Honestly the frame data bar in training mode is the biggest blessing fighting game has had in years for training mode… it’s perfect visualisation for the perfect parry mechanics
@@thatpersoneveryoneknowsbut7533I just meant the color coded bar display that shows startup/active/recovery frames of your move as well as when invulnerability or other attributes are in effect, havent played DOA, data display looks pretty good in screenshots but seems like theres still stuff it leaves out
@@porkt3887 huh you may be right about something's not showing but I believe in Doa there are multiple pages you can view like intervals and what not but I'd have to check I'm a big Doa tech nerd but it's been a good minute since I've played
You crazy kids love your parries, so why not make a video going in depth on the mechanic in SF6? Time stamped for your ease of use, the parry in some ways is very straight forward and in other ways is super weird and esoteric with strange rules you wouldn't know unless someone told you and well, thats what this vid is for so enjoy!
Me as well. I don't like all the SF games, but I appreciate that they are all (mostly) unique, giving each a reason to exist instead of the likes of tekken, where older games are invalidated by the existence of a newer version due Harada's insistence on keeping it a "legacy" series. Capcom's gambles don't always work out (as we saw with Sf3 and Sf5), but I honestly appreciate that there was an attempt still. Capcom seems like one of the few fighting games developers on the japanese side that is willing to take a risk and embrace change. They botched it to hell, but they embraced the "future" (distant past for the westerners) put rollback in their game before having to be asked. The only other company that did was Arika (Fighting EX Layer). All the other JPN developers actively fought against adding it in, only (for the ones that stop resisting)adding it is begrudingly, for the ones that actively stop resisting, that is.
@@noboty4168 uhh… small correction, sf3 is one of if not THE greatest fighting game ever made so hard to agree with you. Sf5 though Is definitely a complete miss on all fronts.
@@adm8995 Yea but if I am not mistaken (and take this with a grain of salt as I’m basing this comment off what I recall from another video I’ve seen), SF3 was definitely not considered a success when it first released and was rather alienating to fans.
Figured id make at least one proper guide while the beta is up, its just in my nature I guess. Come launch period expect the channel to basically cover every single possible aspect of the game in guides so look forward to that when the time comes! Hopefully parries don't change otherwise ill have to remake this video lol :(
@@czyjoe1 This is my favourite genre lol, the guy who says "I didn't mention XYZ" when theres a massive section of the video dedicated to exactly that. Sorry bud that your cognitive skills ain't firing today.
How do perfect parries react vs multi-hitting supers? does it stop them on the first hit? if the hits keep coming can you perfect parry each follow-up, or only hold to regular parry those? Can you block the first hit and then parry staggered follow-ups or are you locked in block stun? And I presume both parry types prevent all chip damage? Only info I could think of adding in another video, but I didn't have access to the beta.
Nice to know to know about all the details on SF6's parries! A 2-frame window for perfect parries will be very difficult to pull off consistently, but very rewarding for skilled players. Also good to know that though hitting someone during their parry's recovery frames results as a punish, they can block during those frames, but instead run the risk of being unable to tech throws.
Also, different attack types recover different amounts of gauge. Projectiles seem to give half a bar, melee 1 bar and drive impacts more than one bar, i think one and a half. Which if you like to spend gauge, can be a life saver knowing that parrying a block string will let you recharge instantly, even if you risk being thrown
For context, in 3s regular parries are 10f and red parries are 2f for specials/supers and 3f for normals. So parry punishes aren't going to be as regular as 3s.
I swear you are the best bc I was extremely curious about the parry system and you answered all my questions. Thank you and I would definitely want to fight some sets with you when it comes out
Whenever the game come outs its basically the only thing I will be streaming for quite some time, and I always find time to play games against people from the chat, so shouldn't be too hard!
The scaling makes sense, with how you already have Drive Impact and Reversal to help create/get around offense. They obviously don't want parry to define the meta again, just cover that particular niche the other mechanics don't. Speaking of, how *are* Drive Reversals compared to Alpha Counters/V Reversals? Can they be thrown, how fast does the startup feel in actual gameplay, etc?
if I remember right they cannot be thrown(drive reversals that is), although honestly I barely used them right now. Too new to the game and its just never on my mind.
@@stevenoconnor5693 of course the streamers got a copy of the game it would be dumb if they didn’t. Stop being salty, we most likely are getting an open beta in the near future
perfect parrying projectiles is kinda useful, it gives you less recovery time than if you just parried or blocked it, allowing you to just barely get a punish if you’re close enough, sometimes with a sweep or a long range button.
I think the defensive meta in sf6 will be deep and intriguing because with drive parry you can force a neutral situation instead of challenging a frame trap option to you disadvantage. I'm guessing since you can block out of parry recovery frames may be you throw break as well as this theory goes so you can offset the opponent by changing his options mid attack which is deep. Grapplers would be deadly if the defensive meta is possible and developes.
I came here from the demo to double check the frames for parry vs block from a trusted source and only learned just now about being able to block and unable to throw tech in parrys recovery frames. Learn something new everyday
Thank you so much for this video. The parry system was the thing I was most disappointed by in the SF6 reveal, but your breakdown makes me like it a little more. Seems like command grapplers are gonna be eating good this game.
As someone whose specialty is one-frame mechanics, I'm looking forward to trying this out and going for Perfect Parries whenever applicable. They definitely seem to be situational though, and not something you want to abuse. Which... will have me crying but, oh well. Thanks for this video. I really appreciate the information & display.
Amazing tutorial as usual. I main Tekken and genuinenly interested in SF6. Looking forward to your analysis regarding classic vs modern controls/combo and setups for new comers and veterans alike
One important note you didn't emphasize is that there is an incentive to perfect parry projectiles. You recover much faster, just like perfect parrying normals for example. Because of that, you can move forward or even punish in ways that you would not be able to otherwise. The easiest example is against Guile. His recovery is so fast that you will NEED to perfect parry otherwise you are forced into his game by default. But if you succeed, it will make his boom game way less advantageous.
AMAZING! Truly top notch teaching skills on display. Orders concepts in a way that make sense. Takes time to demonstrate and repeat. Just a great example of breaking down a complex idea.
So basically a perfect parry is a V-Shift! When Capcom stretched SFV for one more season, it's crystal clear they added some SF6's mechanics, including the "mystery" behind SFV Luke's V-meter regenerates automatically (like Drive gauge).
As always, thank you for putting out this content. One thing I noticed that you didn’t mention is when you throw someone during the parry recovery frames it’s a hard knockdown whereas they normally result in a soft knockdown. Not sure how I feel about how easy the parry is to execute relative to how much benefit it provides. Guess I’ll have to wait to see how it plays out in actual matches.
Unless you hit the perfect parry it's only benefit is meter gain. And you run the risk of Untechable, hard knockdown Punish Throws. Against a Grappler that could be a death sentence.
One thing that was visible even if not explicitly mentioned was that a perfect parry on a fireball has greatly reduced recovery, this is probably most relevant if used to perfect parry something like a slow boom with Guile walking at you behind it. In general though some of the best uses will likely be on things like ambiguous cross ups where neither player is 100% sure which side it will land on. But basically you're gambling with drive gauge. You're betting meter that a strike is coming, guess right get rewarded with meter, guess wrong and lose health and meter to a punish. The other big one will be reading correctly a multi-hitting move where you might get a lot of meter back very quickly for guessing correctly.
good video man. the 2 frame window fo that perfect parry is definitely gonna be the big tech and also pain to learn. also not to abuse it too much like 3rd strike so i suggest using it sparingly for certain situations. nonetheless. really liked this video!!!
I saw a video on twitter where someone perfect parried and timed their punish to after the slowdown and they avoided the 50% penalty I can't test myself :(
Oh wow, they actually thought of the whole perfect parry on wake up thing. Maximilian Dood hypothesized that the damage scaling is so high because perfect parry was happening all the time on wake up during Capcom's testing. That sort of goes out the window here.
As a life-long Soul Calibur player, it seems like the SF6 parry mechanic, specifically the Perfect Parry, is pretty much identical to Soul Calibur's "Guard Impact", which is a parry with extremely strict timing that leaves your opponent in a stunned state for a fraction of a second, your opponent even has a really brief stunned state animation, and the only thing they can do is dodge, or parry you right back. SF6 is basically that, minus that stunned state animation, you can just attack right away. In Soul Calibur, when your opponent gets parried, the only thing they can answer with is dodge or Guard Impact you right back, which if they did, that would sometimes lead to these epic parry battles where each opponent gets answered with a parry back & forth in rapid succession, it was EPIC. I'm really hoping that parry battle dynamic can be exploited in SF6, because would be incredible. And thanks to Rooflemonger's detailed explanation, because this totally clicked for me
Hey Rooflemonger, excellent video as always. A thought came to mind, could you test if an attack after Jamie's command grab as a counter punish gives bonus damage?
Only the EX version of his grab does damage and it does very little. That said I did test it, and it did not give the giant throw damage bonus, BUT, his grab is very different from a "normal" command grab, so jury still out imo until we can get honda/manon/zangief playable.
It's like the clockwork orange torture scene watching 20% or so undeserving lucky people have the time of their lives while the rest of us are forced to watch every detail of everything we're missing out on every second of every day in agony.. I'm ready for this nightmare weekend to be over already. But sure this might be useful in 8 months or whatever so thanks
some tech i've seen for perfect parries is perfect parrying projectiles give you like, 0 block stun and no pushback, so you can just walk into hadoukens and cover distance with no penalty
To me it feels kind of scary to go for, you can really feel those recovery frames. Also I saw Maximilian recently show off how a perfect parry is stupidly easy against meatys on wake-up since it comes out on frame 1 (which is probably a big part of why they scale damage so much).
As shown in the video, that does not work. To perfect parry anything on wakeup, you need to actually perfectly time it. You cannot just hold the button, it does not work that way.
I don't understand, in this comment never said you could hold the button and get perfect parry, he said it was easy to get on meaties. Which is a completely different thing. Meaties have to land in the first possible frame, otherwise they're not meaty, and if you know exactly which frame the attack is coming you can parry it. Perfect parry on wakeup is basically a 2-frame reversal window, which isn't objectively easy, but it's probably the easiest place to get a parry since it's so controlled.
Perfect Parrying is by the numbers, 5 times harder than it is in SF3. So I don't think thats really happening in a real match, besides way game works you dont need it anyways for the chun super specifically, regular parry til its done, then bop her.
@@rooflemonger someone just did it on twitter and its lame compared to 3rd strike. its so slow compared to 3rd strike where its very fast and your window to parry is very small compared to this
@@elitemanning_2-0 cause people are trying to put a square peg into a round hole. Not everything has to be that one moment from a million years ago. Perfect parries take much more skill than a sf3 parry
Blocking is allowed during normal parry recovery? This def changes how I feel about it, people will def start parrying once this becomes general knowledge
Saw on max’s stream last night it looks like perfect parry on a projectile doesn’t lessen damage like a physical attack. He was getting full damage perfect partying the fireball off low forward.
Seems like a good tool to get to block projectiles while walking forward. In other situations it seems like Drive Impact is a better choice (at least if used on a move that is not special cancellable so that your opponent can't DI back).
What about Drive Rushing out of Parries? How quickly can you do that? Can you throw tech during a drive rush? Can you use the rush to make parrying more plus than blocking? Or to reduce/remove the combo scaling from Perfect Parry?
You can do it pretty much whenever by dashing forward while parrying Yes you can tech during drive rush Yes the rush makes it more plus since you can cancel it into a button but doing so does not reduce scaling
@@KaitouKaiju nice. Thanks. But does it still have that perfect Parry scaling on the first hit? I guess it probably does but it was worth considering. Thanks again.
I really only have two questions - can you parry mid jump like third strike and can you actually replicate evo moment 37 where you perfect parry every hit of Chun Li's super?
Honestly, this frame data bar thing Capcom put into the game is bonkers. That's gonna be one of the most requested things in fighting games moving forward lol. Real time frame data? Massive qol change.
I think I saw something where if you time your attack after a perfect parry properly, then you don't get that 50% scaling. Not sure if this is true, but it would add even another layer of depth to this kind of interaction which would be cool.
You say that it doesn't do much if you perfect parry a fireball, but your recovery frames are gone. So you can follow up if you're close enough, or even stick a drive rush behind it and get combos off of it
U can get unscaled combo damage off the perfect parry, if u link it at then end of the recovery of the perfect parry. Soo if combo straight away u get the 50% scaling.
I'm just happy its not like SF3 parry system. SF3 parry system was a live or die mechanic as in if you were not good or a master using it you already lost the match before it begins.
wait so if normal parry is the same as on block does that mean u can hit them after if they don’t do anything like as if u were blocking the first time or is there still recovery on the normal parry after parrying the opponents hit n u can’t hit back? also can u parry out of blockstun?
Very interesting! I was very excited to see parries come back out to their "original" form. However, I'm not sure if I missed out on that video but is there a way to "perfect parry" a projectile?
What's the point of normal parry vs block? The chance to maybe get some drive gauge and no chip? But leaves you more vulnerable to throws and costs Drive, not to mention loss of screen control.
It also beats high and low. Think of Kimberly running at you in neutral, she has an overhead and a low followup from run. You can guess high or low or you can parry which beats both.
@@ensanesane oh yeah. I hadn't thought of that since it wasn't mentioned in the video. It would also block cross ups, making it good at getting out of most mix ups for a low risk, though not free.
how much drive meter you receive back from a perfect parry? I would think you receive more back than a regular parry. edit: I believe its a full bar and half.
Slightly tangential, but has anyone found out if Jamie’s command grab gets buffed from punish counter? Like a larger opening to get a heavier combo starter or something?
What about multihits like a red fireball or chun’s classic super art? Do you have to tap parry each hit to perfect parry it, or can you perfect parry the first hit and hold out the rest?
so a perfect parry is as strict as a red parry in 3S... speaking of red parry, can you parry out of blockstun? Also, with wakeup hold parry into block, will oki crossups be kinda obsolete? Dangerous with the throws if your opponent reacts to it i suppose
well for one this isn't SF3 and this parry functions differently and if you could do so here then Jump ins would be free and DPs would be all but useless
I like this implementation, there's reasons to choose blocking over parrying. I could see parrying some moves end up disadvantageous against say, a grappler because of the reduced knockback. In a daigo parry situation you're better off blocking, since you don't get chip killed and would get more damage off. It'd be nice if perfect parries were available in burnout or you could get chipped out outside of burnout to encourage smart parry play at low health, but this is still super cool. Was there a parry macro at all? Or did two buttons feel consistent enough to not need one?
So, I'm wondering if this will be a seperate video, but how does being able to drive rush out of Drive Parry work? can you do it in Parry's recovery frames? how soon can you do it after normal parrying something?
You just hold parry and hit forward, forward. Conversely you can play with the input buffer a bit and hit forward, MP/MK+Forward and you do it frame 1 basically. As far as rushing after a parried move, far as I can tell you can do it once the effective equivalent of the "block stun" of parrying the move is done.
nope, cause if you parry the whole blockstring then let go, its the exact same frame data as if you blocked the move, as shown in the video. Recovery is only for whiffed parries or ones that are held too long.
UPDATE: Hey its SF6 launch time, and everything in this video is still 100% applicable, so why not give it a watch!
3:45 why the frame date shows +24 and you are correcting to less than 20 frame advantage??
Honestly the frame data bar in training mode is the biggest blessing fighting game has had in years for training mode… it’s perfect visualisation for the perfect parry mechanics
yes!! I couldnt believe there were like no FGs doing it when i saw it in skullgirls years ago
@@porkt3887Doa has had frame data for a long time since like maybe Doa 5 vanilla which was like 2013 or so
@@thatpersoneveryoneknowsbut7533I just meant the color coded bar display that shows startup/active/recovery frames of your move as well as when invulnerability or other attributes are in effect, havent played DOA, data display looks pretty good in screenshots but seems like theres still stuff it leaves out
@@porkt3887 huh you may be right about something's not showing but I believe in Doa there are multiple pages you can view like intervals and what not but I'd have to check I'm a big Doa tech nerd but it's been a good minute since I've played
You crazy kids love your parries, so why not make a video going in depth on the mechanic in SF6? Time stamped for your ease of use, the parry in some ways is very straight forward and in other ways is super weird and esoteric with strange rules you wouldn't know unless someone told you and well, thats what this vid is for so enjoy!
Very interesting, I like how SF games usually have these wildly diferent mechanics among themselves
Me as well. I don't like all the SF games, but I appreciate that they are all (mostly) unique, giving each a reason to exist instead of the likes of tekken, where older games are invalidated by the existence of a newer version due Harada's insistence on keeping it a "legacy" series.
Capcom's gambles don't always work out (as we saw with Sf3 and Sf5), but I honestly appreciate that there was an attempt still. Capcom seems like one of the few fighting games developers on the japanese side that is willing to take a risk and embrace change. They botched it to hell, but they embraced the "future" (distant past for the westerners) put rollback in their game before having to be asked. The only other company that did was Arika (Fighting EX Layer). All the other JPN developers actively fought against adding it in, only (for the ones that stop resisting)adding it is begrudingly, for the ones that actively stop resisting, that is.
@@noboty4168 uhh… small correction, sf3 is one of if not THE greatest fighting game ever made so hard to agree with you. Sf5 though Is definitely a complete miss on all fronts.
@@adm8995
Yea but if I am not mistaken (and take this with a grain of salt as I’m basing this comment off what I recall from another video I’ve seen), SF3 was definitely not considered a success when it first released and was rather alienating to fans.
Crazy to think a game like SF3 (especially Third Strike) can go from a divided game amongst fans to one of the best fighting games out there.
Figured id make at least one proper guide while the beta is up, its just in my nature I guess. Come launch period expect the channel to basically cover every single possible aspect of the game in guides so look forward to that when the time comes! Hopefully parries don't change otherwise ill have to remake this video lol :(
@@czyjoe1 This is my favourite genre lol, the guy who says "I didn't mention XYZ" when theres a massive section of the video dedicated to exactly that. Sorry bud that your cognitive skills ain't firing today.
How do perfect parries react vs multi-hitting supers? does it stop them on the first hit? if the hits keep coming can you perfect parry each follow-up, or only hold to regular parry those? Can you block the first hit and then parry staggered follow-ups or are you locked in block stun? And I presume both parry types prevent all chip damage? Only info I could think of adding in another video, but I didn't have access to the beta.
@@pyide You perfect parry the first hit, and then just hold parry for the rest, or you can try to perfect parry every hit afterwards.
Nice to know to know about all the details on SF6's parries! A 2-frame window for perfect parries will be very difficult to pull off consistently, but very rewarding for skilled players.
Also good to know that though hitting someone during their parry's recovery frames results as a punish, they can block during those frames, but instead run the risk of being unable to tech throws.
Also, different attack types recover different amounts of gauge. Projectiles seem to give half a bar, melee 1 bar and drive impacts more than one bar, i think one and a half. Which if you like to spend gauge, can be a life saver knowing that parrying a block string will let you recharge instantly, even if you risk being thrown
You honestly have the best content man. The only one so far that fully breaks down the difference in Frame advantages on counter, punish counter ect.
Amazing SF lesson by my favourite versus fighting scientist.
I just got the frame science. Damn!!!
I definitely will go back to SF with this opus.
This. This is it.
Never really held any kind of hype for street fighter 6 before, but now I do just for this mechanic alone. That's cool as hell.
Love how informative you are .. so great how you analyze the mechanics of the game ❤thank you Bro
Happy to be of help! 💪🐵
Agreed
For context, in 3s regular parries are 10f and red parries are 2f for specials/supers and 3f for normals. So parry punishes aren't going to be as regular as 3s.
thanks for keeping on with the great content. I watch them all. Stoked for SF6
i think perfect parrying fireballs is worth trying because they reward you with more drive meter
but i dont have the beta so im not sure..
I swear you are the best bc I was extremely curious about the parry system and you answered all my questions. Thank you and I would definitely want to fight some sets with you when it comes out
Whenever the game come outs its basically the only thing I will be streaming for quite some time, and I always find time to play games against people from the chat, so shouldn't be too hard!
The scaling makes sense, with how you already have Drive Impact and Reversal to help create/get around offense. They obviously don't want parry to define the meta again, just cover that particular niche the other mechanics don't.
Speaking of, how *are* Drive Reversals compared to Alpha Counters/V Reversals? Can they be thrown, how fast does the startup feel in actual gameplay, etc?
if I remember right they cannot be thrown(drive reversals that is), although honestly I barely used them right now. Too new to the game and its just never on my mind.
There’s a video of ken grabbing guile out of drive impact at the start up
@@stevenoconnor5693 of course the streamers got a copy of the game it would be dumb if they didn’t. Stop being salty, we most likely are getting an open beta in the near future
@@SoulInajar Drive reversal is a separate thing from drive impact
perfect parrying projectiles is kinda useful, it gives you less recovery time than if you just parried or blocked it, allowing you to just barely get a punish if you’re close enough, sometimes with a sweep or a long range button.
yeah its pretty powerful especially since PP against projectiles is alot easier due to start up animations for ranged.
I think the defensive meta in sf6 will be deep and intriguing because with drive parry you can force a neutral situation instead of challenging a frame trap option to you disadvantage. I'm guessing since you can block out of parry recovery frames may be you throw break as well as this theory goes so you can offset the opponent by changing his options mid attack which is deep. Grapplers would be deadly if the defensive meta is possible and developes.
You can't tech throws during parry recovery
Great info as usual, I'm hoping they bring an open beta, can't wait to play this
I came here from the demo to double check the frames for parry vs block from a trusted source and only learned just now about being able to block and unable to throw tech in parrys recovery frames. Learn something new everyday
Thank you so much for this video. The parry system was the thing I was most disappointed by in the SF6 reveal, but your breakdown makes me like it a little more. Seems like command grapplers are gonna be eating good this game.
That's GG Faultless Defense, but with bar refill.
I'm glad it's not free. In 3, parry was free.
As someone whose specialty is one-frame mechanics, I'm looking forward to trying this out and going for Perfect Parries whenever applicable.
They definitely seem to be situational though, and not something you want to abuse. Which... will have me crying but, oh well.
Thanks for this video. I really appreciate the information & display.
Great video bro
i love how this tutorials feels like you're in the couch explaning to us noobs the parry system
Amazing tutorial as usual. I main Tekken and genuinenly interested in SF6. Looking forward to your analysis regarding classic vs modern controls/combo and setups for new comers and veterans alike
something like that ill prob save for launch, limited time with the beta so I have to pick and choose topics to work with.
I’d love a video on sodc cleaning for hit box vs sfv. Thx for all you do. Sending Good Vibes
greater hitbox video will come in time now that I have mine in, and multiple ones. Not sure exact date but it will happen eventually
@@rooflemonger you’re the man thx my dood!
Thank you for posting this video, your videos always make my day good sir!
I didn't know you could block in the parry recovery, that's huge!
One important note you didn't emphasize is that there is an incentive to perfect parry projectiles. You recover much faster, just like perfect parrying normals for example. Because of that, you can move forward or even punish in ways that you would not be able to otherwise. The easiest example is against Guile. His recovery is so fast that you will NEED to perfect parry otherwise you are forced into his game by default. But if you succeed, it will make his boom game way less advantageous.
Thanks for making this.
wow, I had no idea you could block during the recovery frames, before that, I thought the parries were way worse than they actually are !
thanks a lot for the in-depth video!!
AMAZING! Truly top notch teaching skills on display. Orders concepts in a way that make sense. Takes time to demonstrate and repeat. Just a great example of breaking down a complex idea.
glad you found it helpful!
Funny how perfect parrying fireballs ended up being quite useful in some niche situations.
So basically a perfect parry is a V-Shift!
When Capcom stretched SFV for one more season, it's crystal clear they added some SF6's mechanics, including the "mystery" behind SFV Luke's V-meter regenerates automatically (like Drive gauge).
You're a legend for these videos
As always, thank you for putting out this content. One thing I noticed that you didn’t mention is when you throw someone during the parry recovery frames it’s a hard knockdown whereas they normally result in a soft knockdown.
Not sure how I feel about how easy the parry is to execute relative to how much benefit it provides. Guess I’ll have to wait to see how it plays out in actual matches.
Unless you hit the perfect parry it's only benefit is meter gain. And you run the risk of Untechable, hard knockdown Punish Throws. Against a Grappler that could be a death sentence.
Thats cause its a punish counter, has nothing to do with the fact its a parry. I didn't "forget" to mention it.
@@rooflemonger okay, calm down. I didn’t realize all punish counter knockdowns are hard.
@@ReaveIdono meter gain and being invincible
@@RobotPlaysGames You're not invincible if you can't tech throws and they do boosted damage.
One thing that was visible even if not explicitly mentioned was that a perfect parry on a fireball has greatly reduced recovery, this is probably most relevant if used to perfect parry something like a slow boom with Guile walking at you behind it.
In general though some of the best uses will likely be on things like ambiguous cross ups where neither player is 100% sure which side it will land on. But basically you're gambling with drive gauge. You're betting meter that a strike is coming, guess right get rewarded with meter, guess wrong and lose health and meter to a punish. The other big one will be reading correctly a multi-hitting move where you might get a lot of meter back very quickly for guessing correctly.
good video man. the 2 frame window fo that perfect parry is definitely gonna be the big tech and also pain to learn. also not to abuse it too much like 3rd strike so i suggest using it sparingly for certain situations. nonetheless. really liked this video!!!
Once the Grapplers are here, I could see a lot of players looking to the Heavens asking 🙄"I could use a V-Shift about now"
Hmm that's actually pretty good system.
I saw a video on twitter where someone perfect parried and timed their punish to after the slowdown and they avoided the 50% penalty I can't test myself :(
Oh wow, they actually thought of the whole perfect parry on wake up thing. Maximilian Dood hypothesized that the damage scaling is so high because perfect parry was happening all the time on wake up during Capcom's testing. That sort of goes out the window here.
As a life-long Soul Calibur player, it seems like the SF6 parry mechanic, specifically the Perfect Parry, is pretty much identical to Soul Calibur's "Guard Impact", which is a parry with extremely strict timing that leaves your opponent in a stunned state for a fraction of a second, your opponent even has a really brief stunned state animation, and the only thing they can do is dodge, or parry you right back. SF6 is basically that, minus that stunned state animation, you can just attack right away.
In Soul Calibur, when your opponent gets parried, the only thing they can answer with is dodge or Guard Impact you right back, which if they did, that would sometimes lead to these epic parry battles where each opponent gets answered with a parry back & forth in rapid succession, it was EPIC. I'm really hoping that parry battle dynamic can be exploited in SF6, because would be incredible. And thanks to Rooflemonger's detailed explanation, because this totally clicked for me
Hey Rooflemonger, excellent video as always. A thought came to mind, could you test if an attack after Jamie's command grab as a counter punish gives bonus damage?
Only the EX version of his grab does damage and it does very little. That said I did test it, and it did not give the giant throw damage bonus, BUT, his grab is very different from a "normal" command grab, so jury still out imo until we can get honda/manon/zangief playable.
The only change I would make to Parry is to allow you to backdash out of it to bait throws
It's like the clockwork orange torture scene watching 20% or so undeserving lucky people have the time of their lives while the rest of us are forced to watch every detail of everything we're missing out on every second of every day in agony.. I'm ready for this nightmare weekend to be over already.
But sure this might be useful in 8 months or whatever so thanks
Very good video sir !
some tech i've seen for perfect parries is perfect parrying projectiles give you like, 0 block stun and no pushback, so you can just walk into hadoukens and cover distance with no penalty
To me it feels kind of scary to go for, you can really feel those recovery frames.
Also I saw Maximilian recently show off how a perfect parry is stupidly easy against meatys on wake-up since it comes out on frame 1 (which is probably a big part of why they scale damage so much).
If Capcom reduce that recovery frames then almost everyone can forget about guard and just use parry.
@@EliosMoonElios Yeah, I think it totally makes sense. It’s just not what I expected. I like that you can’t just spam it.
As shown in the video, that does not work. To perfect parry anything on wakeup, you need to actually perfectly time it. You cannot just hold the button, it does not work that way.
Thx for being active in the comments…you definitely covered this exact thing
I don't understand, in this comment never said you could hold the button and get perfect parry, he said it was easy to get on meaties. Which is a completely different thing. Meaties have to land in the first possible frame, otherwise they're not meaty, and if you know exactly which frame the attack is coming you can parry it. Perfect parry on wakeup is basically a 2-frame reversal window, which isn't objectively easy, but it's probably the easiest place to get a parry since it's so controlled.
Sweet, I was hoping someone would break the parry down!
evo moment 37 remade as a perfect parries, or just held down if you can't pull it off
Perfect Parrying is by the numbers, 5 times harder than it is in SF3. So I don't think thats really happening in a real match, besides way game works you dont need it anyways for the chun super specifically, regular parry til its done, then bop her.
@@rooflemonger someone just did it on twitter and its lame compared to 3rd strike. its so slow compared to 3rd strike where its very fast and your window to parry is very small compared to this
@@elitemanning_2-0 cause people are trying to put a square peg into a round hole. Not everything has to be that one moment from a million years ago. Perfect parries take much more skill than a sf3 parry
@@elitemanning_2-0 well yeah, because this isn't trying to be 3rd strike
I know Jamie has some sort of command grab in this beta. I wonder how the punish counter damage modifier effects that move.
his is like a yun/fei long style grab, doesn't do damage in and of itself.
@@rooflemonger Ah. Gotcha.
Good info in this one rooflemonger. Does perfect parrying projectiles give you any benefit like Increased meter, faster recovery... etc?
faster recovery, even less pushback, and a bit more drive meter gain
Blocking is allowed during normal parry recovery? This def changes how I feel about it, people will def start parrying once this becomes general knowledge
Brilliant video mate
Saw on max’s stream last night it looks like perfect parry on a projectile doesn’t lessen damage like a physical attack. He was getting full damage perfect partying the fireball off low forward.
It is the SF6 version with of Just Defence system from FF MOTW
Now that the game has been out awhile I figured I should learn how drive parry actually works!
I wish you would have mentioned how the dash cancel works with it. Great video either way though
It’s sounds like a mix of street fighter 4’s focus attack and Ryu’s street fighter V parry
I'm extremely excited for this game.
Seems like a good tool to get to block projectiles while walking forward. In other situations it seems like Drive Impact is a better choice (at least if used on a move that is not special cancellable so that your opponent can't DI back).
What about Drive Rushing out of Parries? How quickly can you do that? Can you throw tech during a drive rush? Can you use the rush to make parrying more plus than blocking? Or to reduce/remove the combo scaling from Perfect Parry?
You can do it pretty much whenever by dashing forward while parrying
Yes you can tech during drive rush
Yes the rush makes it more plus since you can cancel it into a button but doing so does not reduce scaling
@@KaitouKaiju nice. Thanks. But does it still have that perfect Parry scaling on the first hit? I guess it probably does but it was worth considering. Thanks again.
Amazing how you explain frame data. I personally don't like how Capcom designed parry in SF6. Guess 3rd Strike is still my last SF game.
So what this video is saying is that we need grapplers with teleports.
Great video!
I really only have two questions - can you parry mid jump like third strike and can you actually replicate evo moment 37 where you perfect parry every hit of Chun Li's super?
There is no air parries. You can perfect parry every hit of chuns super but theres basically no point other than showing off.
Honestly, this frame data bar thing Capcom put into the game is bonkers.
That's gonna be one of the most requested things in fighting games moving forward lol. Real time frame data? Massive qol change.
Shoutouts to Skullgirls (and DOA5, kinda) for doing it way back in 2012.
I think I saw something where if you time your attack after a perfect parry properly, then you don't get that 50% scaling. Not sure if this is true, but it would add even another layer of depth to this kind of interaction which would be cool.
You say that it doesn't do much if you perfect parry a fireball, but your recovery frames are gone. So you can follow up if you're close enough, or even stick a drive rush behind it and get combos off of it
Dude u sound like the guy from spiderman 1 and 2 who is in training mode. Eham. Bruce campbell
why does every single content creator on the planet love This is true Love Makin' from cvs2?
lol its a catchy ass tune
Dope
Rad
I saw no one parrying in all the videos of the beta, tells me everything I need to know about how much the scaling makes people want to do it
U can get unscaled combo damage off the perfect parry, if u link it at then end of the recovery of the perfect parry. Soo if combo straight away u get the 50% scaling.
you cannot, that video was wrong and the tweet since been deleted.
I'm just happy its not like SF3 parry system. SF3 parry system was a live or die mechanic as in if you were not good or a master using it you already lost the match before it begins.
wait so if normal parry is the same as on block does that mean u can hit them after if they don’t do anything like as if u were blocking the first time or is there still recovery on the normal parry after parrying the opponents hit n u can’t hit back? also can u parry out of blockstun?
I would have liked to see if regular parry cancel into green rush gives more frame advantage
Very interesting! I was very excited to see parries come back out to their "original" form. However, I'm not sure if I missed out on that video but is there a way to "perfect parry" a projectile?
I think I had more perfect parries in the last 2 days than the entirety of SFV
Now if they add Gen I will definitely play street fighter 6
When did Chef John start doing SF6 tutorials???
What's the point of normal parry vs block? The chance to maybe get some drive gauge and no chip? But leaves you more vulnerable to throws and costs Drive, not to mention loss of screen control.
It also beats high and low. Think of Kimberly running at you in neutral, she has an overhead and a low followup from run. You can guess high or low or you can parry which beats both.
@@ensanesane oh yeah. I hadn't thought of that since it wasn't mentioned in the video. It would also block cross ups, making it good at getting out of most mix ups for a low risk, though not free.
I heard that if you do a perfect parry the opponent cannot cancel into another move during their recovery. Is that the case?
Are you food wishes?
how much drive meter you receive back from a perfect parry? I would think you receive more back than a regular parry.
edit:
I believe its a full bar and half.
Slightly tangential, but has anyone found out if Jamie’s command grab gets buffed from punish counter? Like a larger opening to get a heavier combo starter or something?
What about multihits like a red fireball or chun’s classic super art? Do you have to tap parry each hit to perfect parry it, or can you perfect parry the first hit and hold out the rest?
you can perfect parry the first and hold out the rest
so a perfect parry is as strict as a red parry in 3S... speaking of red parry, can you parry out of blockstun?
Also, with wakeup hold parry into block, will oki crossups be kinda obsolete? Dangerous with the throws if your opponent reacts to it i suppose
You can't parry while in blockstun
I've seen how they perfect parry the response from another perfect parry. You didn't show that. I wonder if it can be done back and forth.
Great balance Risk/Reward.
Hmm, no midair parry I’m guessing? That was one of the big positives about parries in SF3
Nope
You are committed while jumping
well for one this isn't SF3 and this parry functions differently and if you could do so here then Jump ins would be free and DPs would be all but useless
I like this implementation, there's reasons to choose blocking over parrying. I could see parrying some moves end up disadvantageous against say, a grappler because of the reduced knockback. In a daigo parry situation you're better off blocking, since you don't get chip killed and would get more damage off. It'd be nice if perfect parries were available in burnout or you could get chipped out outside of burnout to encourage smart parry play at low health, but this is still super cool.
Was there a parry macro at all? Or did two buttons feel consistent enough to not need one?
I miss directional parry
Took more skill and felt more risk reward vs holding a button Dwn to parry
Try doing perfect parry, thatll give u ur fix
@@EXFrost yea but even if you were to fail the perfect parry wouldn’t you still the regular parry regardless?
@@SoulInajar true
@@SoulInajar look at the image i sent to u tho
So, I'm wondering if this will be a seperate video, but how does being able to drive rush out of Drive Parry work? can you do it in Parry's recovery frames? how soon can you do it after normal parrying something?
You just hold parry and hit forward, forward. Conversely you can play with the input buffer a bit and hit forward, MP/MK+Forward and you do it frame 1 basically. As far as rushing after a parried move, far as I can tell you can do it once the effective equivalent of the "block stun" of parrying the move is done.
Noted.
So does a parried block string guarantee a throw? Or is there a mind game where the opponent mixes up when they end their strings to get the throw?
nope, cause if you parry the whole blockstring then let go, its the exact same frame data as if you blocked the move, as shown in the video. Recovery is only for whiffed parries or ones that are held too long.