STREET FIGHTER 6 New Drive System Explained! All Mechanics & Burnout (Closed Beta)

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  • Опубликовано: 31 май 2024
  • I took the time during the Street Fighter 6 closed beta to explain the new Drive System. You're able to perform many different gameplay mechanics that spend various amounts of Drive Meter. When you run out you're put into Burnout causing interesting risk and reward situations. I explain each ability including the uses and weaknesses and I hope to to break it down in even more detail when SF6 finally releases.
    Timestamps:
    0:00 Drive Meter
    1:46 Drive Impact
    5:57 Drive Parry
    10:24 Drive Rush
    15:23 Overdrive
    16:22 Drive Reversal
    18:16 Burnout
    20:07 Final Thoughts
    #StreetFighter6 #SF6 #StreetFighter #Capcom
    Twitch: / vesperarcade
    Twitter: / vesperarcade
    Discord: / discord
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Комментарии • 218

  • @VesperArcade
    @VesperArcade  Год назад +36

    I explained the Drive System basics to my stream for anyone who hasn't had a chance to play yet. When the game finally releases I'll make sure to go into much more detail. Thanks for watching!

    • @pipoper101
      @pipoper101 Год назад +1

      can you do a drive impact during a drive rush doe?

    • @pipoper101
      @pipoper101 Год назад

      also can you do specials during a drive rush? or is drive rush normals only?

    • @KaitouKaiju
      @KaitouKaiju Год назад +1

      @@pipoper101 You could DI during drive rush but it would cost a lot of meter for not much gain since DI is reactable and the second one always wins.
      You can do specials during drive rush

    • @mappybc6097
      @mappybc6097 Год назад +1

      I think you did comment this during your stream, but just in case I'm wrong here it goes:
      There is a way you can manipulate drive gauge and even burnout recovery. Just be proactive. Like with GG's tension gauge if you land hits of force your opponent to block, or simply by walking forward, you'll gain drive gauge and recover from burnout faster.
      In a similar vein, the most effective way of draining the opponent's drive gauge is landing supers. The higher the super level the more drive gauge bars it will take away. Better yet, you also recover drive gauge during the super animation, though this is mostly noticeable only during lv3 supers.
      So if you are ever in burnout your best bet is to hold your ground, don't immediately go into defensive mode, and if you have your lv3 look for an opportunity to land it.
      CAs in particular are crazy good since their animation lasts so long. You can easily recover 2 bars of drive gauge, drain 2 bars from the opponent and deal a truckload of damage all at the same time.

    • @pipoper101
      @pipoper101 Год назад

      @@KaitouKaiju ty, i was just wonderin' if it was possible at all
      the special during drive rush question was actually because i wanted to know if it would be possible to do ken's run during a drive rush, i think it would be pretty epic if it is indeed possible
      like can you imagine ken doin doin' a drive rush into his run into his fire tatsu, like, what kinna momentum the boy gonna have? just straight up flyin across the screen from corner to corner

  • @obsidiancurse429
    @obsidiancurse429 Год назад +116

    I love the way they have managed to blend all the previous mechanics into this system, parry, focus, v triggers, it really feels like an evolution of the previous games 👍

    • @javianbrown8627
      @javianbrown8627 Год назад

      I didn't know what focus was in sf4 but when I heard it described I had mixed feelings and I also have mixed feelings about the DR mechanic. Guess I'll see how it is online

    • @alwaysxnever
      @alwaysxnever Год назад

      @@javianbrown8627 Focus was fun. Was like Excel movies in SF Ex games. But you were able to focus and use it to cancel into moves in which you wouldn't normally be able to do. I never invested in it but it so fun if you put in the time to get the timing.

    • @ryu-ken
      @ryu-ken Год назад

      All we missing is grooves

  • @Xeijines
    @Xeijines Год назад +105

    10:59 I don't know if it's intended but it's really funny how the 3 dashes are timed very well to the music, very satisfying.

    • @basicsyphilis8
      @basicsyphilis8 Год назад +5

      Yes that was pretty cool. Had me thinking 😅

    • @miguerys9503
      @miguerys9503 Год назад +4

      🤣 Perfect timing!

    • @Goku_is_my_spotter
      @Goku_is_my_spotter Год назад +2

      I thought I was tripping when I noticed this!! Glad someone else
      did hahaha

    • @2inz
      @2inz 11 месяцев назад

      Lol thanks for pointing that out 😂!

  • @TradeSelector
    @TradeSelector 11 месяцев назад +3

    I haven't played SF6 yet, and when I was watching videos, it was hard for me to follow what was happening before I saw this clear and detailed explanation. Thanks for making this video!

  • @MagnaTurban
    @MagnaTurban Год назад +12

    The note on screen around 13:15 states Drive Rush makes your next attack +4 on hit and block but I think what it meant to say was it ADDS 4 frames of hit or block stun. In Ryu’s mp example, it goes from -1 to +3. The math checks out, -1+4=3.
    Love the video overall, clarifies a bunch of things, keep the content flowing please, you guys are awesome!

  • @Provisorio89
    @Provisorio89 Год назад +26

    I think that the SF6 parry is in a very good spot. It really is meant to be a defensive mechanic and not a defence/offence/counter-hit all in one. If it was then Drive Reversal would be pretty much useless since out of Drive Rush, you don't have long block strings or +frame traps as in SFV. It would also diminish the use of Drive Impact, because the only counter to parry is a throw. And it rewards you when you Perfect Parry anyway, so it's got the best of both worlds without being just the best option every time. If you're a parry god, you get rewarded, if you try to parry everything, you get thrown to oblivion.
    And as a noob, I tried to never put myself in burnout, you feel so hopeless in defense without the access to all the Drive mechanics. I think as people get used to the mechanics, Drive Rush will not be used willy-nilly as we have seen in the beta and will be used more to make a round finishing combo or "I need this confirm to put him in the corner/side switch/set up my mixup/etc " and not just as a combo extender for every single confirm. It's just to expensive to be used like that, at least that's how I see it.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel Год назад +5

      Yeah I totally agree. Those 60% and 70% combos are cool, but you are left with nothing. No meter, no drive, in burnout. They can easily use this against you and comeback.
      Also, what are the chances the enemy allows you to be on full drive gauge for that single moment you might want to go for that super combo?
      Not saying it wont happen. I am sure there will be moments where the opponent is at like 60% life and we see a pro in that perfect moment of full drive full lvl 3 supers and say "ok, im going all in and I either kill them or die" kind of situation. Should be some interesting moments, but not as common.
      Rest of the time I think we will see medium sized combos, or small ones here and there, depending how much someone wants to over extend or commit to it. Should create for some really dynamic matches I think. Can't wait.

    • @DevilJin01
      @DevilJin01 Год назад +1

      The 1 bar drive rush is what you'll see more often. Easier cheaper and gives you most of the benefits of the drive cancel for 2 less bars. It also can create some pretty lengthy combos.
      Burnout isnt bad as long as you combo into level 3s. Level 3 supers take a good chunk of drive gauge away from your opponent so you can potentially also burn them out. On top of that your burnout gauge seems to recharge at a faster rate during the level 3. Which means after landing a level 3 almost half your burnout bar is usually replenished. Burnout still isnt good and theres a lot of times where it will generally be bad, but there are times where you will have to go for it and bank on getting another full drive bar

  • @Eshiay
    @Eshiay Год назад +7

    I like the ideas here. Their goal being to make expressions of skill within systems that players at the skill floor could still make good use of. A parry that you can hold as a barrier and still use even if you don't have the timing quite right but still have a SF3 perfect parry where the game makes it really clear you successfully did it? That's some good design right there.

  • @basicsyphilis8
    @basicsyphilis8 Год назад +3

    Extremely helpful!
    Great breakdown on the drive gage.

  • @aleandrian
    @aleandrian Год назад

    Great explanation, tks! Looking foward to test everything here...

  • @A-K-I-R-A-
    @A-K-I-R-A- Год назад +2

    Amazing breakdown of the game systems! Exactly what I was looking for one day before launch.

  • @remigengogakusha
    @remigengogakusha Год назад +4

    【Timestamp】18:04 Drive Parry into Reversal - This is a rare clip right now 🤩 Nice!

  • @lordronn472
    @lordronn472 Год назад +1

    Thank you so much for this video! I think parry is my favorite out of all these different mechanics but I like rush too!

  • @kimmern999
    @kimmern999 Год назад +1

    Thank you for this! I'm completely new to these kind of games (I did play Street Fighter II back in the 90s), so this was very helpful.

  • @turwalswor
    @turwalswor Год назад

    thank God you still doing your thing in the street fighter community bro. just got my hands on the open beta for now and never touched this game cuz I didn't like the demo and wanted to practice Jamie and wanted to learn about all this drive stuff... your vid came up and I just felt so at ease and not overwhelmed. I remember when I was like 14 yrs old watching your vid back on ultra street fighter trials, u helped me clear em all 😅 keep doing your thing man

  • @coderkind
    @coderkind Год назад +1

    Excellent tutorial; thanks for making it!

  • @christianwehse1581
    @christianwehse1581 Год назад +1

    Im coming from other fighting games (nrs) and wasnt sure if I’m able to manage a new game like street fighter because it’s so different … but I‘ve understood every mechanic that you‘ve explained and be confident enough now to try this new experience … that was one of the best tutorials I’ve ever watched … keep up the good work … sry for my grammar (try to improve) … VERY BIG THANK YOU and much greetings from Germany ❤️

  • @randomlybro
    @randomlybro 11 месяцев назад

    I love the way you explain things. Thanks bro!

  • @Gihad97
    @Gihad97 11 месяцев назад

    Very good explanations. Thank you. This helped a lot.

  • @geometryfgcb
    @geometryfgcb Год назад

    This was super useful to watch, thank you buddy

  • @nafishaider
    @nafishaider Год назад +1

    Nicely explained. Subscribed.

  • @midnightisnice
    @midnightisnice Год назад

    This was extremely helpful. Thank you Vesper

  • @MR.Coffeelobby
    @MR.Coffeelobby Год назад

    Very helpful thank you so much bro

  • @selocan469
    @selocan469 5 месяцев назад

    Very informative, thank you

  • @franktorres7963
    @franktorres7963 Год назад +1

    Best best best street fighter 6 gameplay on RUclips. After following this game since the announcement, I just now understand the game. Thanks so much!!!!!

  • @jc_alpha
    @jc_alpha Год назад +1

    As usual, amazing stuff! Than you.

  • @mugendojuntao
    @mugendojuntao Год назад +2

    man thx so mutch for this video

  • @damaddmann
    @damaddmann Год назад

    Thanks man , I stop playing Fg for awhile but I’m back now missed ya

  • @MrHowardc43
    @MrHowardc43 Год назад

    Omg.. this is a perfet video for newbie in street fighter 6. I learned alot. thank you very much

  • @cebuanostud
    @cebuanostud Год назад

    Great explanation. Thank you. Now I'm off to training. 😁

  • @FlagshipFighter
    @FlagshipFighter Год назад +2

    Thank you SO MUCH for your amazing coverage bros, I've not seen anything this thorough+immaculately detailed yet really clear and easy to understand.

  • @mrinvincible8
    @mrinvincible8 11 месяцев назад

    Thank you for this video I’ve been trying to learn how these things worded since I bought this game

  • @ryanarroyo5918
    @ryanarroyo5918 Год назад

    This video is godlike. Thank you!

  • @internetlappen1410
    @internetlappen1410 11 месяцев назад

    11:02 ur 3 dashes were so on point with the track was it on purpose?... good video!

  • @WoWisdeadtome
    @WoWisdeadtome Год назад +2

    That was a change to drive reversal. I remember saying I thought it would be a good idea if drive reversal beat drive impact but I saw old footage that proved it didn't.
    They might have changed it to be punishable on block as a tradeoff which seems fair to me, especially if it's full invincible on start up.

  • @TG-Maverick22
    @TG-Maverick22 11 месяцев назад

    Incredible explainer video!! 100/100. This is a must watch video for anyone who wants to get into SF6.

  • @thesoundofsikscontrollerbe5624

    Very good video!!!!

  • @dumarcolmwilliams685
    @dumarcolmwilliams685 6 месяцев назад

    The Drive System in Street Fighter 6.
    Drive Impact: an Offensive Mechanic that performs a Powerful Strike against the opponent that can cause Frame Advantage on Hit, Block, or Punish Counter. (It also has 2 Hits of Armor on Start-up.)
    Drive Parry: a Defensive Mechanic that Parries all Attacks (including Special Moves and Super Arts)
    Overdrive: an Offensive Mechanic that powers up special moves.
    Drive Rush: an Offensive Mechanic that rushes towards the opponent after landing a hit or performing a Drive Parry.
    Drive Reversal: a Defensive Mechanic that performs a counterattack after Blocking Or Recovering.

  • @BlaineGunn
    @BlaineGunn 11 месяцев назад

    thank you, earned a sub

  • @RiskyBusiness144
    @RiskyBusiness144 Год назад +1

    Love your vids but this is old news! I know you gotta get it out there though. Waiting for the next vid. Thumbs up buddy!

  • @Arassar
    @Arassar Год назад +19

    You didn't mention that a Perfect Parry gives you an automatic 50% scaling on anything you throw out afterwards. (But you can actually reset to 100% by just waiting a fraction of a second until the screen freeze ends)

    • @FGCSimSim
      @FGCSimSim Год назад +12

      This was misinformation at the time because of some training mode bug.

    • @tranceaddict11
      @tranceaddict11 Год назад +2

      @@FGCSimSim Wait so you can't cash out normal damage if you delay the perfect parry punish? damn that sounded like a nice subtle piece of tech to work on

    • @StruffyTheClown
      @StruffyTheClown Год назад +8

      @@tranceaddict11 I believe only perfectly parried fireballs do not trigger the scaling, which should mean that low forward xx fireball is now one of the riskiest things you can do in the game

    • @bfFAN221
      @bfFAN221 Год назад

      Waitwaitwait... so you can actually do damage without scaling by just waiting a bit?

    • @StruffyTheClown
      @StruffyTheClown Год назад +3

      @@bfFAN221 for now, that is a rumor so take that with a grain of salt

  • @L4DNS
    @L4DNS Год назад +1

    Great vids man! I learned to use a stick watching your tutorial vids back in the #4 days. What's the input to special cancel the rush? Is it still both mediums + dash, basically fadc ?

  • @Baiano29
    @Baiano29 Год назад +1

    I didn't even knew about drive reversal. I've been watching streams and videos of SF6 since it's announcement and I still learning new shit wtf

  • @Phe0nix1986
    @Phe0nix1986 Год назад

    Thanks!!!

  • @NurseLee
    @NurseLee Год назад +2

    Man... I cant wait to lab this game! take care Vesper!

  • @kaleidoslug7777
    @kaleidoslug7777 Год назад +3

    For the record you *can* actually do frame 1 Drive Rush by going forward, then forward + Parry. You actually need to do this for some combos

    • @ekwensu8797
      @ekwensu8797 Год назад +1

      Really? Do you have any examples

    • @kaleidoslug7777
      @kaleidoslug7777 Год назад +3

      @@ekwensu8797 I've seen it in a few places but Max Dood talked about it in a recent episode of their podcast. You can watch it on here, Triple KO

    • @VesperArcade
      @VesperArcade  Год назад

      I literally wrote that on the screen LOL.

    • @kaleidoslug7777
      @kaleidoslug7777 Год назад +3

      @@VesperArcade Ah shit, my bad, must've missed it. Keep up the good work tho! I appreciate the coverage

    • @VesperArcade
      @VesperArcade  Год назад +1

      @@kaleidoslug7777 All good! Thanks for watching.

  • @B-T-L
    @B-T-L Год назад

    11:02 That dash sync with the music tho.

  • @xxwallzxx4509
    @xxwallzxx4509 11 месяцев назад

    One thing that I have to check is the burnout state and what combos become accessible in that state from the opponent being in burnout. That is if it opens more combos and how much plus are things.

  • @Riz_
    @Riz_ Год назад +1

    This video is the best explenation of the drive system I have seen. Really nicely explained, even describing how each drive mechanic is executed. The only one I didn't understand so much was drive reversal. I have an Xbox so never came across the mechanic before. The only other question I have that springs to mind is, why would you not always use parry instead of block? Parry just seems so much stronger.

    • @Longlostpuss
      @Longlostpuss Год назад +1

      The drive reversal is just like V Reversal in SFV, you block your opponent's attack and then hit HP+HK within in a couple of frames of blocking and then a little knockdown move comes out snapping your opponent back. That's all it is really.
      If you didn't play SFV, then yes, it will seem foreign to you.

    • @VesperArcade
      @VesperArcade  Год назад +1

      Hi. Drive Reversal will be used to stop players from pressuring you with very plus buttons (Like Drive Rush) or Mixups. Since it's invincible to throws and Drive Impact it's great to use if you're stuck in the corner. Drive Parry can't be used all the time because it has recovery so you cannot move or do anything except block. If the opponent sees you doing it too much they can throw you for almost double damage and hard knockdown. The main purpose of Parry is to recharge your Drive Meter.

    • @Riz_
      @Riz_ Год назад +1

      @@VesperArcade Thank you so much for answering my questions, I really appreciate it.

    • @Riz_
      @Riz_ Год назад

      @@Longlostpuss Thank you very much for the explanation. It is a big help.

    • @Longlostpuss
      @Longlostpuss Год назад +1

      @@Riz_ No worries

  • @rolandoresurreccion8216
    @rolandoresurreccion8216 Год назад +2

    im new in the SF community. i have played other fighting games before and briefly touched SF4 only. Besides Ken can you recommend another character that is easy to learn and doesnt have "need to be drunk or need to be chi stuff like juri". great video. SUB and LIKE :D

    • @VesperArcade
      @VesperArcade  Год назад

      Any shoto is a good start like Ryu, Luke. There are also some that aren't revealed yet like Marisa and Cammy that might be easier with no fireballs. Charge character wise you have Guile and Dee Jay.

  • @semaht03
    @semaht03 Год назад

    thx u so much

  • @sneharashmi7553
    @sneharashmi7553 Год назад +1

    Great explanation Vesper! Love your content! I have a question though. Does Street Fighter 6 have 1-frame link combos ???

    • @VesperArcade
      @VesperArcade  Год назад

      It has the same buffer leniency as SFV so the combo timing will feel the same.

    • @sneharashmi7553
      @sneharashmi7553 Год назад +1

      @@VesperArcade Thanks for answering Sire!

  • @abaskm
    @abaskm Год назад

    I think you should have the ability to perfect parry while in burnout. It would be essentially be a hail mary defensive option. And given the high skill bar to pull it off it would be a great risk/reward option given the burnout state.

  • @V-RADIO
    @V-RADIO Год назад

    Thank you SO MUCH. This will help a lot. I am coming back from SF2 lol.

  • @markhorsburgh76
    @markhorsburgh76 Год назад +3

    Really clear, detailed explanations. Will be watching more on SF6 which is shaping up to be a top Street Fighter game.

  • @Aztahs
    @Aztahs 11 месяцев назад

    can someone explain what he means @ 13:03 when he's describing attack enhancement? +3 on block, -1 on block etc. it doesn't look to do any extra damage, so what else from the attack is being enhanced after drive rush?

  • @iradhill81
    @iradhill81 Год назад

    Your the only guy who actually explains it, not just assume we know what and how to do it

  • @KAZZNORE
    @KAZZNORE Год назад +1

    Nice

  • @xdragon2k
    @xdragon2k Год назад

    The hold parry into drive rush looks a lot like FADC of SFIV.
    Also, there are super moves (if not all) that also drain the drive gauge when hit, right?

  • @Jagaimo_chan
    @Jagaimo_chan Год назад

    11:01 Dashes matched the music perfectly

  • @WoWisdeadtome
    @WoWisdeadtome Год назад +1

    I wonder if there's a separate flag for drive cancel and special cancel on normal attacks.
    Chun Li's St. HP for instance is generally not special cancelable, although in SFV it could be super/V-trigger canceled. Someone told me her St. HP is drive rush cancelable though I didn't get beta access so I couldn't test it and I don't necessarily disbelieve it.
    There may well be moves that are not special cancelable that ARE drive cancelable, this might apply to things like Drive impact as well.

    • @VesperArcade
      @VesperArcade  Год назад

      Not that I've seen so far. You cannot Drive Cancel Chun's S.HP but you can cancel into her stance. The same goes for Drive Impact. Only special cancellable normals.

  • @Akumaa2000
    @Akumaa2000 Год назад +1

    Thanks for the vid, will be referring to this in training mode when the game comes out…….kudos. 😎✌🏾🥋

  • @5wisher5weet
    @5wisher5weet 11 месяцев назад

    I think this game is perfect with the exception of how you can in SF4. I like how you referenced SF4 here be auss I slipped 5 entirely

  • @bigbadluck2776
    @bigbadluck2776 Год назад

    Great timing at 11:00

  • @WoWisdeadtome
    @WoWisdeadtome Год назад +1

    You can't checkmate in the corner with DI. If you're opponent is in burnout (or not) in the corner and you drive rush into DI or walk behind a slow projectile into DI or by any means turn anything canceled into a DI into a true block string you won't get a stun, the word lock appears on screen instead and they just block it.

    • @VesperArcade
      @VesperArcade  Год назад +1

      Yes, but if you leave a 1-2 frame gap in the block string then your only option is super since you can't jump or throw at that point.

  • @yogsagath
    @yogsagath Год назад

    Once Perfect Parry becomes mastered I wonder if the slow down of a perfect parry will get annoying. Overall I love what I'm seeing, can't wait to get my hands on it.

  • @NoEvilEye
    @NoEvilEye Год назад +1

    What happens if you do drive rush into DP? Did you test that? On normal and burnout?
    Do get more + frames on block from dp or any other special?!

    • @VesperArcade
      @VesperArcade  Год назад +1

      Yes we tested this and you only get more + frames on normals/command normals. You can still go into specials if you want to but nothing special happens.

  • @bkboy119
    @bkboy119 Год назад

    This is perfect for Balrog!

  • @nosearches8340
    @nosearches8340 Год назад +2

    Can you try to drive impact then close to the corner on punish counter and then do another drive impact while they are stunned from the first one and see if it makes them dizzy
    Giving you 2 drive impact attacks before you start your combo and in theory if it does work then we can start the combo with jump in attack

    • @VesperArcade
      @VesperArcade  Год назад

      That does not work we tested it. The second Drive Impact knocks them down as if you just hit them raw. Even if you put them in a spin state in the air into Drive Impact it doesn't wall splat them. Doing 2 Drive Impacts in a row is still useful though because you drain a lot of their drive gauge.

    • @nosearches8340
      @nosearches8340 Год назад +1

      @@VesperArcade thanks for the knowledge man 🙏👍

  • @vladj2428
    @vladj2428 Год назад

    10:59 wait why was that on beat? lol is tht built into the game somehow or was that a crazy coincidence because it was literally perfect.

  • @BlackMageLozi
    @BlackMageLozi Год назад +3

    poor drive reversal, need a buff

  • @WoWisdeadtome
    @WoWisdeadtome Год назад +1

    So, with SF6 being full of target combos, what happens if you drive rush into a TC?
    Is the last hit of that TC better on block as well? I assume it isn't.

    • @VesperArcade
      @VesperArcade  Год назад

      It's not. Only multi hitting normals and command normals are amplified.

  • @workoutfanatic7873
    @workoutfanatic7873 26 дней назад

    Reminds me a lot of SF4. But raw DR is tough to do on stick - Fw -> Fw+mediums. Reminds me of FADCs, except it FADC is just two dashes, no button timing required. Even then, it took me a month to get Ryu’s FADC ultra on my first TE1.
    Can anyone tell me if Plinking works? I know it has a generous input buffer, but I Plink habitually from USF4. On the input display, I do see it register the same way it did in USF4 - i.e., you get two inputs for the price of one.
    Also more difficult on stick is the double directional buttons - like for Jamie, JP, Ryu. Just not used to it, and leverless or d-pad def. Has the upper hand.
    With stick, most non-pros are better/worse on one side as opposed to the other. DP cancel into double QCF LvL3s are tough for me on the left side - easy as hell on right side.
    Plus with tight Oki, stick is just slow in terms of dashing. I’m not gonna shell out another $500 for a PS5, to go leverless, and can’t use pad due to fatfingering Using the HORI HRAP4 from like 2018. Great stick. Now you can’t really even find sticks for Xbox. But if Angrybird can totally dominate EVO with a traditional stick, It’s doable I guess. When I tilt, I tend to mash the stick, not the butttons 😂
    I’d say execution-wise, USF4 is tougher by a mile. But actual gameplay, mindstack is insanely amped up. Can’t seeem to get it down with Muhkien.

  • @chatjayasuriya7567
    @chatjayasuriya7567 Год назад +1

    So parry is the new block. And it’s like having a block button because it can’t be mixed up. Will change SF immensely. What’s the incentive for blocking (over parrying)? Is it because you are minus on parry always?

    • @hhhh-bn3of
      @hhhh-bn3of Год назад

      The parry has slow recovery and can be thrown, but if u drive reversal while parrying it's safe

    • @hhhh-bn3of
      @hhhh-bn3of Год назад

      It's confusing lol I'll just learn with time and just have fun.

  • @odatai1425
    @odatai1425 Год назад

    Can we talk about the music matching at 11:02? 100% intentional. Dash Dancing.

  • @surfingraichu7594
    @surfingraichu7594 Год назад

    I love the drive system so much, hopefully I can save up for a decent pc to play this game before it’s too late!

  • @pastuh
    @pastuh Год назад +1

    I will show my Street Fighter II skills for sure. lol

  • @ReginaldVannison7777
    @ReginaldVannison7777 Год назад

    That perfect perry is a worthy skill to master.

  • @thecalipicker5750
    @thecalipicker5750 Год назад

    Ok I’m confused to special cancel in to drive rush you just tap dash ?

  • @shane3674
    @shane3674 4 месяца назад

    Thank you for breaking this down. All of these mechanics is what originally turned me off from SF6. There was just so much to consider in a match, it was a bit overwhelming for me. But now I have a better understanding. And when Ed comes out, I’m going to spam the hell out of that Drive Perry.

  • @g-string4609
    @g-string4609 Год назад

    Question: Does Drive Rush also enhace special moves?

  • @rocklee5090
    @rocklee5090 Год назад

    is there another way to do drive rush other than double tap? tapping 2x is annoying and the opponent can hear it.

  • @thato8000
    @thato8000 Год назад

    Can you parry Drive Impact and Ultimates? I don't want to find the answer to that the hard way😅

  • @ephpro9653
    @ephpro9653 Год назад +3

    Just played the beta 2, gotta say the new mechanics in this one is super packed, they are fun but also lots of things to consider and watch out during a match. Personally think this is a harder game if compare with SFV, this will be super super fun for veteran players. But casual+ players like me might not enjoy as much, but overall really impressed by what they put up to the table, a new SF means a new SF, yea, I'm looking at KOF 15 and 14. XD

    • @TrophyJourney
      @TrophyJourney Год назад

      Exactly, I'm scared my ADHD brain will explode mid-match trying to track so many mechanics, both offensively and defensively hahaha

  • @JoeLocastro
    @JoeLocastro Год назад

    N00b here: When you're talking about Burnout, and you say "Everything is plus on hit...now you're playing SFV", what did you mean by that? Were most normals in SFV plus on hit? Does that mean SFV was overall more offensive as a game?
    Thanks for all the insight!

  • @ricniclas
    @ricniclas Год назад +1

    If you hit the opponent with a light while they parry, can you punish a successful parry with a throw?

    • @VesperArcade
      @VesperArcade  Год назад

      The way it works is if you parry an attack you can act again. I assume you just take the block stun so for example if someone does C.LP on you and you parry then you're +1 as if you blocked it. So yes, you can tech the throw if you parry a light attack. If you do parry and no attack is blocked then you no longer can tech throws for 28 frames. The entire recovery.

  • @g-string4609
    @g-string4609 Год назад

    Would be cool to be able to cancel specials into drive rush

  • @rookie1405
    @rookie1405 Год назад +2

    Does anyone know if drive reversal beats command grabs or is it just regular grabs?

    • @VesperArcade
      @VesperArcade  Год назад +1

      The only character that has a command grab is Jamie and it doesn't work on Drive Reversal.

    • @rookie1405
      @rookie1405 Год назад +1

      @@VesperArcade ah ok! Thanks 🙏🏾 great video..

  • @WoWisdeadtome
    @WoWisdeadtome Год назад +1

    It's worth noting that watching your info display up there, after a perfect parry your attacks are instantly scaled to 50%.
    This really is not like the SF3 parry system at all.

    • @VesperArcade
      @VesperArcade  Год назад

      Right. I have a followup video on to why I think that is! but long story short if you perfect parry lights you get a full punish.

    • @MansMan42069
      @MansMan42069 Год назад

      @@VesperArcade Can you confirm whether raw level 3/CA is immune to perfect parry scaling? I remember seeing it those do 100% damage in some streams that were labbing during the beta.

  • @planexshifter
    @planexshifter Год назад

    Ugh- I’m going to feel so behind when I start 6.
    I never played the Beta so it’s gonna take me a bit to acclimate.

  • @NahIdwin
    @NahIdwin Год назад

    Can you parry a lv 3?

  • @pcharl01
    @pcharl01 Год назад

    Did that guy just hold down MP+MK to simulate Evo Moment 37?

    • @thejunkmanlives
      @thejunkmanlives Год назад

      if he did the perfect parry it would freeze the screen right? so probably yes he held it .

  • @ramkorndef
    @ramkorndef Год назад

    This is exhausting and way over my head. Wtf man….I miss the days of just putting in a fireball twice to get a special move. Da Fuq 😢

  • @shinzantetsu
    @shinzantetsu Год назад

    i got the demo and i still gotta get used to the drive gauge,im a veteran 3rd strike player.

  • @DCFHazardRebornChannel
    @DCFHazardRebornChannel Год назад

    I recon perfect parry should have a 4 frame window tbh. 2f (or 3f as we thought it was before... did they change it?) was already 1 frame too many short.
    Also think the drive reversal should either cost 1bar. Or if they don't want you to have the ability to counter block strings that many times (kind of like a red parry perhaps?) and they want it at 2 bars, it should either 1) be a little faster or 2) push back more, even on block, maybe even as far as a drive impact (why not? its practically a drive impact on block for twice the bars), without the ability to wall splat ofc. Or.... wait, why not wall splat too? Hmmmmm.... Its going to be hard as balls to land, but if you do, why not get a wall splat too?
    More I think of it the more I reckon drive reversal needs to be Drive Impact on block/parry. Just that it does grey damage not actual damage, and costs twice the drive gauge.
    Nice breakdown man, thanx for the vids :)
    Btw, curious how the drive gauge recharges with regards to when we hit the opponent or they block us etc. Noticed it recharges, but is it for everything? For hits and blocks and just doing moves? Just hits and blocks? Just blocks? Would be nice to know how to refill it faster.
    Keep up the awesome content man. Can't say enough times how I can't wait for this game.

    • @VesperArcade
      @VesperArcade  Год назад +2

      I feel that if Drive Reversal was 1 bar it would be too strong and make the game too defensive. It's use is very specific (just like SFV) for anti drive rush pressure or mixups. Since you don't sacrifice VT anymore by doing it there has to be a cost somewhere else. It's minus on block but being throw invincible + drive impact invincible means if you use it at the right time it's gonna work so I think Capcom is just being very careful not to make the game too defensive since you start the round with full drive meter.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel Год назад +1

      ​@@VesperArcade hmmm, yeah thats why I thought maybe buffing it up a bit may see more use as a second option. Still cost 2 bars just have a little more umph in it.
      Is it minus on block for example? Things like that. Making it a little safe, since it feels like even if you land it that the reward for the risk is not too great.
      I mean people would much prefer going for DI vs a DI.
      I like the throw invincibility to it though.
      In most cases throw tech is the answer, but yeah after a parry what do you do? The fact you can D.Reversal after a parry makes it a viable tool again vs throws.
      Kind of feels its very specific and this might make it a move used less and sometimes with all the mechanics in place people would even forget to use it.
      But its day -1 still, so this is something that reaaaally needs more time to be sorted out.
      What about perfect parry? How do you feel about the 2 frames on it?

    • @VesperArcade
      @VesperArcade  Год назад +1

      @@DCFHazardRebornChannel I think the parry mechanic is the most well designed compared to the rest so far. I'm planning on releasing another vid on perfect parry but to summarize the risk is low when trying to perfect parry since if you miss you still get a regular parry.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel Год назад +1

      @@VesperArcade 100% true. And with the ability to A) block in its recovery and B) Drive Reversal too against a throw, there are more options. Interesting.
      Looking forward to your video man :)

  • @barycza
    @barycza Год назад +2

    No one asked Capcom to overcomplicate SF so much :( They ruined game for so many player just to satisfy few hundred pros - so disapointed :(

    • @TheVidgamejunkie
      @TheVidgamejunkie Год назад +4

      They're actively developing a more casual user experience with this game as well, so I wouldn't worry so much. You don't need to get so deep into this to play the game. They even have a simplified control scheme (Modern) with 1 button specials, etc. They're making a game with depth that you can choose how far you want to dive in.

  • @nomaschalupas2453
    @nomaschalupas2453 Год назад

    Parry is the same as shield in melee.

  • @Rafael57YT
    @Rafael57YT Год назад

    Wait, doesn't the parry completely nullify the fireball game...? I don't undestand

    • @Rafael57YT
      @Rafael57YT Год назад

      And I mean the hold parry, the easy version. I guess a counter to it would be to wait before launching fireballs to make your opponent drain their meter?

  • @TekkLuthor
    @TekkLuthor Год назад

    It's a waste of having an advantage to stun them. I learned that one the hard way. They got their full drive back and I was at the end of mines

  • @slimballs9650
    @slimballs9650 Год назад

    I think they should’ve included a Drive Shift instead of a Drive Reversal.

  • @NikoSoviet88
    @NikoSoviet88 Год назад

    What happens if you drive rush from perfect parry

    • @feri7mble
      @feri7mble Год назад +3

      You can't cancel a successful parry into a drive rush, even perfect parry. Only a empty parry into drive rush works.