My very minor balance change I want that I think most people would agree with: If a light button counter-hits a player who is drive rushing, the scaling penalty usually applied to lights is not applied. So your scaling would be, assuming a CH light -> medium -> special combo, [maybe with some extensions after] L 100, M100, Special 80, [70,60,50,etc] Instead of currently L 100, M 80, Special 70, [60,50,40,etc] Gives SLIGHTLY more reward for checking a drive rush with a light. I feel like the universal change to light scaling that happened was intended to nerf frame traps, CH confirms, low confirms, and 4f/5f punishes, not DR checking. Other suggestions I've seen like giving Punish Counter for checking DR scare me that they might open up overtuned punishing routes, and I don't think greedy checks need to be nerfed.
I also think that dr buttons on block should add just +2 frame advantage. So things like dr overhead would be safe but on block it wouldn't be the attackers turn. On hit it should still add +4 frame advantage
@@briquesbts+2 on block would make throws useless after a drive rush because most buttons are negative. Meaning most would only get plus 1 which would trade on a throw or a low
This man plays Rashid who has a level 2 that completely kills neutral and is talking bout neutral and how he likes boring games . Lol. Meanwhile his character has one of the most broken moves in the game .
@@weihfnoinwdvo im sure he does like neutral but clearly he also likes the ability for his character to literally fill the screen with a moving hitbox that literally plays neutral for him and gives him a mix up . He’s not complaining about that but he’s complaining about actually getting hit in neutral fault by a crouching MK. These pros have completely lost the plot. They just complain nonstop about every game in the fgc
@@melohopkins5480 "clearly likes"? why? because he plays the game? you say like he has a choice. hes a professional competitor and thats the game. you think only people who dont play top tiers find the game boring? come on. half-dimensional take.
@ huh ? He could play a top tier that’s good because of their buttons or neutral tools. It’s not like Rashid is the only top tier . He literally plays the top tier with the most brain dead neutral skip. This game is also balanced enough that at least half the cast is valid in tournament . And also why even complain about things like neutral and boring characters if the argument is that he’s just gonna play whatever’s the best anyways. Then we really shouldnt listen to his opinion cuz he wont even play the type of characters he likes anyways unless they’re top tier according to you
I do agree with once the animation starts if it's going to land the opponent is not get drive gauge. If it's not going to land the person throwing it should not gain drive gauge during the animation. There might be some typos because I'm doing voice to text
I respect him for admitting that he wants something boring because that’s really what these pro players want. They don’t want the characters or the games systems to have strong tools because that’s makes it harder for them. They don’t want the games systems or characters to provide a lot of folks because that’s more tools that they have to manage . That’s why it’s important for devs to largely ignore a lot of what the competitive community wants . If you look at a lot of the most hyped and successful fighting games it’s because they’re interesting and exciting not because they’re the most boring and balanced
I dunno, it sounded like he was advocating for more character diversity and for more interesting tools to be added into the game and more was talking about the general stability of the game
Huh? The most exciting games are very consistent. Some of the best Evo finals ever have been in games without dice roll momentum swings. There is nothing fun or exciting about SF6 casino mechanics.
@@principate really ??? Well the most hype online ever is in third strike a game so broken that only 8 characters are really even viable . Let alone all the marvel 2 moments . How about marvel 3 which is widely considered the most hype game in the modern era in terms of audience reaction. Umm let’s see how about the first 2 years of DBFZ that literally had the crowd screaming. Or how about MKX the legendary moment where sonic takes off his hat for the first time . All these games are so much more volatile then street fighter 6. Heck street fighter six was even hype itself with punk winning and the crowd going wild . And most of these game had way worse “casino mechanics” then sf6 . Often having mix up’s where you guess high , low or throw and sometimes even cross up all at the same time . But people are throwing fits over a basic throw loop mixup that can only even be done in the corner . Or getting hit by a crouch medium kick into a high damage level 3. Give me a break . And meanwhile the dude complaining plays Rashid who has the best super in the game that’s only a level 2 and Gabe’s crazy mix ups and free neutral . Like stop it lol
@@melohopkins5480holy yap, a whole lot of braindead unrelated things here. The difference is, that street fighter shouldn’t be volatile. Like at all. That’s never what street fighter was (and having designated top tiers doesnt make a game volatile, like at all. I don’t know how you came to that conclusion.)
I kind of feel that your video titles do a disservice to the actual conversations because you all bring up interesting views. But the titles lately keep suggesting the game needs an overhaul and then your talking points are all relatively minor and mostly reasonable changes. I assume the titles are for engagement but I wonder how many people are actually watching beyond the first minute before commenting because the title already got them fired up. Lol.
I don't think we will ever have combo versatility in the way pro players want. Me as a not pro player that plays Kimberly I feel incredibly free with my combos, but they're not all optimal and that's the keyword that leads to the problem. You optimize your own fun out in the efforts to win. I don't like Drive rush much though so I'm with everyone on hating that
Isnt there already more combo variety because of the drive system and super meter? I see pros use the wrong combo all the time because they went for damage instead of burnout or super meter or even picked wrong based on their own resources. If there is complaints, i feel like its individual characters specific and most of the top tiers share similar problems. Although i do agree they need more incentives for lvl 1 and 2 super overall
Capcom isn’t changing things because that increases the skill gap even more. They made this game with intent to decrease skill gap and it worked. More people play than ever. Sf4 is not happening again
more scaling on supers wouldnt change a thing. People would just do heavy punch into level 3 or stop the combo when the scaling gets too high. We would end up in the same situation but of course a main rashid (that nevers uses level 3) wants the only thing that give them trouble nerfed
@sweetshoez I would agree if Perfect Parry wasn't in the game. Meaties are already a risk in this game without delay wakeup that usually get OS'ed out of relevance very quickly.
The easiest way to fix SF6 is to add a combo breaker. Every rush-down combo-driven fighting game deserves an offense-stopping tool after taking a hit. This will make aggressive players hesitate with their offense game plan. All players will then focus on conditioning rather than just autopiloting.
I wish in general there was more use for level 1 and 2, level 3 just does everything its almost always worth waiting for (with the exception of a few characters level 2s). Level gives you drive and damages the opponents drive while doing the most damage. Personally rather then lowering the scaling on level 3 I like them to just drop the damage of them, since reversal level 3 is a volatile interactions that can suddenly swing the whole match.
People said the same thing for characters in USF4. What happened? They made 'Omega mode' versions for your characters. The same thing was said in SFV. They then created V-Skill 2. There's a pattern here. I'm legit curious to see what they'll do for us in SF6 in due time.
bout the combo variety segment, I agree so hard. And even cammy has saaaaaucy level 2 routes but they cost too much/ are nowhere near as optimal as level 1 stuff or a basic drive rush combo. Also juggling with ex hooligan overhead is sick as hell but also sadly unoptimal bc of basic drive rush bnb as well Just an example of how even her, who has variety, falls short 😮
I thought I was displaying kind of a scrub mentality when I started playing because I didn’t really like the drive system. Now that I’ve come to accept it and even kinda like it, the PRO PLAYERS hate it?😂
This complaining about drive rush is getting old. It will never be removed from SF6, and there are plenty of other fighting games out there you can play instead.
This is such a weird comment because like there’s a very vocal part of the community who doesn’t like drive rush being so goddamn good, and most people don’t even want it gone, just nerfed
It's kinda interesting as I'm new to the fighting genre but when I hear people talk about how intricate (see also esoteric) some of the old games could be I find that interesting. I get what u mean the drive system is central to sf6 and the combo system doesn't really work without it but it would be nice if things could change so fireball driverush didn't have a big impact whether a character could be good (and yes I know Terry exists in the game 😂)
I don't think drive rush should go I think that it shouldn't recover fast as you should cuz let's be honest some characters need this to get in on their opponents while there's some that don't need it at all but I don't think it should go now if another Street Fighter comes out in a mechanic's gone I am fine with that. The only thing I kind of hate about the game is the excessive throw loops but that's whatever. Another thing I heard that's people complaining about the Perry I rather have a all the characters have Perry then real in Street Fighter 5. Yes perfect. Could get annoying but at the same time it's a punish mechanic for a reason 3rd Strike had it but you couldn't punish often it was more of an escape your fate technique
People being unsatisfied with aspects of the game even if they like it on the whole is not a problem. They have valid complaints and the critiques they have are the point of their presence on the show. Otherwise the discussion would be A: Good game? B: Good game. Good talk.
Honestly i like these kinda videos even if they are complaining because they know what theyre talking about and the insight is rly valuable for the state of the game and its future
I really don’t understand why that bothers you. None of you had a problem crappong in sfv all the time. Now that it’s happening to a game you enjoy it’s suddenly a problem. Cut it out
I think if anything Raw drive Rush should be nerfed. How ever switching 90% of the tools in this game is like saying you want a different game. I think sf6 is really trying to get new ppl into it. I don't think there is nothing wrong with admitting a game just isn't for you. All street fighter games vary with their mechanics.
Says he wants a more boring game but wtf sf6 is boring as hell every match is damn near deja vu and i completely agree with the lvl 3 scaling getting to round 2 or 3 is incredibly dumb at times 1 low foward literally can end you at the start of the round like why am i guessing for game soon as the round starts is crazy
They want the game to be boring, that just sounds y'all want it to be Mortal Kombat where there's no run mechanic in 11.😅 I kid tho, Drive Rush is an issue that's need to be rectify with how vast most characters use it.
I think the problem is capcom cant abandon the core design philosophy of sf2 or a lot of the older players will get angry. Thats why they haven't changed anything at the fundamental level like ever. Seems so anti fun to me, i will be dropping sf6 for cotw immediately when it comes out, system mechanics are way more interesting
Extended hurtbox for raw dr(punish counter as well?) to make the check easier. Put a limit on the corner like GG strive. Maybe you break the wall after a few corner throws, or after a burnout di combo?
This is why I play Lily. I can: -Combo for throw Oki, of Oki,DMG, or stacks -blockstring for stacks, corner push, throw Oki, drive build, drive DMG Etc. especially with certain strings to space the 236k resets. More characters need that kind of style OH and OB
I don't know if I fully agree because even though Drive Rush is a useful tool to continue pressure, its still a skill that requires the right situation because it can be punished if used to predictably while also leaving you in a vulnerable state when used to often especially since the drive system has offensive and defensive elements that can help in a match. I think combos still have variety in with or without drive rush because of the setup or how you end up after the combo which focuses of versatility especially combos that can be set up after Drive Impact instead.
DR checking is still too inconsistent, even on obvious reads. This leads to an abuse of the mechanic until it sticks. Checking DR on a read should be guaranteed period. Game will continue to be a joke until then.
@tiguilherman_plays That can be the case for many even rushdown moves for characters like Ken and Ed especially since they don't have a notable visual of the move activating until it's used which make Drive Rush easier to spot in comparison. I also think parry, Drive impact, and even throws can negate them when you see them coming which also its costing drive gauge makes it a move that can only be used sparingly unless you are put in burnout which puts the person at a disadvantage which shows that it still has major weaknesses as a mechanic.
It’s be cool to make it where if you have almost no drive. It takes a few more frames to burn you out. This way you can get a clutch perfect parry at zero drive left. Also it gives you one bar back only for this situation
So basically you want sf7 because you guys are literally creating a new game..Mine as well change the characters to..Let's take away offense let's make all the combos hard so only 1 percent can do it..Let's bring in alot more defense..So basically let's make sf4 again😂
Back to what you were saying about the combo routing. Those optimal routes, like with Cammy corner stuff really doesn't do much more damage than the dr heavy heavy repeat. Especially if you do a microwalk then the difference is less than 100. Ive tried so many different routes but when using max resources all routes somehow end up around the same amount of damage.
Nah, no lvl 1 should have fireball invincibility. they removed it for a reason. Throwing fireballs shouldn't be this risky. people complained about the amount of anti fireball tools in SFV
mediums and heavies should cancel at whiff into DR, like Lights. So players are going to start confirm hits not fishing. Perfect Parry should work only on Special movies, Supers and maybe DR normals. I think if players after successful defend they deserve turn, not guess tap parry. Same with Anti-Airs - if player not react properly on enemies jump attack, they should guess.
I think i hate perfect parrys the most. Im cool with it giving up your turn but i hate that you can combo with it or throw. PP should give a bar of meter back and it be your turn.
Can’t wait for Fatal Fury City of the Wolves!
My very minor balance change I want that I think most people would agree with:
If a light button counter-hits a player who is drive rushing, the scaling penalty usually applied to lights is not applied.
So your scaling would be, assuming a CH light -> medium -> special combo, [maybe with some extensions after]
L 100, M100, Special 80, [70,60,50,etc]
Instead of currently
L 100, M 80, Special 70, [60,50,40,etc]
Gives SLIGHTLY more reward for checking a drive rush with a light. I feel like the universal change to light scaling that happened was intended to nerf frame traps, CH confirms, low confirms, and 4f/5f punishes, not DR checking.
Other suggestions I've seen like giving Punish Counter for checking DR scare me that they might open up overtuned punishing routes, and I don't think greedy checks need to be nerfed.
I also think that dr buttons on block should add just +2 frame advantage. So things like dr overhead would be safe but on block it wouldn't be the attackers turn. On hit it should still add +4 frame advantage
@@briquesbts+2 on block would make throws useless after a drive rush because most buttons are negative. Meaning most would only get plus 1 which would trade on a throw or a low
@@briquesbtswhy shouldnt it be the attackers turn if they were able to even get out a 20+ frame button after spending meter?
Nah. It just sounds like a buff for the top. Especially shotos.
@@davidk4860 cammy and chun
This man plays Rashid who has a level 2 that completely kills neutral and is talking bout neutral and how he likes boring games . Lol. Meanwhile his character has one of the most broken moves in the game .
I mean he’s playing to win tournaments, and he played the character in another game. Doesn’t mean he can’t also like neutral and boring games too
@@weihfnoinwdvoits still ironic, doesn’t invalidate his opinion tho.
@@weihfnoinwdvo im sure he does like neutral but clearly he also likes the ability for his character to literally fill the screen with a moving hitbox that literally plays neutral for him and gives him a mix up . He’s not complaining about that but he’s complaining about actually getting hit in neutral fault by a crouching MK. These pros have completely lost the plot. They just complain nonstop about every game in the fgc
@@melohopkins5480 "clearly likes"? why? because he plays the game? you say like he has a choice. hes a professional competitor and thats the game. you think only people who dont play top tiers find the game boring? come on. half-dimensional take.
@ huh ? He could play a top tier that’s good because of their buttons or neutral tools. It’s not like Rashid is the only top tier . He literally plays the top tier with the most brain dead neutral skip. This game is also balanced enough that at least half the cast is valid in tournament . And also why even complain about things like neutral and boring characters if the argument is that he’s just gonna play whatever’s the best anyways. Then we really shouldnt listen to his opinion cuz he wont even play the type of characters he likes anyways unless they’re top tier according to you
I do agree with once the animation starts if it's going to land the opponent is not get drive gauge.
If it's not going to land the person throwing it should not gain drive gauge during the animation.
There might be some typos because I'm doing voice to text
I respect him for admitting that he wants something boring because that’s really what these pro players want. They don’t want the characters or the games systems to have strong tools because that’s makes it harder for them. They don’t want the games systems or characters to provide a lot of folks because that’s more tools that they have to manage . That’s why it’s important for devs to largely ignore a lot of what the competitive community wants . If you look at a lot of the most hyped and successful fighting games it’s because they’re interesting and exciting not because they’re the most boring and balanced
I dunno, it sounded like he was advocating for more character diversity and for more interesting tools to be added into the game and more was talking about the general stability of the game
Huh? The most exciting games are very consistent. Some of the best Evo finals ever have been in games without dice roll momentum swings. There is nothing fun or exciting about SF6 casino mechanics.
@@principate really ??? Well the most hype online ever is in third strike a game so broken that only 8 characters are really even viable . Let alone all the marvel 2 moments . How about marvel 3 which is widely considered the most hype game in the modern era in terms of audience reaction. Umm let’s see how about the first 2 years of DBFZ that literally had the crowd screaming. Or how about MKX the legendary moment where sonic takes off his hat for the first time . All these games are so much more volatile then street fighter 6. Heck street fighter six was even hype itself with punk winning and the crowd going wild . And most of these game had way worse “casino mechanics” then sf6 . Often having mix up’s where you guess high , low or throw and sometimes even cross up all at the same time . But people are throwing fits over a basic throw loop mixup that can only even be done in the corner . Or getting hit by a crouch medium kick into a high damage level 3. Give me a break . And meanwhile the dude complaining plays Rashid who has the best super in the game that’s only a level 2 and Gabe’s crazy mix ups and free neutral . Like stop it lol
@@melohopkins5480holy yap, a whole lot of braindead unrelated things here. The difference is, that street fighter shouldn’t be volatile. Like at all. That’s never what street fighter was (and having designated top tiers doesnt make a game volatile, like at all. I don’t know how you came to that conclusion.)
@@melohopkins5480 just cos sf3 is broken doesn't mean it's ass
Nerfing Ken would fix the game exponentially and he's just one character. That's sad to think about.
I kind of feel that your video titles do a disservice to the actual conversations because you all bring up interesting views. But the titles lately keep suggesting the game needs an overhaul and then your talking points are all relatively minor and mostly reasonable changes. I assume the titles are for engagement but I wonder how many people are actually watching beyond the first minute before commenting because the title already got them fired up. Lol.
Welcome to YT
Theyre not talking about minor changes
I don't think we will ever have combo versatility in the way pro players want. Me as a not pro player that plays Kimberly I feel incredibly free with my combos, but they're not all optimal and that's the keyword that leads to the problem. You optimize your own fun out in the efforts to win. I don't like Drive rush much though so I'm with everyone on hating that
I hate how alot of these new fighting games have these flashy mechanics but it feels unearned.
Thank yall for that!❤
Isnt there already more combo variety because of the drive system and super meter? I see pros use the wrong combo all the time because they went for damage instead of burnout or super meter or even picked wrong based on their own resources. If there is complaints, i feel like its individual characters specific and most of the top tiers share similar problems. Although i do agree they need more incentives for lvl 1 and 2 super overall
Did the Rashid player just suggest that if there is a super on screen pause drive regen? 😂
Also a Rashid main saying he wants slow skill intensive games lololol
pretty sure he is exclusively talking about the wind up + cutscene not the duration of the actual super
DR & throw loops make everybody play the same i m o
Capcom isn’t changing things because that increases the skill gap even more. They made this game with intent to decrease skill gap and it worked. More people play than ever. Sf4 is not happening again
SF4 decreased the skill cap a ton compared to SF3 or especially Alpha 2/3
@@Digital.midori you think this game has a lower skill gap than sf5 ? Lol
Thank goodness it's not
more scaling on supers wouldnt change a thing. People would just do heavy punch into level 3 or stop the combo when the scaling gets too high. We would end up in the same situation
but of course a main rashid (that nevers uses level 3) wants the only thing that give them trouble nerfed
The best combo in the game is Drive Rush > Scrubquote
That’s why 6 isn’t soo bad
wake up lvl 3 should scale right away by 60%. And no CA for you.
JB is spot on about combos in this game. Top tournament play has gotten stale to watch.
Combos in sf6 are genuinely the most boring out of any game I have played. Juggle system sucks.
since a very long time ago
Commenting on every video requesting Makoto’s BBCF combo trials, video 158.
Variable wake up timing would be great actually so canned set play would be more interactive
@sweetshoez I would agree if Perfect Parry wasn't in the game. Meaties are already a risk in this game without delay wakeup that usually get OS'ed out of relevance very quickly.
The easiest way to fix SF6 is to add a combo breaker.
Every rush-down combo-driven fighting game deserves an offense-stopping tool after taking a hit.
This will make aggressive players hesitate with their offense game plan.
All players will then focus on conditioning rather than just autopiloting.
This. There needs to be a better option on defense than just drive reversal.
@joelevy3042 Indeed. Drive reversal is the weakest tool in the game. High-risk, low reward
I wish in general there was more use for level 1 and 2, level 3 just does everything its almost always worth waiting for (with the exception of a few characters level 2s). Level gives you drive and damages the opponents drive while doing the most damage.
Personally rather then lowering the scaling on level 3 I like them to just drop the damage of them, since reversal level 3 is a volatile interactions that can suddenly swing the whole match.
People said the same thing for characters in USF4. What happened? They made 'Omega mode' versions for your characters. The same thing was said in SFV. They then created V-Skill 2. There's a pattern here. I'm legit curious to see what they'll do for us in SF6 in due time.
bout the combo variety segment, I agree so hard. And even cammy has saaaaaucy level 2 routes but they cost too much/ are nowhere near as optimal as level 1 stuff or a basic drive rush combo.
Also juggling with ex hooligan overhead is sick as hell but also sadly unoptimal bc of basic drive rush bnb as well
Just an example of how even her, who has variety, falls short 😮
I really enjoy JB as a guest.
I thought I was displaying kind of a scrub mentality when I started playing because I didn’t really like the drive system. Now that I’ve come to accept it and even kinda like it, the PRO PLAYERS hate it?😂
This complaining about drive rush is getting old. It will never be removed from SF6, and there are plenty of other fighting games out there you can play instead.
This is such a weird comment because like there’s a very vocal part of the community who doesn’t like drive rush being so goddamn good, and most people don’t even want it gone, just nerfed
It's kinda interesting as I'm new to the fighting genre but when I hear people talk about how intricate (see also esoteric) some of the old games could be I find that interesting. I get what u mean the drive system is central to sf6 and the combo system doesn't really work without it but it would be nice if things could change so fireball driverush didn't have a big impact whether a character could be good (and yes I know Terry exists in the game 😂)
Shut up *itch probably a lame modern control player
It won't be removed but it could use some tweaking
The only problem with lvl3 is how often we see it. Nerf the meter gain for supers overall
I don't think drive rush should go I think that it shouldn't recover fast as you should cuz let's be honest some characters need this to get in on their opponents while there's some that don't need it at all but I don't think it should go now if another Street Fighter comes out in a mechanic's gone I am fine with that. The only thing I kind of hate about the game is the excessive throw loops but that's whatever. Another thing I heard that's people complaining about the Perry I rather have a all the characters have Perry then real in Street Fighter 5. Yes perfect. Could get annoying but at the same time it's a punish mechanic for a reason 3rd Strike had it but you couldn't punish often it was more of an escape your fate technique
"Wah wah wah" thats all y'all do
This content is too good NEEDS MORE ATTENTION from the FGC keep it up brother
Im unsubbing upload something else
Just change the name of this channel to “SF6 complaints” because that’s all you bring people on here to do.
The game is in a bad state. We need more of these videos because something needs to change ASAP
People being unsatisfied with aspects of the game even if they like it on the whole is not a problem. They have valid complaints and the critiques they have are the point of their presence on the show. Otherwise the discussion would be
A: Good game?
B: Good game.
Good talk.
Honestly i like these kinda videos even if they are complaining because they know what theyre talking about and the insight is rly valuable for the state of the game and its future
@@WAT_ru_SERIOUSno, there is a narrative that the game is in a bad state. The matter of fact is that it really is not
I really don’t understand why that bothers you. None of you had a problem crappong in sfv all the time. Now that it’s happening to a game you enjoy it’s suddenly a problem. Cut it out
I think if anything Raw drive Rush should be nerfed. How ever switching 90% of the tools in this game is like saying you want a different game. I think sf6 is really trying to get new ppl into it. I don't think there is nothing wrong with admitting a game just isn't for you. All street fighter games vary with their mechanics.
Good thing this guy isn't in charge of developing the game.
Says he wants a more boring game but wtf sf6 is boring as hell every match is damn near deja vu and i completely agree with the lvl 3 scaling getting to round 2 or 3 is incredibly dumb at times 1 low foward literally can end you at the start of the round like why am i guessing for game soon as the round starts is crazy
Boring as in slower, less aggressive and flow chart I think.
They want the game to be boring, that just sounds y'all want it to be Mortal Kombat where there's no run mechanic in 11.😅
I kid tho, Drive Rush is an issue that's need to be rectify with how vast most characters use it.
I think the problem is capcom cant abandon the core design philosophy of sf2 or a lot of the older players will get angry. Thats why they haven't changed anything at the fundamental level like ever.
Seems so anti fun to me, i will be dropping sf6 for cotw immediately when it comes out, system mechanics are way more interesting
Extended hurtbox for raw dr(punish counter as well?) to make the check easier. Put a limit on the corner like GG strive. Maybe you break the wall after a few corner throws, or after a burnout di combo?
This is why I play Lily. I can:
-Combo for throw Oki, of Oki,DMG, or stacks
-blockstring for stacks, corner push, throw Oki, drive build, drive DMG
Etc. especially with certain strings to space the 236k resets. More characters need that kind of style OH and OB
I don't know if I fully agree because even though Drive Rush is a useful tool to continue pressure, its still a skill that requires the right situation because it can be punished if used to predictably while also leaving you in a vulnerable state when used to often especially since the drive system has offensive and defensive elements that can help in a match.
I think combos still have variety in with or without drive rush because of the setup or how you end up after the combo which focuses of versatility especially combos that can be set up after Drive Impact instead.
DR checking is still too inconsistent, even on obvious reads. This leads to an abuse of the mechanic until it sticks. Checking DR on a read should be guaranteed period. Game will continue to be a joke until then.
@tiguilherman_plays That can be the case for many even rushdown moves for characters like Ken and Ed especially since they don't have a notable visual of the move activating until it's used which make Drive Rush easier to spot in comparison.
I also think parry, Drive impact, and even throws can negate them when you see them coming which also its costing drive gauge makes it a move that can only be used sparingly unless you are put in burnout which puts the person at a disadvantage which shows that it still has major weaknesses as a mechanic.
It’s be cool to make it where if you have almost no drive. It takes a few more frames to burn you out. This way you can get a clutch perfect parry at zero drive left. Also it gives you one bar back only for this situation
So basically you want sf7 because you guys are literally creating a new game..Mine as well change the characters to..Let's take away offense let's make all the combos hard so only 1 percent can do it..Let's bring in alot more defense..So basically let's make sf4 again😂
Back to what you were saying about the combo routing. Those optimal routes, like with Cammy corner stuff really doesn't do much more damage than the dr heavy heavy repeat. Especially if you do a microwalk then the difference is less than 100.
Ive tried so many different routes but when using max resources all routes somehow end up around the same amount of damage.
SFV in a nushell
Nah, no lvl 1 should have fireball invincibility. they removed it for a reason. Throwing fireballs shouldn't be this risky. people complained about the amount of anti fireball tools in SFV
He was so right lack skill and ridiculous brain dead drive rush. Sf6 need help
drive rush gotta go or being much slower and punishable
mediums and heavies should cancel at whiff into DR, like Lights.
So players are going to start confirm hits not fishing.
Perfect Parry should work only on Special movies, Supers and maybe DR normals.
I think if players after successful defend they deserve turn, not guess tap parry. Same with Anti-Airs - if player not react properly on enemies jump attack, they should guess.
I think i hate perfect parrys the most. Im cool with it giving up your turn but i hate that you can combo with it or throw. PP should give a bar of meter back and it be your turn.
Bruh I forgot this game came out in 2023 I haven’t played it in 6-7 months now. Yall try to hard and play too damn cheap! It’s over for me
I disagree with almost all of this. No further comment.
incredibly constructive. congrats