I only parry or DI after my opponent does it because they remind me it exists. Same energy as getting knocked down by an ex dp and waking up with ex dp in response.
@@TalkingGecko This. Doing it either ticks them off or reminds them it exists, and all I have to do is stick to cancellable normals for a few seconds and wait to counter-DI.
I got to watch you live for the first time yesterday, and it feels really weird watching part of that stream as a youtube video x) I'm still very glad you decided to upload it because it's really educational!
The most difficult thing for me in this game has been utilizing DI. When I started Ranked, I saw people use it as a crutch all the time and I can't get it through my head that it's a legitimate, core mechanic that I should use not just when I'm reacting to my opponent's DI.
Use it when you get your opponents back against the corner. You send them into hard knockdown. If you're at the level where they meta game you and expect it, just try to make them whiff then punish.
All other moves with armour so far get beaten by Luke's H flash knuckle because they only have 1 armour hit like marisa's moves, zangief's bear grab, honda's ex headbutt, luke's ex tackle etc. Drive impact has 2 hits of armour so it won't go through it since luke's knuckle would need to hit 3 times, which it doesn't. Marisa's gladius has ACTUAL armour break and doesn't care about how many armour hits it can take, it will just go through. The same as any super that does damage.
Not exactly. If you DI while blocking you will get drive reversal, which is basically v reversal from 5. It's 2 of bars and pushes your opponent 3/4 screen. Still good, but not as rewarding. If you want to drive impact you have to stop blocking, risking getting hit.
@@isolex_ No. To get Drive Reversal you have to press forward and use DI during block stun. If you never press forward there is no risk to get the wrong thing.
I have trouble reacting with DI/parry on stick. My hand is default positioned with thumb on LK, and the threat of throw is usually enough to keep it there. Sliding all the way over to HK on reaction to the red flash is something my brain usually isn't prepared for.
been watching a lot of different videos and many of them say to bind hp+hk and mp+mk macros to their own buttons so that you don't have to worry about this.
@@Henvandret It's still kinda the same issue. I'm not used to binding L1/L2 so when the time comes my hand isn't there. With some practice I could get there though.
I know the content isnt made for my specific situation, but ‘he has to do this or this’ is not friendly to listening. I listen to a lot of videos, even things I would watch normally but some times I just dont have the time or are at work or something. My problem generally, but notating specifically what ‘this and this’ are would make the experience better for this situation. You don’t gotta listen to me, but I just thought maybe it would be worth bringing to your attention
I agree. I'm trying to learn 2D fighters, and I'm doing pretty good, but I still can't tell one normal move from another from their animations only. I didn't understand the second point of the video, even after rewatching it, because to my eye it's just Luke punching.
Something I'd be kinda interested in seeing is discussion about how healthy SF6 ranked might be. I've mostly just seen a bunch of scrub quoting about stuff like DI, DR, parry, throw loops, etc. and it'd be neat to see a breakdown of how that might effect competitive play in the long term. Is it healthy to have these huge jumpscare swing mechanics? Like SF6 almost feels defined by its system less than its characters.
Ken is by far the most popular character in the game by an absolute landslide. Last time i checked his usage was double manons and more than triple deejays
I've noticed some players, able to drive impact counter so perfectly I end up not rematching because I can tell somethings wrong. Everytime I throw a drive impact, I even tested just throwing random ones, they unusually time the drive impact exactly at the same time.
pretty much sums up sf6. If you don't like what's happening just drive impact. The fact that it frequently creates checkmates situations as well as what it does to the corner game make it a bad mechanic. People seem to find it fun for now but i'm guessing it's going to start to feel really old sometimes soon. I've been sick of having to focus so much of my attention on one thing in every matchup since day 1 myself.
It is one of the most punishable moves in the game. Unless you are throwing out a super slow poke in neutral, you can cancel most moves into a counter DI if your opponent decides to DI. If anything, more often than not, the checkmate situation you mention checkmates the person that threw it out first.
Bud he pointed out 3 specific situations where drive impact is a good answer to a pesky move from your opponent out of the hundreds of situations where drive impact will get you smoked for free. The only "checkmate" situation with DI is in the corner, in burn-out, not having any meter for an invincible super and blocking one of maybe 2 moves any given character has that guarantees a burn-out DI hit. If you made that many mistakes and wound up in that situation you deserve to get checkmated. Just like stun from literally every other Street Fighter game. A mechanic that rewards your opponent with free damage from out-playing you many times in a row.
@@metalfish84 well most moves being cancelable is just flat out wrong and character dependant and that's not considering the tiny cancel window and the time between the attack starting and the end of the cancel window often times being faster than is human reactable, or just over making it extremely difficult in some situations. That is not the checkmate situations I'm talking about.
@@Mike-yy5vk yeah of course it's the answer to a bunch of pesky situations, it's properties are op. Also I'm not going to add up the 'situations' to see which one has more lol but I'll just say that there are SOOO many things where doing them DOES get you smoked that it feels extremely restrictive to gameplay and, imo, not fun. That checkmate situation may not come up that much in your gameplay but they come up in mine all the time as well in the pro matches I watch which is a bunch. As I said to another dude, a lot of that is character dependant. Some characters don't have invincibility on their supers except lvl 3 and literally everyone gets burned out all the time.... It's built into the game. There is also the fact that pressure from your opponent can easily burn you out as well as being hit by supers and such. Many ways to be burned out and in the corner my friend. Also, stepping back, I disagree with the fundamental idea that you should get 'free damage' for already winning, but tbh stun has never bothered me before this game. Even now it only bothers me because it is related to drive impact and the landslide heavy mechanics.
@@coreyrachar9694 ikr, its just jarring to play into drive impact (even if you're cancelling into it on reaction to the opponent's DI), idk why people are defending it
Whenever i feel like it
I described sf6 to my friends and said that di in low level is a “wouldnt it be funny if i did this” button
So true
Sooo true
@@Mario_blandthis is exactly how I will explain this to my friends from now on
based
I only parry or DI after my opponent does it because they remind me it exists. Same energy as getting knocked down by an ex dp and waking up with ex dp in response.
If i ever Drive impact someone my next move is always waiting for them to drive impact back lmfao
@@TalkingGecko This. Doing it either ticks them off or reminds them it exists, and all I have to do is stick to cancellable normals for a few seconds and wait to counter-DI.
In master and straight up have never used parry in a match.
@@solairedude7119Lucky you. Never facing JP, Honda, any shoto, Guile.
@@tacticsogreman Well I am the JP, so I get to fight projectile wars or start them lol, and Honda I learnt the timing to DI his headbutt and slam easy
You can't stop me from throwing that rock
And that's what I love most about this game: the mechanics and system are so flexible that there are multiple answers to most situations
I will do it early on just to remind my opponent they have this options, and I start aggressively baiting it.
I got to watch you live for the first time yesterday, and it feels really weird watching part of that stream as a youtube video x)
I'm still very glad you decided to upload it because it's really educational!
I have no idea when to do these things and this was very helpful so thanks. When to use drive impact on offense would be helpful too!
The most difficult thing for me in this game has been utilizing DI. When I started Ranked, I saw people use it as a crutch all the time and I can't get it through my head that it's a legitimate, core mechanic that I should use not just when I'm reacting to my opponent's DI.
Use it when you get your opponents back against the corner. You send them into hard knockdown. If you're at the level where they meta game you and expect it, just try to make them whiff then punish.
why is ken’s backthrow so good man
Wait I thought Luke's heavy knuckle had an armor break effect built into it, was I just high?
Nah it just hits multiple times so if your armor is one hit it beats that
All other moves with armour so far get beaten by Luke's H flash knuckle because they only have 1 armour hit like marisa's moves, zangief's bear grab, honda's ex headbutt, luke's ex tackle etc. Drive impact has 2 hits of armour so it won't go through it since luke's knuckle would need to hit 3 times, which it doesn't. Marisa's gladius has ACTUAL armour break and doesn't care about how many armour hits it can take, it will just go through. The same as any super that does damage.
I have a stupid question. If I want to counter a DI with a DI, can I activate DI while holding block?
Yes
Not exactly. If you DI while blocking you will get drive reversal, which is basically v reversal from 5. It's 2 of bars and pushes your opponent 3/4 screen. Still good, but not as rewarding. If you want to drive impact you have to stop blocking, risking getting hit.
@@isolex_ No. To get Drive Reversal you have to press forward and use DI during block stun. If you never press forward there is no risk to get the wrong thing.
Yes, in fact you should get used to it because if you hold forward you get drive reversal
And this is why fighting games are hard. You ask a question about mechanical interaction, and you get a 50/50 yes/no split. 😮💨
Finally got good enough to win ranked matches but can’t figure out the timing for od moves i always go into breakstate
Usually use heavy for most attacks cause my fingers already on it so maybe that could be a reason
I have level 3'd so many DI's by excessive heavy flash knuckle use lmao.
Just finding your content after the ij1 vid😂 after that im not quick to call stuff broken
You can parry supers?
wait a sec, where'd the outro go?
I have trouble reacting with DI/parry on stick. My hand is default positioned with thumb on LK, and the threat of throw is usually enough to keep it there. Sliding all the way over to HK on reaction to the red flash is something my brain usually isn't prepared for.
been watching a lot of different videos and many of them say to bind hp+hk and mp+mk macros to their own buttons so that you don't have to worry about this.
@@Henvandret It's still kinda the same issue. I'm not used to binding L1/L2 so when the time comes my hand isn't there. With some practice I could get there though.
I know the content isnt made for my specific situation, but ‘he has to do this or this’ is not friendly to listening. I listen to a lot of videos, even things I would watch normally but some times I just dont have the time or are at work or something. My problem generally, but notating specifically what ‘this and this’ are would make the experience better for this situation. You don’t gotta listen to me, but I just thought maybe it would be worth bringing to your attention
Fair point but it is a video after all
I agree. I'm trying to learn 2D fighters, and I'm doing pretty good, but I still can't tell one normal move from another from their animations only.
I didn't understand the second point of the video, even after rewatching it, because to my eye it's just Luke punching.
How do I thumbs up this video twice?
Something I'd be kinda interested in seeing is discussion about how healthy SF6 ranked might be. I've mostly just seen a bunch of scrub quoting about stuff like DI, DR, parry, throw loops, etc. and it'd be neat to see a breakdown of how that might effect competitive play in the long term. Is it healthy to have these huge jumpscare swing mechanics? Like SF6 almost feels defined by its system less than its characters.
Needed this. Too many kens online for some reason. Remember week 1 it was all manon, honda then dj now kens everywhere lol.
Ken is the most popular character. Beating out Ryu right now.
Ken is by far the most popular character in the game by an absolute landslide. Last time i checked his usage was double manons and more than triple deejays
I'm never trying out Ken 'cause I'm sick of seeing him every day:D btw, in my area *nobody* plays DeeJay. So he's probably gonna be my next main.
They need to make him less fun is all
I've noticed some players, able to drive impact counter so perfectly I end up not rematching because I can tell somethings wrong.
Everytime I throw a drive impact, I even tested just throwing random ones, they unusually time the drive impact exactly at the same time.
Giving out sage wisdom as always 🧎
defense? imagine
pretty much sums up sf6. If you don't like what's happening just drive impact. The fact that it frequently creates checkmates situations as well as what it does to the corner game make it a bad mechanic.
People seem to find it fun for now but i'm guessing it's going to start to feel really old sometimes soon. I've been sick of having to focus so much of my attention on one thing in every matchup since day 1 myself.
It is one of the most punishable moves in the game. Unless you are throwing out a super slow poke in neutral, you can cancel most moves into a counter DI if your opponent decides to DI. If anything, more often than not, the checkmate situation you mention checkmates the person that threw it out first.
Bud he pointed out 3 specific situations where drive impact is a good answer to a pesky move from your opponent out of the hundreds of situations where drive impact will get you smoked for free. The only "checkmate" situation with DI is in the corner, in burn-out, not having any meter for an invincible super and blocking one of maybe 2 moves any given character has that guarantees a burn-out DI hit. If you made that many mistakes and wound up in that situation you deserve to get checkmated. Just like stun from literally every other Street Fighter game. A mechanic that rewards your opponent with free damage from out-playing you many times in a row.
@@metalfish84 well most moves being cancelable is just flat out wrong and character dependant and that's not considering the tiny cancel window and the time between the attack starting and the end of the cancel window often times being faster than is human reactable, or just over making it extremely difficult in some situations.
That is not the checkmate situations I'm talking about.
@@Mike-yy5vk yeah of course it's the answer to a bunch of pesky situations, it's properties are op. Also I'm not going to add up the 'situations' to see which one has more lol but I'll just say that there are SOOO many things where doing them DOES get you smoked that it feels extremely restrictive to gameplay and, imo, not fun.
That checkmate situation may not come up that much in your gameplay but they come up in mine all the time as well in the pro matches I watch which is a bunch. As I said to another dude, a lot of that is character dependant. Some characters don't have invincibility on their supers except lvl 3 and literally everyone gets burned out all the time.... It's built into the game. There is also the fact that pressure from your opponent can easily burn you out as well as being hit by supers and such. Many ways to be burned out and in the corner my friend.
Also, stepping back, I disagree with the fundamental idea that you should get 'free damage' for already winning, but tbh stun has never bothered me before this game. Even now it only bothers me because it is related to drive impact and the landslide heavy mechanics.
@@coreyrachar9694 ikr, its just jarring to play into drive impact (even if you're cancelling into it on reaction to the opponent's DI), idk why people are defending it