good breakdown but i just wanna say im pretty sure if you have less than half a bar of drive gauge you can still pp the drive impact, but otherwise you get stunned, and this applies in any situation you have less than half a bar and want to parry, since the pp timing comes out before drive gauge is even consumed (on frame 3 of parry)
He speaks too fast. Too much information to absorb. But it's probably because I'm not familiar with all the jargon. So it just sounds like someone speaking a lot of jargon really quickly.
I like to try to get as much information as possible in as little time as possible to keep it short and sweet, but also good for rewatchability in case you want to review something. I always make sure to have captions as well to help in case I'm talking too fast, but if there's anything else I can add that may help make it more understandable please let me know. I want my videos to help people at all levels!
@@aDTimeGaming It's just difficult for people who are not familiar with the jargon like "two drive rush cancels," "strike throw mixup," "reversals between the gap," "you can true string," "carry charge inputs through." Again this is just from the perspective of someone who isn't familiar with the lingo so when spoken fast it's confusing. I'm probably not the target audience, I'm a silver 4 Lily who has just recently gotten into sf6.
Thanks for clarifying. I do plan on making a video tackling pretty much all the major fighting game terms, but it'll probably be a while before it's done. But I can clarify some of these terms right now for you. Two drive rush cancels - When you do an attack that can be cancelled into a special move, you can also cancel it into drive rush by inputting a dash or medium punch and medium kick at the same time. Doing this takes away 3 drive meter, so doing it twice will take up almost all your meter very quickly and is not worth doing Strike throw mixup - When you are at advantage against your opponent after making them block, you can choose between throwing them or hitting them with an attack which is generally called a strike. So mixing between striking and throwing them making them guess to either avoid/tech the throw or block an attack is called a strike throw mixup Reversals between the gap - Some attacks can be done back to back that leave no room for the defender to attack since the move stuns them long enough on block that they have no choice but to continue blocking. But if the offender does an attack, then another attack that would connect after the block stun ends, then they can do an invincible move typically called a reversal between the gap of the end of block stun and the next move connecting You can true string - True string is connecting multiple attacks on block that happen before the block stun ends, so the defender is stuck in the blocking animation and cannot do a reversal or any movement option to get away Carry charge inputs through - Charge inputs are done by holding a direction typically down or back for a certain period of time then pressing the opposite direction and an attack button. Like holding back for 3/4 of a second then pressing forward and heavy punch to throw a fireball for some characters like Deejay or Guile. There is generally a tight timing to go from back to forward and pressing an attack in order to get the special move to come out, but you can hold down and back, then whiff a crouching light attack, then let go of down back and press medium punch and medium kick to get a drive rush, then press forward or up and an attack to still get the down to up or back to forward special move. This one is pretty advanced and generally not going to be useful but it is still an option. My target audience is anyone who is looking to learn more about fighting games, I try to cover basic and advanced topics in each video but I do use some terms that people may not know. Hopefully when I can get the fighting game terms video done, it will be helpful for people just getting started to find videos like this more useful. Thanks again for the feedback and I hope this helps! @@GizmoMaltese
Thank you for this well made video!!!
It's really rare to see a video that actually levels up your gameplay, but this one did.
3:52 “and making the moist meter”
Very well done.
cool, didn’t know about the forward walking bonus
fantastic analysis
good breakdown but i just wanna say im pretty sure if you have less than half a bar of drive gauge you can still pp the drive impact, but otherwise you get stunned, and this applies in any situation you have less than half a bar and want to parry, since the pp timing comes out before drive gauge is even consumed (on frame 3 of parry)
I'm testing in training mode, but I haven't been able to get a perfect parry when I'm at less than half a bar. If you can get it please let me know.
A question:
If you parry something, but continue to hold parry, how long does it take for drive regen to kick in after you release parry?
Since you parried something successfully, even if you hold it for a while after, it will regen like a successful parry not a whiffed parry
@aDTimeGaming ty!
I appreciate that, this seems like something that's important for characters who try to follow up after fireballs like dahlsim.
Its too much drive drove thing 😅
He speaks too fast. Too much information to absorb. But it's probably because I'm not familiar with all the jargon. So it just sounds like someone speaking a lot of jargon really quickly.
I like to try to get as much information as possible in as little time as possible to keep it short and sweet, but also good for rewatchability in case you want to review something. I always make sure to have captions as well to help in case I'm talking too fast, but if there's anything else I can add that may help make it more understandable please let me know. I want my videos to help people at all levels!
@@aDTimeGaming It's just difficult for people who are not familiar with the jargon like "two drive rush cancels," "strike throw mixup," "reversals between the gap," "you can true string," "carry charge inputs through." Again this is just from the perspective of someone who isn't familiar with the lingo so when spoken fast it's confusing. I'm probably not the target audience, I'm a silver 4 Lily who has just recently gotten into sf6.
Thanks for clarifying. I do plan on making a video tackling pretty much all the major fighting game terms, but it'll probably be a while before it's done. But I can clarify some of these terms right now for you.
Two drive rush cancels - When you do an attack that can be cancelled into a special move, you can also cancel it into drive rush by inputting a dash or medium punch and medium kick at the same time. Doing this takes away 3 drive meter, so doing it twice will take up almost all your meter very quickly and is not worth doing
Strike throw mixup - When you are at advantage against your opponent after making them block, you can choose between throwing them or hitting them with an attack which is generally called a strike. So mixing between striking and throwing them making them guess to either avoid/tech the throw or block an attack is called a strike throw mixup
Reversals between the gap - Some attacks can be done back to back that leave no room for the defender to attack since the move stuns them long enough on block that they have no choice but to continue blocking. But if the offender does an attack, then another attack that would connect after the block stun ends, then they can do an invincible move typically called a reversal between the gap of the end of block stun and the next move connecting
You can true string - True string is connecting multiple attacks on block that happen before the block stun ends, so the defender is stuck in the blocking animation and cannot do a reversal or any movement option to get away
Carry charge inputs through - Charge inputs are done by holding a direction typically down or back for a certain period of time then pressing the opposite direction and an attack button. Like holding back for 3/4 of a second then pressing forward and heavy punch to throw a fireball for some characters like Deejay or Guile. There is generally a tight timing to go from back to forward and pressing an attack in order to get the special move to come out, but you can hold down and back, then whiff a crouching light attack, then let go of down back and press medium punch and medium kick to get a drive rush, then press forward or up and an attack to still get the down to up or back to forward special move. This one is pretty advanced and generally not going to be useful but it is still an option.
My target audience is anyone who is looking to learn more about fighting games, I try to cover basic and advanced topics in each video but I do use some terms that people may not know. Hopefully when I can get the fighting game terms video done, it will be helpful for people just getting started to find videos like this more useful. Thanks again for the feedback and I hope this helps!
@@GizmoMaltese
@@GizmoMaltese look up fighting game glossary on google, It has all the terminology you'd want, sprecially for big games like street fighter