give us a small window where we can still counter it and when we do that it's a newer more stronger animation. Right now Drive Impact can only be countered 1 time.
@@TekkLuthor you can always count a DI with a DI if you aren't in burnout
@@MCMuraFGC but you can only go 1 round. There should be a window where I can counter again for all long as I have meter. Maybe they make the 2 and 3rd counters use more meter so it costs more.
Each time there is a counter the animation gets more outrageous.
@@MCMuraFGC like in Killer Instinct, you can use a combo breaker after you've been broken but if you miss time it you're locked out
I support this. That would by hype as fuck. I could see it being used to checkmate by forcing burnout.
Whoever defends DR always desperately needed it to finally win.
You realise that all characters have access to it right? 💀
@daggercatz7297 you realize that all characters have different versions of it right. The travel distance and speed are different for each character. You must be a person who abuses it to win.
Yeah Drive rush was the mechanic that ended my long standing relationship with Street Fighter.
I'm a fan of the neutral game. I like using pokes and conditioning opponents with them to set up bigger hits and rewards. There was a build up and pay off that was extremely satisfying.
Now pokes are backed with drive rush. every blocked poke leads to a 50/50 situation into looping pressure. Every hit leads to full corner carry into looping pressure. The amount of time spent in the most interesting part of fighting games has been severely reduced by this mechanic. It's a really easy option to perform that has almost no risk and insanely high reward
Drive rush feels like a really cheap shortcut that bypasses a much more nuanced interaction with the opponent that builds up to a much more meaningful reward. Now, I feel like I don't earn my wins and all my losses feel like robberies.
Raw DR and crMK into DR completely ruins the neutral game. SF6 is a Guilty Gear with Sf character skins :(
When someone DR at you and you’ve just pressed DI they have 10 more frames to counter your DI because of the screen freeze, it’s just not fair. One way to prevent that is not allow a DI after a DR, if your oponnent DI is active.
bro why would u try to DI someone who DR’d at you. just press ur drive rush check button which is usually 2MP or LK/2LK altho LP can work at some ranges or 5HP if ur blessed (ken)
This game would be dumb af if DI beat drive rush lol Like why should someone be rewarded with a full combo just for randomly pushing a button with 3 hits of armor because they panicked. DI’s scrubby enough as it is let’s not make it more so lol
@@yamsSMP you got it wrong. When you have already DI the oponnent will have 10 more frames to react if they DR after your DI. This is the scrub thing… people turnning green all the time lol
I want a game without Drive Rush and without Drive Impact i want a real Fighting Game with just a gauge of super nothing else
Bro get rid of your intros. No one watchs them and they are cringe.
They are great. You are in the minority.
[No one] watchs them
So you are the only person belongs to no one watch them huh
I like the intros.
Make your own videos without the intros and see how many people watch you.
Raw Drive Rush is ruining the experience. For combo extension, it is fine. For punishing moves, it is fine. For neutral skipping, it would be fine if it didn't eat inputs. It is inconsistent. Especially online. You can't check it consistently. And because of that, PEOPLE ABUSE IT. I usually float around 1630 MR. I hardly play rank anymore because it is just people abusing raw Drive Rush, hoping that your input gets eaten. Especially when you're beating them in the neutral. Or crouching forward into Drive rush fishing. It is boring. I checked my stats, and I Drive rush less than 1 percent of the Drive gauge usage. You can tell that a lot of players would be not-so-good without the Drive rush abuse.
I must say you the changes you made to your approach to your content is golden 🫡 keep up the good work