@@evilded2 Look at the example of the video, that when the opponent is burnout state is pretty difficulty to manage, but in general people don't like playing against JP so him having a new good thing he can do is just annoying.
As a Software Dev, I feel so bad for the people that put together the Drive Bar. This edge case is so reasonable to miss, especially considering you building the bar to recover drive without starting from negative numbers once burnt out. This isn't remotely surprising that it got pass QA. Even as a Fighting Game player, who are trained to actively look for things like this, I would not have thought to try this!
Same here. Although I’m still a student. This is a very neat discovery for how the code is sequencing things. I feel it isn’t a glitch, but instead a clever use of abusing the systems that were designed. I honestly hope this gets left in and Capcom doesn’t over correct things. These little system abusing wrinkles are what defines fighting games decades later.
@@WhosJohnGill That doesn't make a lot of sense when the od move eats more meter than the other move restores. You're regenerating free meter out of thin air, which isn't fair or intended. If the move normally regenerates more than 2 drive meters then yes this would be working as intended. However zero moves give you 2 bars back on block so this definitely shouldn't stay in the game. Otherwise you'll see infinite use of od moves, which is especially bad - just look at the last example with JP.
I realize it's splitting hairs, but this feels less like a glitch and more like an exploit. It seems both mechanics are working as intended, but there's a case where they work in tandem that was likely unexpected.
They're not both working as intended because it's possible for the meter gained by the projectile to be much less than the cost of the burnout. Working as intended should be burnout, unless the meter gained from the projectile is the exact cost of preventing burnout.
I could see this not getting patched if not for jp, the timing's so specific and it doesnt seem possible to really loop it. If you land a slightly stronger combo good on you, thats sick
It isn't just that you land a slightly better combo, but also that you are left not burnt out after it. Being able to DI after doing a combo that would normally leave you burnt out is really strong, on top of you not being at risk of taking chip damage after cashing out the drive meter. I feel like this glitch is a pretty serious issue, especially since it only benefits specific characters, and the character it seems to favor the most by a landslide is the character who has arguably been doing the best so far.
People will try and does it really need to be looped to be considered unfair or broken? Going into burnout or not going into burnout can 100% be a round changer.
the jp setup seems strong but remember that it's totally frame perfect so if you do literally anything but hold still it breaks the timing and jp puts himself in burnout.
@@CineGoodog The timing of the setup doesn't matter when you walk forwards. You make the ghost or portal hit on a different frame if you're closer to it. Since the hit and the OD move are no longer on the exact same frame, the setup breaks.
Some people may see this as an issue. Bit I say yhe reason this may not of been noticed earlier is not only the timing but the Drive Gauge is just 1 block away from burnout. So even if they do yime it correctly, they also have to not block soon either.
Disclaimer - This is speculative as hell, and I have no idea how complex the situation is, or how complex the fix is. Looks like the order of calculation in a frame executes deductions to values then executes additions as a separate calculation. The drive value can't go below zero, and the burnout check is only done at the "end" of a frame. Example : At 1000 drive, a DR cancel on the same frame takes -2000 drive meter to go to 0, then the same frame projectile adds ~100 drive to that zero, ending at ~100 drive. "Quick" solutions, if this is the scenario, are either to allow the value to go negative or to add a 0 check in between all drive calculations to immediately skip to burnout.
Lol, I just mentioned both of these potential solutions in a comment a few minutes ago. Since it seems that multiple calculations occur per frame, they can flag the moment the value reaches 0. Still seems easier to just allow the Drive value to go negative, and reset any negative value to 0 on the next frame, ensuring burnout always occurs as intended.
Friendly Reminder that even tho this glitch has a 1f window to trigger, it doesn't mean that it's necessarily hard to do, since the game has a big buffer window after every action you do, so as long as you find a frame kill, you can do it consistently, for better of worse.
I’m not subscribing to this being a glitch. I feel as though it’s a system mechanic that’s able to be exploited. Just like your explanation says. The game is stacking actions of subtracting and adding meter value in sequence. The game cannot go into the negative so it goes to a 0 value and the the projectile regains a tiny amount of meter allowing the character to abuse the way the system’s code processes and avoid burnout. Honestly I love this discovery. It’s a very agressive push towards abusing a system mechanic that was intended to be in the game. Then again I guess that is ultimately up to Capcom to decide on the intentionality.
It's definitely a glitch. The cost of using drive gauge when you don't have enough is supposed to be burnout. More importantly, you get the whole OD move no matter what fraction of the price you had when you used it.
It's pretty obvious this wasn't intended. Seems like they could either add a burnout flag that activates the moment the logic detects the meter at 0 (assuming multiple calculations occur per frame), or allow the Drive Gauge value to go below 0 for math calculation purposes, but then reset the negative value to 0 automatically on the next frame. This feels like an exploit that isn't good for the game.
Is it a glitch or working as intended? If you recover meter when a move connects and do a mother move with frame perfect timing to maintain a cycle of momentum then it just may be that your performing at a high level. They probably saw the possibility for this but realized consistently doing frame perfect loops is not within the majority of players grasps.
@@dynogems but if multiple characters can accomplish this it’s down to the core mechanics not character specific, to that end, it’s probably been noted and deemed ok. Characters may receive specific changes that address the viability of this tech, but I doubt it will be removed out right, especially given it’s execution demands.
@@gtsavestheday6569 doesn't matter. There's no way a group of FG Devs would leave in something that straight up breaks the game. Regardless of how hard it is to do or how many characters can do it. That makes no sense.
It really comes down to just how broken an exploit can be in the grand scheme of balance. Since it requires a projectile, only some characters can take advantage of it. That imbalance alone makes it very bad and worthy of patching.
@@Crouton- Literally just jump. That nonsense was not airtight in the slightest and any change to when the projectile hits means the setup doesn't work.
The only caveat to this glitch is that someone trying to abuse it is keeping themselves one button away from burnout. Now in a tournament setting, pro vs pro, this might come up if used in a deliberate setup. Only time will tell.
@@Ashen-Crow Not to mention that it gives projectile characters more of an advantage. Tech like this has been found in games before the age of updates, and became part of the meta until a new version released; but as something only available to certain characters, it's not good for the health of the game.
So here's what's going to happen: They'll nerf this, and then Capcom can say they gave JP his well-deserved nerfs and leave it at that. Should satisfy people calling for JP nerfs-or rather, make it so the JP mains can argue that they already got nerfed-and Capcom can keep JP as the game's most broken character so Kakeru can continue winning tournaments for Japan.
Is that a glitch? I'm pretty sure it's intentional. It's related to her fuha stocks. When she doesn't have any stocks, her clothing doesn't move. Her foot also doesn't have that pink effect.
@@sauceinmyface9302 i'm not seeing anything outside of the rules of the mechanics, when you hit your oponent you get some drive gauge. It's not different as starting a combo with 2 1/2 SA bars and being able to finnish the combo with a CA.
@@DeathDasein this is absolutely different, in that you're not using the 2 bars that would put you in a position where you aren't supposed to use more than what you have left. You don't gain super gauge during a super for this exact same reason, it's not intended.
@@BlueRuki but thats the key issue, how do you know how is it "suppossed" to work? I mean Drive Cancel costs 3 bars but yet you can do a microwalk and Cancel 3 times in a single combo. It's the same as here.
At first I was surprised but interested in the funky things you could do. Then I saw JP.
What do you mean?
@@evilded2 Look at the example of the video, that when the opponent is burnout state is pretty difficulty to manage, but in general people don't like playing against JP so him having a new good thing he can do is just annoying.
Skill issue. He’s the only interesting character in this bum ass roster
As a Software Dev, I feel so bad for the people that put together the Drive Bar. This edge case is so reasonable to miss, especially considering you building the bar to recover drive without starting from negative numbers once burnt out.
This isn't remotely surprising that it got pass QA. Even as a Fighting Game player, who are trained to actively look for things like this, I would not have thought to try this!
Same here. Although I’m still a student. This is a very neat discovery for how the code is sequencing things. I feel it isn’t a glitch, but instead a clever use of abusing the systems that were designed.
I honestly hope this gets left in and Capcom doesn’t over correct things. These little system abusing wrinkles are what defines fighting games decades later.
@@WhosJohnGill That doesn't make a lot of sense when the od move eats more meter than the other move restores. You're regenerating free meter out of thin air, which isn't fair or intended. If the move normally regenerates more than 2 drive meters then yes this would be working as intended. However zero moves give you 2 bars back on block so this definitely shouldn't stay in the game. Otherwise you'll see infinite use of od moves, which is especially bad - just look at the last example with JP.
To be less fair to the devs, SF6 has a LOT of bugs and exploits compared to SF5.
@@beganfishare you comparing a game with 7 years of updates and patches to a game with 5 months? SFV was a mess on launch.
"Hit on same frame as projectile" should probably be part of testing after desk showed off the no-knockdown glitch
I realize it's splitting hairs, but this feels less like a glitch and more like an exploit. It seems both mechanics are working as intended, but there's a case where they work in tandem that was likely unexpected.
Are you being reasonable AND logical?
GTFO
THEY DID THIS ON PURPOSE CUZ THEY LOVE JP!
They're not both working as intended because it's possible for the meter gained by the projectile to be much less than the cost of the burnout. Working as intended should be burnout, unless the meter gained from the projectile is the exact cost of preventing burnout.
Just gonna have to wait and see what capcom thinks about it.
It works as intended
@@blazn0
Apparently not. They're patching it out.
@slimballs9650 lol after 2 months. Pretty much a disgrace. This should have been patched day 1.
I could see this not getting patched if not for jp, the timing's so specific and it doesnt seem possible to really loop it. If you land a slightly stronger combo good on you, thats sick
It isn't just that you land a slightly better combo, but also that you are left not burnt out after it. Being able to DI after doing a combo that would normally leave you burnt out is really strong, on top of you not being at risk of taking chip damage after cashing out the drive meter. I feel like this glitch is a pretty serious issue, especially since it only benefits specific characters, and the character it seems to favor the most by a landslide is the character who has arguably been doing the best so far.
People will try and does it really need to be looped to be considered unfair or broken? Going into burnout or not going into burnout can 100% be a round changer.
Apparently, Capcom said that while they haven't been fully able to patch it, they are working on it.
Oh noooo! Good thing I'm still grinding my characters out of gold so I don't have to deal with this yet
Kakeru Made him look broken in tournaments and won alot of money... but his parries were on point as well.
Desk combo video?
the jp setup seems strong but remember that it's totally frame perfect so if you do literally anything but hold still it breaks the timing and jp puts himself in burnout.
It is not hard with setups you have a 3 frame window. SYou either don't know how the game works or you are downplaying.
@@CineGoodog The timing of the setup doesn't matter when you walk forwards. You make the ghost or portal hit on a different frame if you're closer to it. Since the hit and the OD move are no longer on the exact same frame, the setup breaks.
Some people may see this as an issue. Bit I say yhe reason this may not of been noticed earlier is not only the timing but the Drive Gauge is just 1 block away from burnout. So even if they do yime it correctly, they also have to not block soon either.
Cool how do it perform this with Zangief...lol.
When you set the dummy to 0 drive in training mode, they will never hit burn out if the "refill" setting is on. It's similar to what's happening here.
“Infinite meter” wtf we just playing as Shin Bison now?!?!?
I can already see all the FGC content creators are going to milk this glitch for videos now
Yeah, what do you think this channel is if not FGC content
"New Game Breaking Glitch in Street Fighter 6!?!11!!?"
and then the thumbnail will have their face be like 😮
🤯😬😱 the three thumbnail faces
😮
Gief mains: Cool
Glitch of the JP, by the JP, for the JP
What? You don't want to get chipped out from block stun when at 60% health?
I can only imagine JP's hands turning to mush from all the inputs.
My character doesn’t have a projectile…
Leave my girl Juri alone
@SpiteHook your life is cringe, boyo
Now JP is busted for real... ROFLMAO!
ROFLMAO!
Was this patched?
Disclaimer - This is speculative as hell, and I have no idea how complex the situation is, or how complex the fix is.
Looks like the order of calculation in a frame executes deductions to values then executes additions as a separate calculation. The drive value can't go below zero, and the burnout check is only done at the "end" of a frame.
Example : At 1000 drive, a DR cancel on the same frame takes -2000 drive meter to go to 0, then the same frame projectile adds ~100 drive to that zero, ending at ~100 drive.
"Quick" solutions, if this is the scenario, are either to allow the value to go negative or to add a 0 check in between all drive calculations to immediately skip to burnout.
i'm sure it's not difficult to fix
Lol, I just mentioned both of these potential solutions in a comment a few minutes ago. Since it seems that multiple calculations occur per frame, they can flag the moment the value reaches 0. Still seems easier to just allow the Drive value to go negative, and reset any negative value to 0 on the next frame, ensuring burnout always occurs as intended.
Friendly Reminder that even tho this glitch has a 1f window to trigger, it doesn't mean that it's necessarily hard to do, since the game has a big buffer window after every action you do,
so as long as you find a frame kill, you can do it consistently, for better of worse.
I’m not subscribing to this being a glitch. I feel as though it’s a system mechanic that’s able to be exploited.
Just like your explanation says. The game is stacking actions of subtracting and adding meter value in sequence. The game cannot go into the negative so it goes to a 0 value and the the projectile regains a tiny amount of meter allowing the character to abuse the way the system’s code processes and avoid burnout.
Honestly I love this discovery. It’s a very agressive push towards abusing a system mechanic that was intended to be in the game.
Then again I guess that is ultimately up to Capcom to decide on the intentionality.
It's definitely a glitch. The cost of using drive gauge when you don't have enough is supposed to be burnout. More importantly, you get the whole OD move no matter what fraction of the price you had when you used it.
It's pretty obvious this wasn't intended. Seems like they could either add a burnout flag that activates the moment the logic detects the meter at 0 (assuming multiple calculations occur per frame), or allow the Drive Gauge value to go below 0 for math calculation purposes, but then reset the negative value to 0 automatically on the next frame. This feels like an exploit that isn't good for the game.
Leave it in.
Is it a glitch or working as intended? If you recover meter when a move connects and do a mother move with frame perfect timing to maintain a cycle of momentum then it just may be that your performing at a high level. They probably saw the possibility for this but realized consistently doing frame perfect loops is not within the majority of players grasps.
I agree I think this is intentional
I don't think that JP loop is intentional.
@@dynogems but if multiple characters can accomplish this it’s down to the core mechanics not character specific, to that end, it’s probably been noted and deemed ok. Characters may receive specific changes that address the viability of this tech, but I doubt it will be removed out right, especially given it’s execution demands.
If any of you genuinely think this is intentional in a game like SF6 then lol, lmao
@@gtsavestheday6569 doesn't matter. There's no way a group of FG Devs would leave in something that straight up breaks the game. Regardless of how hard it is to do or how many characters can do it. That makes no sense.
Not really a glitch
The drive Meter is based off of Aggro soooo I don't see this as a Glitch if it building meter
It's a glitch.
When you ex it consumes 2 full bars
He had less than half a bar and still had some left over
Do the math lol
@@bardockvegetable6377exatcly!
we really live in an age where the gamers are too stupid for the games they play it seems.
@@ObeyaCorpsArmory hey, dont say that, he doesnt even know his game works, much less read
this is the kind of glitch that ought to remain in the game
think about how much fun we missed out if roll cancelling wasn't in cvs2 🤪
Did you not see JP? are we watching the same video?
Just nerf JP and keep the tech.
Yeah this game definitely need all the characters who have fireballs to have another advantage.
It really comes down to just how broken an exploit can be in the grand scheme of balance. Since it requires a projectile, only some characters can take advantage of it. That imbalance alone makes it very bad and worthy of patching.
@@Crouton- Literally just jump. That nonsense was not airtight in the slightest and any change to when the projectile hits means the setup doesn't work.
The only caveat to this glitch is that someone trying to abuse it is keeping themselves one button away from burnout.
Now in a tournament setting, pro vs pro, this might come up if used in a deliberate setup.
Only time will tell.
If you can do a FRAME-PERFECT setup in the middle of a real fight, you deserve the payout.
The hit is frame perfect, not the input. With frame kills it's pretty easy to do things like that since the buffer is generous.
@@Ashen-Crow Not to mention that it gives projectile characters more of an advantage. Tech like this has been found in games before the age of updates, and became part of the meta until a new version released; but as something only available to certain characters, it's not good for the health of the game.
@@Ashen-Crow gotta love those Andies that love to comment without even knowing about the giant buffer this game has.
JP players right now be like... "Right that down! Right that down!"
So here's what's going to happen: They'll nerf this, and then Capcom can say they gave JP his well-deserved nerfs and leave it at that. Should satisfy people calling for JP nerfs-or rather, make it so the JP mains can argue that they already got nerfed-and Capcom can keep JP as the game's most broken character so Kakeru can continue winning tournaments for Japan.
I see that the glitch of Juri's clothes moving like crazy has not been solved yet, it reminds me of Laura's hair.
Is that a glitch? I'm pretty sure it's intentional. It's related to her fuha stocks. When she doesn't have any stocks, her clothing doesn't move. Her foot also doesn't have that pink effect.
It's not a glitch, it's an effect when she has stocks
🤔
she's queefing
@@misnichek ooh I didn't know, I think the effect on the foot is fine, why does it need 3 indicators? xd
buff cammy
? How could a slayer enjoyer have such a weird take?
Buff SF5 Juri
Buff SF4 Hakan
Buff SF3 Remmy
Buff SF1 Sagat
If it's intended to work that way then it's not a Glitch, maybe an Exploit.
Why do you think it's intended that way?
This seems so massively unimportant.
@@sauceinmyface9302 i'm not seeing anything outside of the rules of the mechanics, when you hit your oponent you get some drive gauge. It's not different as starting a combo with 2 1/2 SA bars and being able to finnish the combo with a CA.
@@DeathDasein this is absolutely different, in that you're not using the 2 bars that would put you in a position where you aren't supposed to use more than what you have left. You don't gain super gauge during a super for this exact same reason, it's not intended.
@@BlueRuki but thats the key issue, how do you know how is it "suppossed" to work? I mean Drive Cancel costs 3 bars but yet you can do a microwalk and Cancel 3 times in a single combo. It's the same as here.
it’s a shame the drive gage is so central to the game as is, this would make for some real cool execution heavy combos
Doesn't seem like a glitch to me.
you need to open your eyes before you claim to see something
its a good thing that i never claimed to see anything. maybe you should learn how to read before you type@@HellecticMojo
I tried it with Ryu and it's not that easy to do. Maybe I was doing it wrong