Interesting! considering that even In 3rd strike although there are no real recovery frames, you are not allowed to throw tech if you had just attempted to parry. Which is why empty jump throw works so well in 3s.
2:12 Need to correct some misinformation here, the "wind down" animation of parry is *not* punishable. You can still block during it as long as you're actually blocking. If you want to prove it for yourself, set the bot's reversal option to drive parry and try to punish the recovery with the bot set to "Guard All". Even if you hit him while he's in the wind-down animation, he'll block you instead of parrying.
you can literally just test if parry is punishable by holding down back and mistiming a parry on anything, idk how he missed this, its what makes it so strong in block strings/frame traps
@@helshake6948 JP gets a free combo on you if you parry, he can setup departure and throw you during parry. At a range he will need to spend drive rush to guarantee a punish. He can't get a punish if you perfect parry since it's only 11f recovery with throw invincibility and the possibility to block/drive reversal but against a good JP normal parry is a risky idea, if he gets to combo you out of punish counter throw you're going to really feel it.
You are throw invincible for the 11f of recovery on perfect parrying the projectiles though, which makes it not a checkmate situation, but you're still guessing once the recovery is done. So learning the timing for perfect parry is probably a very good idea !
@@chris.pbacon7949agree completely, parrying departure seems like a bad idea because JP is free do to w/e. And block is also meh. Also the fact that the timing is predictable makes the 2 frame window of perfect parry less difficult. So it's cool to think that we have another potential spot for perfect parry. I will practice this if JPs start ruining my day
I think this is a correction? Maybe I’m wrong, but even while the prey recovers, I’m pretty sure you can still block. You just can’t throw tech, so it’s still quite wea to throws
Yes part of the whole reason parry is strong is because literally the only way it can be true punished is by throwing it. That's often a really big commitment in neutral, so fishing for parry against midrange attacks is generally very low risk.
The bonuses of Drive parry are that you don't lose Drive Gauge like you do when blocking (because that's the new chip damage system, you only get chip when burned out, otherwise you lose Drive Gauge) and if you do it perfectly you can get a small chance to act first and do something cool (though with a lot of damage scaling) but there's other ways of using Drive Gauge to do lots of damage... there's a whole tutorial in the game about all the Drive actions and how they can help you do damage, start combos, extend combos, etc.
This!!! There's lots of big moves that have lots of push back to make them safe. So, if you parry, it leaves you right next to them being able to punish them.
This game is amazing I’ve had it for only 3 weeks and there is so much to learn in it I grew up playing street fighter as a kid and these changes have made this game really fun
One thing I noticed from watching iDom is Manon is incentivized to go for perfect parries. Even if your combo afterwards is heavily scaled you still get the medal for landing the command throw.
@@GuitarSlayer136 burnout is pain blocking specials and supers will slowly but surely kill you, especially in the corner where you're also weak to drive impact which WILL just kill you right there
Exactly. The fact he got his information wrong and tries to tell people to block 9/10 instead of parry goes against the core mechanics of this game and its drive gauge. The drive gauge is literally the game but he's like nah bub you should block and let your drive gauge deplete lol
The best way of using parry is to put it inbetween strings. This 0:18 is how to *not* use the parry If your opponent does repetitive strings (like the classic: jab jab jab) perfect parrying the second or third Jab is free as fuck. Think of parry like just-block from Strive. You force your opponent to delay their string, or stop it entirely, making you able to take back the turn. Like bruh, its really weird that jmcroft doesnt realize what the actual job of parry is
one thing i would say about parry is if you know your opponent is gonna commit to a blockstring, its very worth it as you not only negate drive chip damage, but you also gain a modicum of drive meter back (much more if the block string is really long) if you find yourself drive meter hungry a lot of the time, parrying hits really help.
@@insertgenericname5534 that's true, but it still comes in clutch especially if you're on 1-2 bars of drive left. there are also times where your opponent will try to fish it out by doing DI cancellable moves and waiting for you to react.
Bit of misinformation here. You can block during parry recovery, you just have to block correctly if they go with an overhead or high.. this includes If you attempted the perfect parry as a tap parry is only active for 8 frames.. The only way to guarantee a punish is via a throw and that's all.. also Parry pushes the opponent back, so while blocking is okay if you aren't in a drive deficit... Parrying can be good to slightly push back and gain a whiff punish.
Would love to see a showcase on In-Battle accessibility settings. It was hard to get my partner into fighting games, but teaching her Modern Controls, and turning on sound accessibility while I play blindfolded has been an absolute blast. I would love to see more showcase to these options and show devs that people care about physical accessibility in games (not just easier controls).
@TheAgore47 can't always do that in ranges where you're supposed to be using pokes. Reading parry in those situations with walk up throw is possible but a huge commitment.
for opponent wake up situations I prefer delay teching them, if they super or ex DP I block, if they do nothing I grab, if they grab I tech. Whereas if I parry and they might spam wake up back throw x.x
i didn't understand anything about why 90% of the time blocking should be better? You said it but you didn't explain it. Parry gives you drive gauge on hit, block takes away. parry blocks high and low, block you have to choose. parry can perfect parry and reversal. the only downside to parry seems to be that it takes more slightly damage when you are thrown when parrying. i was hoping for some in-depth explanation here , regarding why I should block, instead again a video about why parry is good. your title has nothing to do with the video really.
If he says it and doesn't explain why then he's wrong. And he indeed is wrong. If you block 9/10 of what's coming at you your drive gauge is going to melt and you'll be in burnout. Someone else also pointed out that he thinks there's still chip damage in the game during normal gameplay at 5:19 lol
Here are two more scenarios where parry beats block: an opponent who likes to mix cross ups and normal air attacks, and your anti-air is unusable (e.g. Guile’s flash kick when you don’t have the time required to charge it); and defending against a projectile that is coming up from behind like Dhalsim’s Yoga Arch after it bounces behind you.
I'm hoping this gets changed it should require precise timing at least according to my knowledge of fighting games parry or reversal requires precise time for high risk high reward plus I think perfect parry is garbage at times like why do we get our damage nerf shouldn't we rewarded for the effort idk its just bad imo
I thought you also got drive reversal just by pressing DI during Parry so you don't need to press forward during parry to get it. I learned that from the game's tutorial mode and thats how I've been doing it.
I’m 99% sure the classic tutorial says u have to press forward and I played modern in world tour and it also said forward if I’m remembering correctly I think if u Press DI only you might get the same effect but slower, I’m not sure tho maybe I’m wrong!
@@HateSonneillon Im Pretty sure you do. I know i tried that out 2 days ago when i had no clue how drive parry works, but the world tour wanted me to do them. I Might've done something wrong, but im not sure what that would be.
@@ilikestamps2978 Sorry, I realized my comment came across as hostile sounding. I don't doubt that Ono would have made that statement. It's just that he's a controversial figure within the SF community.
perfect parry having any scaling at all makes no sense to me "Wow, you just got perfect timing on that parry! You're + but you also won't do shit if you try to punish!"
@@6die9ne i think they made it scale cuz of block strings, but i thought the point was that you can challenge em so people dont autopilot their offense, but whatever, but nah lets give JP a parry that stops almost everything instead or something
SF3 third strike had a TEN frame parry window!? I had no idea, that honestly sounds kinda ridiculous if there was no damage penalty after. Really need to actually try third strike since everyone loves it even with the gigantic parry window timing lol
I thought I heard somewhere that you can block during parry's recovery frames is this true? I think that should be taken into account when considering the risk of parrying. Also another situation where the game suggests you use parry is to defend against hi/low left/right mixups. thought it was worth mentioning.
I think parry is a great mechanic because since people are so throw anxious, it works well as a tool to bait them to approach. I only wish theyd add backwards drive rush somewhere later down the line.
Backward drive rush doesnt sound like a good idea unless they make it cost a ton of drive bar. The fireball characters will just dominate if it was a thing.
Seeing the video of the title and so many higher level players use it, makes me question anything being said, especially since not knowing the animation for releasing the parry is just visual and not punishable. Considering all the shenanigans the game has, it's crazy that someone would think being forced to guess is better than the parry. Basically, the only downsides you listed is that you can be baited, which is just part of the game anyways.
parry is throw punishable not strike punishable. it loses to shimmy unlike block which is the big deal. as long as you throw after the shimmy but it does 2000 instead of 1200 to balance not getting a combo
As each tournament comes, I'd love to see you break down the mechanics of the evolutions in the meta. Say in tournament 1, the current top tiers are all in top 8 and the expected character comes out on top. In tournament 2, however, if there are no patches but the top 8 have different characters, explain what tech has been found and what about the specific moves have been figured out, and how it shakes up the meta. Oftentimes, we just notice that certain characters lose favor and only get the reason of "they've been figured out", rather than actually learning what exactly was figured out. Was it parry/DI options like shown in this video, or optimal spacing and shimmy tech, etc etc. Also, when each patch comes out, perhaps highlight a few impactful changes that explain why we should expect the meta to shift, like a weather report XD "We should expect zones of high pressure and Russian Hurricanes sweeping in."
Yo jmcrofts, I love your videos usually, but I think you forgot a detail or two about the technical differences between Drive Parry and the way 3rd Strike parries work. In SFIII you have to commit to either block or parry with the stick. It's a powerful technique there not because of no whiff animation, but because if you screwed up the timing you would get hit by an attack and possibly an entire combo and just die. It was a higher risk/reward thing because blocking was always easier in many situations even if you took chip damage. Learning to parry effectively is not just holding forward on the stick, it's tapping it at exactly the right time and often multiple times with very precise timing. It takes a lot of experience to do well, which means at high levels being able to parry expertly is a game-changing skill provided you also know how to deal a ton of damage with a response once it's your turn again. Drive parry has a different purpose and different properties. There's no chip damage in SF6 when you block, but you lose Drive Gauge instead unless you're in burnout state. You also can't do any Drive actions when you're in burnout and you recover faster from that when you're on the ground blocking than when doing other stuff, and you have to watch out for Drive Impact in the corner and stuff. Drive Parry lets you avoid attacks without losing Drive Gauge and only requires some buttons to be pressed instead of choosing forward or back on the stick. It's a pretty safe option most times. Like blocking, though, it can be overcome by throws. The big difference - you can't try to parry early in SF3 - it fails and you get hit. You can parry early in SF6 and it just needs meter and gets some back if it works, but it doesn't automatically make it your turn unless you time it perfectly. Overall you're right in that there's better and worse cases for using each method, but SF6 is just different and the new Drive mechanics just aren't the same as SF3 and now there's different options and choices and Drive Parry (and Perfect Parry) all have their uses as well as all Drive Gauge skills. Drive Impact and Reversals are new skills that seem to take the place of the advantage you used to get with 3rd Strike parries, and combined with Drive Rush and the new parry system, I think there's a lot of nuance to it all that needs to be learned before you can say that one or another is always better. I think at higher levels people will find that everything in SF6 can be very situational with many different choices.
what about using it against heavy corner pressure with heavy mix up characters? that avoids a lot of guessing if you know exactly how to go back to block
If the frame window for a parry in 3S was 10 frames, then why was Daigo's parry of Chun Li's lightning legs so difficult? A 10-frame window makes it seem like it's easier than most combos.
The setting of the situation is what makes it such a huge deal. Down to a sliver of health against one of the best players in the world, on stage, championship point at EVO with thousands in attendance making noise, the pressure would have made most players miss one and lose it all.
@17Master No, it wasn't just the setting. It is an extremely difficult parry to do and he couldn't do it most attempts when he was practicing before the match. Being in a top 8 of EVO doesn't make players constantly drop easy combos they normally hit.
It's catching the first hit that's hard. In 3rd Strike, super freeze ignores your inputs so you can't attempt to input parry during Chun's super freeze. Chun's super has 1 frame of startup after the freeze, so you have exactly 1 frame to hit it, OR you have to try and guess with parry before the freeze (which is what Daigo was doing). Once you've got the first hit, the rest of the parry is theoretically easy, as long as you can block out all the people screaming and the pressure of the moment, which of course is quite hard. And the combo Daigo did after the moment is much stricter in old games than new games, so it's much more droppable than it looks.
@@PhilomathBret The parry is a set timing that never changes, so once you practice it and know the rhythm, there's nothing unpredictable about it. And the rhythm is not particularly hard to get used to. It's just catching the first hit that's the hardest part in a real match.
For those who didn’t know, Ryu’s kit in Street Fighter 6 is inspired by “Ryu”’s kit from Street Fighter 5. You can see based on just the moves alone, let alone the outfit the inspiration taken for this character.
Idk if it's just the nature of low level lobbies but arent you able to grab out of a successful parry(not perfect)? I was playing marisa against kim and anytime i parried her slide i just grabbed her out of parry
Great content! I always thought I am under utilitizing the parry mechanic. Its great to know there are some downsides that I didnt even know about. I just cant use it without thinking
I won’t write a big wall of text but I suggest reading some of the other comments, there are several bits of misinformation in this video and he’s overall wrong about parry being a worse option in most situations
Finally found this. I always find myself losing more when trying to parry anything that is not a projectile. I know Perfect Parry exists but the timing is quite strict, so I can never really take advantage of this mechanic...
about the option select. if my opponent is plus on block and i dont get the perfect parry, wouldn't my opponent be able to block the drive reversal and still be on my ass?
I do feel like Perfect Parry is rather weak. 2 frame window and your combo damage is halved? I can understand reducing the damage in exchange for a guaranteed combo, but considering the window, I feel like either the window needs to be increased or the damage penalty needs to be reduced.
It's more of a way to turn your opponent's offense around rather than being a route to big damage. There are points in certain characters' offense where a perfect parry is basically guaranteed if they don't try to hard read it. You can practice wake-up perfect parry, for example, and that will blow up basically any attempt to do a meaty attack (but lose to throw and shimmy, obviously). It also blows up a lot of "guaranteed" frame traps. As the game evolves perfect parry will only become more relevant, so I think the damage debuff is absolutely fine for what basically amounts to an extremely low risk invincible reversal combo starter.
@@dino3965 because it gives you insane frame advantage to start a combo with any starter with barely if any risk at all since parry has no high low or timing restriction if failed and DI needs specific call out in response.
Im new to street fighter and have a question that i haven't been able to find an answer too, hopefully someone can enlighten me... The question being - If an opponent is normal blocking, should i continue executing my combo/attacking, or just stop hitting them?? I've seen pros continue combos, but I've also seen them land 1 hit and then stop... so im not sure which is accidental vs intentional, and if intentional, then why?? Pros and Cons?? Etc...
I thought I was so crazy trying to use this move as someone new to SF. Parry feels like such a misnomer. Good to get the reasoning behind why I was getting so frustrated
I've noticed perfect parries aren't guaranteed punish either. I've had Ryu's OD shoryuken get BLOCKED after I completed a perfect parry. To me thats insane that you did everything right and you end up getting punished for it after the opponent blocks your move after the perfect parry.
I play an hour a day and with every passing day I found myself parrying less and less. I didn't notice this until yesterday or something. I took a couple days off and when I came back I nearly forgot that the party option even existed. I used it to drive dash, but didn't even remember that, that button was supposed to be used as a parry too. And this video explanation makes sense. Parrying is, in most cases, too slow and has a wiff animation where you can't counterattack but can still get punished
Parry into drive reversal is such a good strategy i will definitely be using that in matches against ken, juri and cammy. As kim more defensive options are needed. Ill be using this to fight out the corner especially
I actually had assumed that Parry gives you less blockstun and lets you react faster than blocking. Good to know now that isn't the case and only for perfect parries.
Great content as always jm! I'd be interested in seeing pro player match analysis type videos. Also the bee system mechanics open up various possibilities for new option selects so breakdowns for those would be more than appriciated fam
I feel like "you only press fwd to parry" is a weird thing to say is advantageous, maybe that's just from a pro's perspective but at my low rank it feels like the ultimate check on how powerful it is, given the narrow timing
you press forward when you think they will throw out a move. its not about timing you are doing a read. Parrying defensively is timed but it can be practiced
The very thing about Parry is that it should be considered an element of surprise. Surely everyone can parry now, but its all about WHAT you're looking to parry. The player's patterns, perhaps it can be a bait you're looking for.. etc etc.
Against Marisa, I like to fish for perfect parries against her charged Gladius, I'll have to try that against for EX Phalanx as well. Basically, it's better to use parry against the more telegraphed strikes. Since combos off of perfect parries scale horribly, I'd make sure to follow up with combos focused on better knockdowns rather than damage. That way, that small reward can at least lead into something bigger.
I swear when I went to the lab it showed dragon lash was like -1 on block 🤔 Could you,.or have you done, a video on frame data where you explain a bit more about how to read frame data properly. Maybe I'm just dumb as shit lol
i like to use parry to fuck up a combo cause it forces them to stop or block and get drive meter but overall i wouldn't recommend tapping parry and i think hold is better
Bro there’s no chip damage until burnout and imperfect parry can save drive gauge on defense versus blocking something like headbutt. Unless that’s what you meant by “chip damage”
Parry on wake-up can be pretty good since blocking should be your default anyways. It will cover every mixup and if they go for a meaty then you get an easy perfect parry. Of course this is rather simple to counter so don't go for it too often.
Compared to crazy anime or hyper fighters mix, SF6 mix is pretty basic. I still don't think it's worth it. On wake up, the only options you have are block and throw tech (outside of ex dp ofcourse). You're hardly improving one to make the other so much more damaging. Parry on wake up is something you see a lot around silver but I hardly see anyone go for it Plat +.
@@elsamurai1220 But if you don't get it, you're punished with the terrible fate of... Blocking. Or Parrying. Or getting thrown. Or wasting a little drive gauge if they don't attack you. The scaling is fine because there is very little risk to trying it compared to just blocking.
I don't fully agree with this simply because blocking reduces your gauge heavily. Mainly for characters like Gief who rely on it a ton and don't have counterplay if they get burnt out (big body, no level 1 super in the corner, all medium and heavy buttons can be DI'd, only 4F crLK can't be canceled). Also, perfect parry is not meant to do damage without super. If you combo into level 1-2-3, it will still do a ton of damage as super has 50% scale limit. Also, the main reason you want to PP is to combo into a better screen position, combo side switch, or back throw yourself out of the corner. PLUS, it's your turn, your momentum. Corner in this game has the potential to kill someone, if you PP and side switch from it, it's worth more than any damage you can get from the combo. Also, big damage from perfect parry would be unfair as you can PP by pure luck read or execution.
I think you forgot to mention one important fact about the Drive Parry and that is that every attack you block with a parry *restores* your Drive Gauge. I think it's a set amount of gauge per hit rather than scaling by damage, so if you can parry a Chun-Li Lightning Kick for example you'll get back a huge amount of Drive! It's a great risk/reward move when your gauge is low.
evasion is always better than either blocking or parrying no matter what game you play, even non fighting games. unless it's a massive aoe attack in which case you're screwed anyway.
The wind down animation of parry takes too long to recover and do anything. I usually get thrown afterwards. I find parrying a waste other than to combat against Drive Impact.
I'd argue that if you have more drive meter than your opponent and they're chucking fireballs, you Shouldn't parry and should instead neutral jump or use some kind of ability to get around the fireball because while parry will make your meter drop less than blocking the fireball, the opponent Still gets full gain from the fireball "connecting" with you. The way parry works in this game is incredible... because it feels like Capcom went out of their way to make sure parry wasn't an overpowered defensive mechanic in this game.
Hi jm love your videos longtime fan. So I have an idea for a video, maybe you can show us how to read the frame data that shows after an attack or show us which character moves are safe on block and last but not least you are the reason I got back into fighting games keep up the great content my man🤙
It depends on the character. Kimberly has no invincible reversals outside of supers, so for her the drive reversal can be quite useful. For others, perhaps not so much.
Oops you guys are right, you CAN block during parry recovery, however you are locked out of throw tech
Interesting! considering that even In 3rd strike although there are no real recovery frames, you are not allowed to throw tech if you had just attempted to parry. Which is why empty jump throw works so well in 3s.
makes sense as throw is the only punish
@EpixRed people iirc can still fuzzy jump after parrying which makes oki situations pretty volatile at higher level play.
You can tech throw only after parrying
TBH "parry" is a really bad name for the mechanic considering what it actually does.
"drive guard" would have been way better.
Drive Guard and then the Perfect Parry could just be Drive Parry.
i wish perfect parry still available even when your bar is exhausted.
@@ivanleon6164 lets go Justin
@@ivanleon6164 and i wish drive impact and EX moves were still available when your bar was empty. But that's the point of the bar.
thanks, it's called "drive guard" from here on out. You have spoken.
2:12 Need to correct some misinformation here, the "wind down" animation of parry is *not* punishable. You can still block during it as long as you're actually blocking. If you want to prove it for yourself, set the bot's reversal option to drive parry and try to punish the recovery with the bot set to "Guard All". Even if you hit him while he's in the wind-down animation, he'll block you instead of parrying.
Indeed, big disinformation on the video
you can literally just test if parry is punishable by holding down back and mistiming a parry on anything, idk how he missed this, its what makes it so strong in block strings/frame traps
i hope he correct that soon
Yep, big misinfo. That should change what he mentioned about blocking being better 9/10
You can't tech grabs during the recovery, though
Parry also covers overheads and lows and cross ups. So if youre not sure how to block a move parry covers all of it.
Yes I was going to say that. Parry is good for certain things. Like jp super
@@helshake6948 JP gets a free combo on you if you parry, he can setup departure and throw you during parry. At a range he will need to spend drive rush to guarantee a punish. He can't get a punish if you perfect parry since it's only 11f recovery with throw invincibility and the possibility to block/drive reversal but against a good JP normal parry is a risky idea, if he gets to combo you out of punish counter throw you're going to really feel it.
You are throw invincible for the 11f of recovery on perfect parrying the projectiles though, which makes it not a checkmate situation, but you're still guessing once the recovery is done. So learning the timing for perfect parry is probably a very good idea !
@@chris.pbacon7949agree completely, parrying departure seems like a bad idea because JP is free do to w/e. And block is also meh. Also the fact that the timing is predictable makes the 2 frame window of perfect parry less difficult. So it's cool to think that we have another potential spot for perfect parry. I will practice this if JPs start ruining my day
I think this is a correction? Maybe I’m wrong, but even while the prey recovers, I’m pretty sure you can still block. You just can’t throw tech, so it’s still quite wea to throws
Yes part of the whole reason parry is strong is because literally the only way it can be true punished is by throwing it.
That's often a really big commitment in neutral, so fishing for parry against midrange attacks is generally very low risk.
Yeah, it's kind of a big error in the video.
You are correct
@@feri7mble "kind of a big error☝️🤓" great input
@Zenbon111 it's agreement and reinforcement.
What was your contribution?
There is another bonus to parry , I believe it means you take slightly less block push so strings or moves they are safe by spacing may be punishable
The bonuses of Drive parry are that you don't lose Drive Gauge like you do when blocking (because that's the new chip damage system, you only get chip when burned out, otherwise you lose Drive Gauge) and if you do it perfectly you can get a small chance to act first and do something cool (though with a lot of damage scaling) but there's other ways of using Drive Gauge to do lots of damage... there's a whole tutorial in the game about all the Drive actions and how they can help you do damage, start combos, extend combos, etc.
This!!! There's lots of big moves that have lots of push back to make them safe. So, if you parry, it leaves you right next to them being able to punish them.
This game is amazing I’ve had it for only 3 weeks and there is so much to learn in it I grew up playing street fighter as a kid and these changes have made this game really fun
I feel the same way the mechanics are super deep and well balanced
One thing I noticed from watching iDom is Manon is incentivized to go for perfect parries. Even if your combo afterwards is heavily scaled you still get the medal for landing the command throw.
If you parry multiple hits with one parry activation I believe you actually gain a lot more drive meter than you spent
If you can parry it.
You should.
It's the key to avoiding burnout in this game.
@@GuitarSlayer136 burnout is pain
blocking specials and supers will slowly but surely kill you, especially in the corner where you're also weak to drive impact which WILL just kill you right there
Exactly. The fact he got his information wrong and tries to tell people to block 9/10 instead of parry goes against the core mechanics of this game and its drive gauge. The drive gauge is literally the game but he's like nah bub you should block and let your drive gauge deplete lol
Yeah, if you're low on Drive, the parry can be a great way to save yourself from Burnout.
The best way of using parry is to put it inbetween strings. This 0:18 is how to *not* use the parry
If your opponent does repetitive strings (like the classic: jab jab jab) perfect parrying the second or third Jab is free as fuck.
Think of parry like just-block from Strive. You force your opponent to delay their string, or stop it entirely, making you able to take back the turn.
Like bruh, its really weird that jmcroft doesnt realize what the actual job of parry is
I was waiting for jmcroft to mension this. I'm genuinly in disbelief on the thought that he actually doesnt get it.
one thing i would say about parry is if you know your opponent is gonna commit to a blockstring, its very worth it as you not only negate drive chip damage, but you also gain a modicum of drive meter back (much more if the block string is really long) if you find yourself drive meter hungry a lot of the time, parrying hits really help.
If you think your opponent isn’t going to grab and is not gonna stop hitting then I’d argue you might as well drive impacta
@@insertgenericname5534 that's true, but it still comes in clutch especially if you're on 1-2 bars of drive left. there are also times where your opponent will try to fish it out by doing DI cancellable moves and waiting for you to react.
@@kurocon6235you mean cross ups? It does
@Kurocon DI on its own spends 1 and yes drive parry blocks behind you
Bit of misinformation here. You can block during parry recovery, you just have to block correctly if they go with an overhead or high.. this includes If you attempted the perfect parry as a tap parry is only active for 8 frames..
The only way to guarantee a punish is via a throw and that's all.. also Parry pushes the opponent back, so while blocking is okay if you aren't in a drive deficit... Parrying can be good to slightly push back and gain a whiff punish.
Would love to see a showcase on In-Battle accessibility settings.
It was hard to get my partner into fighting games, but teaching her Modern Controls, and turning on sound accessibility while I play blindfolded has been an absolute blast. I would love to see more showcase to these options and show devs that people care about physical accessibility in games (not just easier controls).
There's a reason Mago says Drive Parry is OP and you missed the crucial detail that parry recovery can ONLY be true punished by throws.
Who else ?
My lizard brain is already wired to mash throw the second I see blue flash
@TheAgore47 can't always do that in ranges where you're supposed to be using pokes. Reading parry in those situations with walk up throw is possible but a huge commitment.
@@A2ZOMG poking? I'm a ken player. I don't kniw footsies
@@TheAgore47You mean, you never throw out 5HK? Really??
for opponent wake up situations I prefer delay teching them, if they super or ex DP I block, if they do nothing I grab, if they grab I tech. Whereas if I parry and they might spam wake up back throw x.x
i didn't understand anything about why 90% of the time blocking should be better? You said it but you didn't explain it. Parry gives you drive gauge on hit, block takes away. parry blocks high and low, block you have to choose. parry can perfect parry and reversal. the only downside to parry seems to be that it takes more slightly damage when you are thrown when parrying. i was hoping for some in-depth explanation here , regarding why I should block, instead again a video about why parry is good. your title has nothing to do with the video really.
if you parry you get thrown for free if you block they have to guess on the throw. thats pretty much it
@@Cannon_Shots Yeah, so blocking has a 0.5 benefit over parry while parry has 4 or more benefits over blocking.
pretty much, and the funny thing, japanese pros think parries are strong and use them also a lot
If he says it and doesn't explain why then he's wrong. And he indeed is wrong. If you block 9/10 of what's coming at you your drive gauge is going to melt and you'll be in burnout. Someone else also pointed out that he thinks there's still chip damage in the game during normal gameplay at 5:19 lol
You do such a great job of showcasing these ideas and explaining what and why, damn nice.
Here are two more scenarios where parry beats block: an opponent who likes to mix cross ups and normal air attacks, and your anti-air is unusable (e.g. Guile’s flash kick when you don’t have the time required to charge it); and defending against a projectile that is coming up from behind like Dhalsim’s Yoga Arch after it bounces behind you.
Also you can hold the block input while mashing parry to try to randomly get a perfect parry during a block string
I'm hoping this gets changed it should require precise timing at least according to my knowledge of fighting games parry or reversal requires precise time for high risk high reward plus I think perfect parry is garbage at times like why do we get our damage nerf shouldn't we rewarded for the effort idk its just bad imo
Love JmCroft's enthusiasm. It shows he really loves whathe's doing.
If you perfect parry a fireball, you can get instant drive Rush into a 30% damage combo. This tech alone got me into diamond.
You can still block during the “recovery” frames of parry so that part of the info is wrong
you can't throw tech during recovery. its a punish counter throw so its dealing 20%
"Please use block instead of parry."
This message was brought to you by a large italian lady.
Italian lady also loves to command throw you when you think it's safe to parry
I thought you also got drive reversal just by pressing DI during Parry so you don't need to press forward during parry to get it. I learned that from the game's tutorial mode and thats how I've been doing it.
I’m 99% sure the classic tutorial says u have to press forward and I played modern in world tour and it also said forward if I’m remembering correctly I think if u Press DI only you might get the same effect but slower, I’m not sure tho maybe I’m wrong!
command list says forward + DI
@@Cannon_Shots Do you need to press forward during parry though?
@@HateSonneillon Im Pretty sure you do. I know i tried that out 2 days ago when i had no clue how drive parry works, but the world tour wanted me to do them. I Might've done something wrong, but im not sure what that would be.
It should be mentioned that a big downside to parry is how damaging throws become since they get a punish counter damage boost
Good tips JMC. I learnt a lot!
I remember Ono saying he wished he didn't add parry to SF3 because it was too dominant, seems that sentiment stayed
Ono was an intern delivering company mail when SF3 came out.
Ono was sound manager in SF 3. I highly doubt he was consulted when gameplay mechanics were being designed.
Ono didn’t work on 6
@ZoMbi5lAy3r well it was someone I don't really remember I just know him as the street fighter guy
@@ilikestamps2978 Sorry, I realized my comment came across as hostile sounding. I don't doubt that Ono would have made that statement. It's just that he's a controversial figure within the SF community.
You forgot one situation where you want to perfect parry: When you want to style on your opponent and really drive home that you dominate them.
i get it
Perfect parrying always having 50% dmg scaling is kinda sad for how hard it is in certain situations, tho changing it would be awkward
perfect parry having any scaling at all makes no sense to me
"Wow, you just got perfect timing on that parry! You're + but you also won't do shit if you try to punish!"
@@6die9ne i think they made it scale cuz of block strings, but i thought the point was that you can challenge em so people dont autopilot their offense, but whatever, but nah lets give JP a parry that stops almost everything instead or something
SF3 third strike had a TEN frame parry window!? I had no idea, that honestly sounds kinda ridiculous if there was no damage penalty after. Really need to actually try third strike since everyone loves it even with the gigantic parry window timing lol
Even with such a huge window of opportunity, I still can't parry for shit in 3rd strike
I thought I heard somewhere that you can block during parry's recovery frames is this true? I think that should be taken into account when considering the risk of parrying.
Also another situation where the game suggests you use parry is to defend against hi/low left/right mixups. thought it was worth mentioning.
You can block during recovery but you cant tech throws
Thanks for the option select at the end, didn't know about that. Super helpful!
one other obvious use case for parry is when you're too low hp to drive impact their drive impact
I think parry is a great mechanic because since people are so throw anxious, it works well as a tool to bait them to approach. I only wish theyd add backwards drive rush somewhere later down the line.
Backward drive rush doesnt sound like a good idea unless they make it cost a ton of drive bar. The fireball characters will just dominate if it was a thing.
@@VergilMustDie666 It was in sf5 called v-shift and it was nice. Good for escaping okizeme but with a cost.
I hope they make perfect parries more akin to third strike. I would love to see more of them in tournament matches
Seeing the video of the title and so many higher level players use it, makes me question anything being said, especially since not knowing the animation for releasing the parry is just visual and not punishable. Considering all the shenanigans the game has, it's crazy that someone would think being forced to guess is better than the parry. Basically, the only downsides you listed is that you can be baited, which is just part of the game anyways.
parry is throw punishable not strike punishable. it loses to shimmy unlike block which is the big deal. as long as you throw after the shimmy but it does 2000 instead of 1200 to balance not getting a combo
Not me only just learning the input for a drive reversal in this video completely by accident
As each tournament comes, I'd love to see you break down the mechanics of the evolutions in the meta.
Say in tournament 1, the current top tiers are all in top 8 and the expected character comes out on top.
In tournament 2, however, if there are no patches but the top 8 have different characters, explain what tech has been found and what about the specific moves have been figured out, and how it shakes up the meta.
Oftentimes, we just notice that certain characters lose favor and only get the reason of "they've been figured out", rather than actually learning what exactly was figured out. Was it parry/DI options like shown in this video, or optimal spacing and shimmy tech, etc etc.
Also, when each patch comes out, perhaps highlight a few impactful changes that explain why we should expect the meta to shift, like a weather report XD "We should expect zones of high pressure and Russian Hurricanes sweeping in."
Yo jmcrofts, I love your videos usually, but I think you forgot a detail or two about the technical differences between Drive Parry and the way 3rd Strike parries work. In SFIII you have to commit to either block or parry with the stick. It's a powerful technique there not because of no whiff animation, but because if you screwed up the timing you would get hit by an attack and possibly an entire combo and just die. It was a higher risk/reward thing because blocking was always easier in many situations even if you took chip damage. Learning to parry effectively is not just holding forward on the stick, it's tapping it at exactly the right time and often multiple times with very precise timing. It takes a lot of experience to do well, which means at high levels being able to parry expertly is a game-changing skill provided you also know how to deal a ton of damage with a response once it's your turn again.
Drive parry has a different purpose and different properties. There's no chip damage in SF6 when you block, but you lose Drive Gauge instead unless you're in burnout state. You also can't do any Drive actions when you're in burnout and you recover faster from that when you're on the ground blocking than when doing other stuff, and you have to watch out for Drive Impact in the corner and stuff. Drive Parry lets you avoid attacks without losing Drive Gauge and only requires some buttons to be pressed instead of choosing forward or back on the stick. It's a pretty safe option most times. Like blocking, though, it can be overcome by throws. The big difference - you can't try to parry early in SF3 - it fails and you get hit. You can parry early in SF6 and it just needs meter and gets some back if it works, but it doesn't automatically make it your turn unless you time it perfectly.
Overall you're right in that there's better and worse cases for using each method, but SF6 is just different and the new Drive mechanics just aren't the same as SF3 and now there's different options and choices and Drive Parry (and Perfect Parry) all have their uses as well as all Drive Gauge skills. Drive Impact and Reversals are new skills that seem to take the place of the advantage you used to get with 3rd Strike parries, and combined with Drive Rush and the new parry system, I think there's a lot of nuance to it all that needs to be learned before you can say that one or another is always better. I think at higher levels people will find that everything in SF6 can be very situational with many different choices.
He forgot even more details because at 5:19 he thinks chip damage is still a thing during normal gameplay lol oof
what about using it against heavy corner pressure with heavy mix up characters? that avoids a lot of guessing if you know exactly how to go back to block
Be careful with this, corner pressure is usually ready to throw at any moment and will get big damage on you if you parry and they throw you.
@@Zdman2001 or if you block and get DI'd
If the frame window for a parry in 3S was 10 frames, then why was Daigo's parry of Chun Li's lightning legs so difficult? A 10-frame window makes it seem like it's easier than most combos.
The setting of the situation is what makes it such a huge deal. Down to a sliver of health against one of the best players in the world, on stage, championship point at EVO with thousands in attendance making noise, the pressure would have made most players miss one and lose it all.
@17Master No, it wasn't just the setting. It is an extremely difficult parry to do and he couldn't do it most attempts when he was practicing before the match. Being in a top 8 of EVO doesn't make players constantly drop easy combos they normally hit.
It's catching the first hit that's hard. In 3rd Strike, super freeze ignores your inputs so you can't attempt to input parry during Chun's super freeze. Chun's super has 1 frame of startup after the freeze, so you have exactly 1 frame to hit it, OR you have to try and guess with parry before the freeze (which is what Daigo was doing).
Once you've got the first hit, the rest of the parry is theoretically easy, as long as you can block out all the people screaming and the pressure of the moment, which of course is quite hard. And the combo Daigo did after the moment is much stricter in old games than new games, so it's much more droppable than it looks.
@@Infil Interesting. I thought the parries after it started were supposed to be hard too because the timing between the kicks changes.
@@PhilomathBret The parry is a set timing that never changes, so once you practice it and know the rhythm, there's nothing unpredictable about it. And the rhythm is not particularly hard to get used to. It's just catching the first hit that's the hardest part in a real match.
For those who didn’t know, Ryu’s kit in Street Fighter 6 is inspired by “Ryu”’s kit from Street Fighter 5. You can see based on just the moves alone, let alone the outfit the inspiration taken for this character.
Another fact, the game is called Street Fighter 6 because the last game was called Street Fighter 5.
5:22 how would you get chip damage if you had drive gauge to parry anyway and not burned out?
Idk if it's just the nature of low level lobbies but arent you able to grab out of a successful parry(not perfect)? I was playing marisa against kim and anytime i parried her slide i just grabbed her out of parry
If someone throws a strange egg laying marsupial at you then you should also parry the platypus.
You can also parry drive impact in the corner so you don't get the wall splat and the opponent gets a combo
Great content! I always thought I am under utilitizing the parry mechanic. Its great to know there are some downsides that I didnt even know about. I just cant use it without thinking
I won’t write a big wall of text but I suggest reading some of the other comments, there are several bits of misinformation in this video and he’s overall wrong about parry being a worse option in most situations
Finally found this.
I always find myself losing more when trying to parry anything that is not a projectile. I know Perfect Parry exists but the timing is quite strict, so I can never really take advantage of this mechanic...
about the option select. if my opponent is plus on block and i dont get the perfect parry, wouldn't my opponent be able to block the drive reversal and still be on my ass?
I do feel like Perfect Parry is rather weak. 2 frame window and your combo damage is halved? I can understand reducing the damage in exchange for a guaranteed combo, but considering the window, I feel like either the window needs to be increased or the damage penalty needs to be reduced.
Biggest rewards from a perfect parry is that you get a punish counter. Punish counters destroys your opponents drive gauge
Nah that's a bad take, it's a very safe option that consumes very little resource and often nets full combo punish as reward.
It's more of a way to turn your opponent's offense around rather than being a route to big damage. There are points in certain characters' offense where a perfect parry is basically guaranteed if they don't try to hard read it. You can practice wake-up perfect parry, for example, and that will blow up basically any attempt to do a meaty attack (but lose to throw and shimmy, obviously). It also blows up a lot of "guaranteed" frame traps. As the game evolves perfect parry will only become more relevant, so I think the damage debuff is absolutely fine for what basically amounts to an extremely low risk invincible reversal combo starter.
It makes 0 sense to me why perfect parry starts scaling at 50 and impact starts it at like 80 or something
@@dino3965 because it gives you insane frame advantage to start a combo with any starter with barely if any risk at all since parry has no high low or timing restriction if failed and DI needs specific call out in response.
A great time to use parry is against ken jinrai kick mixups, can block high and low and get a punish
Still waiting for the "wake up options video" and "trapped in a corner options video". Lol I'm getting wrecked and I'm not sure what I'm doing wrong.
i think while blocking with certain characters that have *charge*, it's useful to negative edge before hand
Im new to street fighter and have a question that i haven't been able to find an answer too, hopefully someone can enlighten me... The question being -
If an opponent is normal blocking, should i continue executing my combo/attacking, or just stop hitting them??
I've seen pros continue combos, but I've also seen them land 1 hit and then stop... so im not sure which is accidental vs intentional, and if intentional, then why?? Pros and Cons?? Etc...
I thought I was so crazy trying to use this move as someone new to SF. Parry feels like such a misnomer. Good to get the reasoning behind why I was getting so frustrated
I've noticed perfect parries aren't guaranteed punish either. I've had Ryu's OD shoryuken get BLOCKED after I completed a perfect parry. To me thats insane that you did everything right and you end up getting punished for it after the opponent blocks your move after the perfect parry.
“Parry” is one of your best friends in this iteration of Street Fighter
I play an hour a day and with every passing day I found myself parrying less and less. I didn't notice this until yesterday or something. I took a couple days off and when I came back I nearly forgot that the party option even existed. I used it to drive dash, but didn't even remember that, that button was supposed to be used as a parry too. And this video explanation makes sense. Parrying is, in most cases, too slow and has a wiff animation where you can't counterattack but can still get punished
Parry into drive reversal is such a good strategy i will definitely be using that in matches against ken, juri and cammy. As kim more defensive options are needed. Ill be using this to fight out the corner especially
I actually had assumed that Parry gives you less blockstun and lets you react faster than blocking. Good to know now that isn't the case and only for perfect parries.
Great content as always jm! I'd be interested in seeing pro player match analysis type videos. Also the bee system mechanics open up various possibilities for new option selects so breakdowns for those would be more than appriciated fam
I feel like "you only press fwd to parry" is a weird thing to say is advantageous, maybe that's just from a pro's perspective but at my low rank it feels like the ultimate check on how powerful it is, given the narrow timing
you press forward when you think they will throw out a move. its not about timing you are doing a read. Parrying defensively is timed but it can be practiced
@@Cannon_Shots this makes sense! thank you.
How do i work training mode i been tryna lab situations but im confused in the menu
Paring also negates any knock-back on block. So walking forward and paring is way more effective vs projectiles.
Random note but you can D.I Blanka ball if you’re fast enough
Great tutorial... I love the fact that SF6 is so balanced and its truly a thinking mans game.
The very thing about Parry is that it should be considered an element of surprise. Surely everyone can parry now, but its all about WHAT you're looking to parry. The player's patterns, perhaps it can be a bait you're looking for.. etc etc.
Video aged like milk
6:21 - 6:23 I'm childish for this. Lmao
Against Marisa, I like to fish for perfect parries against her charged Gladius, I'll have to try that against for EX Phalanx as well. Basically, it's better to use parry against the more telegraphed strikes.
Since combos off of perfect parries scale horribly, I'd make sure to follow up with combos focused on better knockdowns rather than damage. That way, that small reward can at least lead into something bigger.
Option select sounds so cool! I'll have to try it out! My 8 year old is killing me right now and I need all the help I can get
I swear when I went to the lab it showed dragon lash was like -1 on block 🤔
Could you,.or have you done, a video on frame data where you explain a bit more about how to read frame data properly. Maybe I'm just dumb as shit lol
You forgot to mention that if you parry a multihit super, you usually get an INSANE amount of gauge.
I was thinking that Drive Reversal cost too much for how weak it seems, but I wonder if this OS justifies it.
i like to use parry to fuck up a combo cause it forces them to stop or block and get drive meter but overall i wouldn't recommend tapping parry and i think hold is better
This is a great video. Thank you
Bro there’s no chip damage until burnout and imperfect parry can save drive gauge on defense versus blocking something like headbutt. Unless that’s what you meant by “chip damage”
Parry on wake-up can be pretty good since blocking should be your default anyways. It will cover every mixup and if they go for a meaty then you get an easy perfect parry. Of course this is rather simple to counter so don't go for it too often.
Compared to crazy anime or hyper fighters mix, SF6 mix is pretty basic.
I still don't think it's worth it.
On wake up, the only options you have are block and throw tech (outside of ex dp ofcourse).
You're hardly improving one to make the other so much more damaging.
Parry on wake up is something you see a lot around silver but I hardly see anyone go for it Plat +.
@@callmetravesty8762 I 100% do it against Cammy and Honda in Plat and diamond.
The problem with perfect parry is that if you do get it, your punish automatically gets scaled to 50%. Making using perfect parry highly situational.
@@elsamurai1220 But if you don't get it, you're punished with the terrible fate of...
Blocking. Or Parrying. Or getting thrown. Or wasting a little drive gauge if they don't attack you. The scaling is fine because there is very little risk to trying it compared to just blocking.
@@callmetravesty8762 you can do wakeup perfect parry. Its practically a dp with less risk.
its gonna be so hype if a pro gets a parry in a tournament
Great tutorials, thanks
I did a perfect party the other day and the dude immediately hit drive impact and wrecked me lol
Yeah sometimes perfect parry doesn’t do crap and your opponent can immediately dunk on you. Happened to me as well.
I don't fully agree with this simply because blocking reduces your gauge heavily. Mainly for characters like Gief who rely on it a ton and don't have counterplay if they get burnt out (big body, no level 1 super in the corner, all medium and heavy buttons can be DI'd, only 4F crLK can't be canceled). Also, perfect parry is not meant to do damage without super. If you combo into level 1-2-3, it will still do a ton of damage as super has 50% scale limit. Also, the main reason you want to PP is to combo into a better screen position, combo side switch, or back throw yourself out of the corner. PLUS, it's your turn, your momentum. Corner in this game has the potential to kill someone, if you PP and side switch from it, it's worth more than any damage you can get from the combo. Also, big damage from perfect parry would be unfair as you can PP by pure luck read or execution.
I think you forgot to mention one important fact about the Drive Parry and that is that every attack you block with a parry *restores* your Drive Gauge. I think it's a set amount of gauge per hit rather than scaling by damage, so if you can parry a Chun-Li Lightning Kick for example you'll get back a huge amount of Drive! It's a great risk/reward move when your gauge is low.
evasion is always better than either blocking or parrying no matter what game you play, even non fighting games. unless it's a massive aoe attack in which case you're screwed anyway.
The wind down animation of parry takes too long to recover and do anything. I usually get thrown afterwards. I find parrying a waste other than to combat against Drive Impact.
everytime i parry, i immediately spam the grab buttons, so that way i can counter my opponent when they try to grab me out of parry
I'd argue that if you have more drive meter than your opponent and they're chucking fireballs, you Shouldn't parry and should instead neutral jump or use some kind of ability to get around the fireball because while parry will make your meter drop less than blocking the fireball, the opponent Still gets full gain from the fireball "connecting" with you.
The way parry works in this game is incredible... because it feels like Capcom went out of their way to make sure parry wasn't an overpowered defensive mechanic in this game.
Alright, I may not have a lot of time in SFVI yet, maybe 20 hours, but I had 0 clue about drive reversal LMAO
How did I miss that in the tutorial?
Hi jm love your videos longtime fan. So I have an idea for a video, maybe you can show us how to read the frame data that shows after an attack or show us which character moves are safe on block and last but not least you are the reason I got back into fighting games keep up the great content my man🤙
Completely unrelated to SFVI but...will we see you make a return to DBFZ when the rollback patch releases?
Ngl the title should be "Parrying is DIFFERENT than blocking 🤯"
Plus you could parry in the air in sf3 !
Seems like drive reversal is barely ever used.
It depends on the character. Kimberly has no invincible reversals outside of supers, so for her the drive reversal can be quite useful. For others, perhaps not so much.
5:17 no chip damage there unless drive guage empty
That's kinda wild how he still thinks there's chip damage in this game during normal gameplay
What's plus or minus on block?
it kinda saves Drive gauge though
This is what I've been trying to tell my friend. Now I have a vid I can share
What does plus one mean?
So zangief and manon are overpowered since parry is useless against them?
I didnt know you could drive reversal on parry also 🤔🤔🤔