I think the drive system has a lot of thought put into it that people aren't giving it enough credit for. For example, why are throw loops in the game? Capcom wouldn't accidentally re-add such a controversial thing from the last game. If you think about it for a bit, you realize, "Throw loops exist because Perfect Parry is a strong wakeup option, and because the stun bar is gone". If someone throws you and gets no oki, there's little reason to not just wake up with parry, because they won't be close enough to represent throw. Sajam covered this, and I think this thought process needs to be taken into consideration for pretty much every other mechanic. Why are divekicks good again? Because of Parry and DI. Why are so many specials able to be spaced to be safe/+ when that was mostly removed in SFV? Because now DI can interrupt them regardless. Etc. etc., everything has a clear reason for its existence the more you dive into the game, and that's what makes it so great.
If you wake up with parry and get thrown, you take much more damage because it's a punish counter throw. Makes parrying quite dangerous on wakeup, imo.
@@flowchartkenYT I wouldn't mind a hidden mechanic where each subsequent throw in the loop (assuming you don't hit the opponent with anything else allowing them some room to maneuver) should push you back slightly farther, with the third pushing you out of loop range and resetting the counter.
@@Bvrti3 I don't think so, because if you wake up and try to perfect parry a hit... you can always still be thrown. I'm thinking about situations that are only very slightly negative on wakeup for the attacker, not something that you can react with perfect parry. If it's really negative and you can react, then I agree with you
tuned into Leffens stream once for about 10 minutes and he literally called for massive nerfs against 3 different characters he played against in the 3 matches i watched. Tuned out thinking this guy thinks he knows way too much
That just Leffens being himself. Man complain in Melee and Strife too. He main characther that are top tier and complain whenever people play the matchup correctly or cause is char ''lack good option''.
One thing i want change for sf6 is the qol for Avatar characters where you can make multiple characters with different builds ala NBA 2K my player/career mode.
It's only been 2 weeks. Everyone calling for immediate nerfs is just salty because they're not winning every single match after only playing for a month.
The *only* thing I want them to change/fix is the goddamn input buffer. So sick of getting random level 1 supers because I had the temerity to hold back before throwing out a spin.
I keep seeing comments like these a lot but it's not the buffer it's you. The buffer is 2 frames stricter than SFV and the input leniency is also stricter than SFV. The reason you're getting it more often is because you're dealing with 3 supers at a time. PPP and KKK option would fix everything, short of making the input HCBF or triple qcf.
For a bit I actually though drive rush cancels from normals should be two bars but after some exploration I changed my mine, and honestly I think at least for the first year the game should go untouched. It’s fine the way it is and more data us needed to even asses what could be problematic. So far everything seems manageable. I do agree with brian_f on the matchmaking pools though, kind of a drag.
This is one of the reasons I'm not a fan of "top player" mentally. They've always thought they could leave their initial scene to come to a new game and act like their word should be decree.
For a dude that plays juri and just spams DR constantly, its kinda of ironic he non stop complains about it, people need to stop giving people like leffen so much credit, cause he is the kind of guy that complains about shit that makes him lose lol, go back to smash bruh
I think they should def touch throw loops, drive reversal, and the matchmaking. I think some characters like Blanka, Guile, and Honda need to be touched too. Possibly other ones. I dont care that EVO is soon and that a patch will affect tournaments. I really don't, because the guys competing are in the minority anyway. Im still having fun with the game, but I think a touch to the ranking system is a must. Everything else is just personal things I want.
agreed on there not being a real 'boogeyman' in the game. to me, nothing stands out as grossly op and the systems feel well thought out and interconnected. calling for sweeping change right now is outing yourself as a scrub
yeah its just too early, if FGC twitter cant find and rail against one thing consistently it cant be that bad. I would like to see the soft reigon locking matchmaking fixed though
Leffen having a salty take trying to disguise it as "meaningful" is hilarious. This man pretends to become EVO champion level on a game that's been out for less than a month, yeah nah, if you wanna choose a champion for the change things side Punk's a much better person, 'cause yknow, actual SF pro
@@flowchartkenYT Fair enough, all in all I'd still pay more attention to the guy that has more experience with street fighter. But yeah, the salt is real with both of them
All I ask right now is for a fix for the matchmaking system and the end of throw loops. Everything else needs time to be properly understood and evaluated.
My view on the Drive system is that its a really really solid idea and has been implemented well but theres definitely some rough edges to be sanded down as the game goes on. One thing I do appreciate tho is that every character does utilize Drive completely differently even if the system is universal. I use Drive Rush and Drive Impact one way when I play Gief and in a completely different way when I play Chun Li and I feel like that openness and diversity in its use is a massive strength for the mechanic and not a weakness. If anything I’d like to see more variation in how characters use Drive in later patches rather than universalizing everything.
Balance patches exhausted me so much that I'd rather have a broken AF game - I'll take flawed brilliance over balanced perfection - I'm sure it'll be fine so long as Capcom looks at their data rather than our complaints and keeps changes infrequent
I agree perfect parry on wake up shouldn't be able to be done by just holding parry. You should have to time it properly, just like when you're standing. Other than that i think it's fine. I like how strong drive rush is, but it should cost 2 bars instead of 1 only. Maybe drive impact is a little too fast? At lower ranks it's litteraly a battle of drive impacts. And i'm not sure how i feel about throw loops. You can option select it, but then they can bait the option select, so... yeah..
You can hold parry after any move and it will activate as soon as possible. This is not wake-up exclusive. It’s simply how the game works. If you get perfect parried on wake up that means the attack was not a true meaty as parry does not activate on frame 1. In low ranks a lot of people like to hit buttons without thought since they don’t know gaps yet. The reality is, di can be countered with ANY special cancellable normal. This is because these can be cancelled in to your own di and the hit will slow down the enemy di giving you more time to react. You can get often 2 hits before needing to cancel in to di. But low ranks don’t know that yet. The ones who rank up are the ones who figure it out and di stops being a menace.
I just want a few more frame traps for some characters really. Only real issue I had is putting on any sort or reliable offense with some characters. No real big system changes are needed IMO
I want existing frame traps to actually work, with Juris MP you are +2 on block but every move that's not a jab trades with a jab unless you are perfectly spaced
Leffens opinion is meaningless compared to Daigo, Jwong, Tokido, Snake Eyez, etc. Pretty much any SF pro thats been doing this longer than him. Imagine playing professional baseball, then switching over to play NFL, and during preseason you're whining about how the league needs to change 😂 gtfo
You guys need to understand that Leffen was/maybe still is a smash player. He has been complaining about Puff cuz he keeps losing to Hbox and wants her banned purely out of spite
@@flowchartkenYT oh please go ahead, his voice clips are a gold mine for fighting game content xD you earned a sub and you're such an underated channel so i hope you grow larger from here on out 💪🏻
I feel like they just should tone down the grabbing a bit, it gets ridiculous sometimes. Not the damage, maybe the frame data, just make it a little bit harder to land, and thats all, then adjust some fighters to pick up the slack, not nerfing the strongest, rather buffing the weakers
@@flowchartkenYT Exactly. We must first see true apeshit imbalance before we can talk about minor balance or general rebalancing. We don't have Shadow Lady in this game like we did for an event in SFV, so the game's not crazy enough to warrant real balance changes. She straight up had marvel combos in SFV, including firing missiles when she did kicks.
I was against a modern zangief the other day and he could perfect parry nearly everything i did. Like no joke nearly EVERYTHING. At that moment i was like damn… perfect parry is only gonna get stronger too… So i agree w punk 100%
perfect parry is really hype, idk how they would balance it but I do like the mechanic. I feel like if someone is hitting PP a lot it means your timing is too predictable. I will be interested to see how it evolves with meaties though, you definitely cannot have 1 timing for all meaties anymore as they will always get PPd
I think it's too early to make any crazy changes i definitely think that throw loops need to be weakened and if they make any character changes it should be buffs to weaker cast members
The thing I really want removed are long proximity block attacks. Proximity block is the worst mechanic in fighting games and it's no surprise two of the most hated moves are Honda's buttslam and JP's amnesia both of which prevent you from walking back long before the active frames. It's surprising there's still moves like this since they killed most of them from SFV.
@@flowchartkenYT In general yes and I love that they did that but there are still some moves that have very aggressive ones, Honda and JP are the two main ones I can think of. Everything else seems fine but I haven't played much against Dhalsim so maybe he has some annoying moves that lock you from walking back.
I’m conflicted on if grapplers should get nerfed. The game only came out 2 weeks ago and I’d say the first thing to do is handle the throw loops situation.
Im ok with nerfing the damage. Espcially for newer players getting 3 shot by zangief is probably rough. So atleast the damage. Mechanicallyi think they have every tool theyneed.
On one hand, I'm a grappler player and tried every grappler and have to say they all feel really solid and better than they have ever been. On the other hand I know that grapplers tend to be very strong at the beginning of any game before people really labbed everything out due to the archtype tends to exploit rock paper scissor mixups by design which never changes no matter what game it is. So here we are where grappler players get to quickly import their playstyle without having to spend time relying on input heavy strings and combos while everyone else has to contend with new systems and combo paths to do any meaningful damage. Don't worry though. Usually Grapplers are unable to even participate in learning extended combos so they usually do drop off as people get better.
they do seem more solid this time around but their command grabs leave you fullscreen away without resources so i dont think theyre that bad only one ive really been having a problem with is manon
I think the game is quite reasonable ( although it is easier than SF5 by 1 CPU Difficulty level SF5 6 = SF6 7 ) I think it's up to the people to change & adjust to the game, not the other way around I dislike the modern control thing too ( & that's coming from somebody with " BAD CARPAL TUNNEL " who/I could definitely benefit from )
I do believe they need to do something about Drive rush. Maybe make it minus on block so people would not try to random out or something. Some people suggested making two bars, but that would kill some combo opportunities. Maybe making it slower, cus right now they are way worse than dashes in SFV
No offense but the entire point of drive rushing normals is adding frames to them. It’s what makes some combos possible and what makes it usable in neutral. People who “random” them out are wasting meter unless they get something for it. You also have the option to do it too. So like….there’s not a real problem here. If you are getting hit by these a lot you need to slow down a bit. A lot of the new systems punish flow chart and hasty play.
killing some combos really isnt that bad honestly, it probably happens a lot after patches making it negative though would basically be removing it from the game
Should Capcom listen and maybe consider some of the changes people are suggesting, esp from those who are popular names in the scene, I hope they don't consider Leffen's.
I love the game but some things for sure need potentially tweaked. Raw drive rush is just too much, low risk high reward reaction test for your opponent. Guile and Cammy seem like they might be BIG problems
@@flowchartkenYT he is but it's people who has been playing sf their whole life and are okay with the state of the game. I feel like if they start nerfing things are going to go south.
It’s a good game. I think mechanics can stay or should stay as is. I think more of character balancing is needed. Hitbox hurtbox etc. Modern controllers shouldn’t be mixed with classic or the other one, I forget. Dynamic was it? Hoping there’s an option to remove them from your queue. I honestly block modern players. I give them the run back and everything, win or lose, but I block them after. Also, subscribing. 😊
Dynamic is just for the local vs. To me modern is completely fine, people that can't play can hit supers and small combos, i trust my execution enough to not be mad at others when they DON'T drop a combo xD.
The only thing i didn't like to see was Luke's damage being over the top + getting him a corner carry. Ken can do corner carry but does way less damage.
Drive rush cancels are boring to watch and difficult to do. Getting near infinites for free damage is just bad and most combos I see end with it all the damn time. Drive reversal feels very underwhelming especially how mixup and rushdown intensive this game is, idk how but it needs to be buffed. Throw loops are very very strong and it's just annoying to play against. Perfect parries are completely fine and the regular parry could even use a buff because it just feels unsafe and useless when you could just block.
I pretty much agree with Leffen, but for me Drive Impact needs the biggest changes... I think it needs less armour and it takes 2-3 bars to perform. At the moment it feels like a comeback mechanic you can just spam and you are guaranteed a level 3. Parry and EX moves seem fine to me and some characters need balance changes.
Trying to beat drive impact with numbers while possible is probably the least efficient way to do it though. Being able to get two normals off actually slows it down enough for you to either react with your own di, or throw. You could also neutral or back jump and punish. Or just react with raw di, it’s a 24-26 frame start up so you have time and get a punish counter out of it.
@@gtsavestheday6569 I just think it makes the neutral game a bit boring now... people throw DI out so much that if I go for a medium or heavy I just get hit with that and not able to recover fast enough to hit parry or DI.... so you are left just hitting jab just incase you get blown out and take a lvl 3.
I definitely think they give DI armor with the intention of having counter DI being the main answer to it It's not my favorite mechanic but I can agree that the DI > counter DI interaction is hype
@@flowchartkenYTi don't think it would be super unreasonable if drive rush between characters was made equal. Juri and djay having the nutty rush is a bit weird
@@flowchartkenYT emphasis on "not that good anymore" as in he peaked and isn't the same leffen as we've seen before. i never called him bad, he's just not as good as he used to be
Nah your wrong. Except people should subscribe.
This guy subscribes
I think the drive system has a lot of thought put into it that people aren't giving it enough credit for. For example, why are throw loops in the game? Capcom wouldn't accidentally re-add such a controversial thing from the last game. If you think about it for a bit, you realize, "Throw loops exist because Perfect Parry is a strong wakeup option, and because the stun bar is gone". If someone throws you and gets no oki, there's little reason to not just wake up with parry, because they won't be close enough to represent throw. Sajam covered this, and I think this thought process needs to be taken into consideration for pretty much every other mechanic. Why are divekicks good again? Because of Parry and DI. Why are so many specials able to be spaced to be safe/+ when that was mostly removed in SFV? Because now DI can interrupt them regardless. Etc. etc., everything has a clear reason for its existence the more you dive into the game, and that's what makes it so great.
If you wake up with parry and get thrown, you take much more damage because it's a punish counter throw. Makes parrying quite dangerous on wakeup, imo.
@@arphimigonarmurder1125 yeah but he means if throw loops were not a thing, then perfect parry would just be op on wake up
tbh I still think throw loops will eventually be removed
@@flowchartkenYT
I wouldn't mind a hidden mechanic where each subsequent throw in the loop (assuming you don't hit the opponent with anything else allowing them some room to maneuver) should push you back slightly farther, with the third pushing you out of loop range and resetting the counter.
@@Bvrti3 I don't think so, because if you wake up and try to perfect parry a hit... you can always still be thrown. I'm thinking about situations that are only very slightly negative on wakeup for the attacker, not something that you can react with perfect parry.
If it's really negative and you can react, then I agree with you
As a deejay player I think his drive rush should be untouched
HEYHEYHEY
tuned into Leffens stream once for about 10 minutes and he literally called for massive nerfs against 3 different characters he played against in the 3 matches i watched. Tuned out thinking this guy thinks he knows way too much
if you had tuned in any longer the world would've ended.
That just Leffens being himself. Man complain in Melee and Strife too. He main characther that are top tier and complain whenever people play the matchup correctly or cause is char ''lack good option''.
Yep leffen is little baby who doesn't get his way, toxic player full of excuses and none of them involve him playing for badly
One thing i want change for sf6 is the qol for Avatar characters where you can make multiple characters with different builds ala NBA 2K my player/career mode.
Need one shiny one metallic
Yeah, there's a ton I'd like changed about avatars. It's great in some ways and so limited in others.
Leffen's brain left with Super Smash Bros.
At least he knows where to find it
They need to make it so that only I win when I press a button
The hero we needed
Pssh, Leffen wants anything changed that he loses to. He actually wants Jigglypuff in melee to not be able jump because Hbox beats his ass. So dumb.
Puff plague still incoming
It's only been 2 weeks. Everyone calling for immediate nerfs is just salty because they're not winning every single match after only playing for a month.
definitely agree
I am still on the "Why isn't FlowChartK3n playing Ken? This is false advertising and he should be cancelled" side
its a side thats growing every day, stocks are only going up
Whenever Leffen talks about tier lists or a game’ balance I take it with a grain of salt
leffen is a bit of a salt man himself tbh
please dont touch anything
🙏
leffen has spoken! thank god we have someone like him that already knows everything!
Stunning. Brave.
Lmao
The *only* thing I want them to change/fix is the goddamn input buffer. So sick of getting random level 1 supers because I had the temerity to hold back before throwing out a spin.
It's pretty bad rn I have a lot of input issues
I keep seeing comments like these a lot but it's not the buffer it's you. The buffer is 2 frames stricter than SFV and the input leniency is also stricter than SFV. The reason you're getting it more often is because you're dealing with 3 supers at a time. PPP and KKK option would fix everything, short of making the input HCBF or triple qcf.
For a bit I actually though drive rush cancels from normals should be two bars but after some exploration I changed my mine, and honestly I think at least for the first year the game should go untouched. It’s fine the way it is and more data us needed to even asses what could be problematic. So far everything seems manageable. I do agree with brian_f on the matchmaking pools though, kind of a drag.
it has hit a good balance. There are probably some minor changes that would help but overall I think they did a good job
Can't play one damn fighting game without having to see annoying takes from leffen
leffen certainly has some controversial takes
This is one of the reasons I'm not a fan of "top player" mentally. They've always thought they could leave their initial scene to come to a new game and act like their word should be decree.
I think most people just kinda laugh leffen is not one to influence most FGC people with his salty takes
For a dude that plays juri and just spams DR constantly, its kinda of ironic he non stop complains about it, people need to stop giving people like leffen so much credit, cause he is the kind of guy that complains about shit that makes him lose lol, go back to smash bruh
He definitely likes to complain
@@flowchartkenYT pro players like leffen have an ego so big that they think only their opinion is right, brother lacks humility
I think they should def touch throw loops, drive reversal, and the matchmaking.
I think some characters like Blanka, Guile, and Honda need to be touched too. Possibly other ones.
I dont care that EVO is soon and that a patch will affect tournaments. I really don't, because the guys competing are in the minority anyway.
Im still having fun with the game, but I think a touch to the ranking system is a must. Everything else is just personal things I want.
This guy has gotten SUMO HEADBUTTed
@@flowchartkenYT Haven't we all lmaooo
@@ZolPsyko sumo support group needed tbh
agreed on there not being a real 'boogeyman' in the game. to me, nothing stands out as grossly op and the systems feel well thought out and interconnected. calling for sweeping change right now is outing yourself as a scrub
yeah its just too early, if FGC twitter cant find and rail against one thing consistently it cant be that bad. I would like to see the soft reigon locking matchmaking fixed though
Leffen having a salty take trying to disguise it as "meaningful" is hilarious. This man pretends to become EVO champion level on a game that's been out for less than a month, yeah nah, if you wanna choose a champion for the change things side Punk's a much better person, 'cause yknow, actual SF pro
Punk has a better perspective on the game but punk is definitely a salt lord on Twitter as well
@@flowchartkenYT Fair enough, all in all I'd still pay more attention to the guy that has more experience with street fighter. But yeah, the salt is real with both of them
the same guy who didn't know how to crouch on tekken ?
Crouching is advanced secret tech
Leffen is troll af. Ignore him
Leffen is too funny to ignore he is so good and says yue scrubbiest stuff at the same time
@@flowchartkenYT he is very good, he's just such a goon
Zoomers love listening to children act like they know what they are talking about
All I ask right now is for a fix for the matchmaking system and the end of throw loops. Everything else needs time to be properly understood and evaluated.
We can pray
My view on the Drive system is that its a really really solid idea and has been implemented well but theres definitely some rough edges to be sanded down as the game goes on. One thing I do appreciate tho is that every character does utilize Drive completely differently even if the system is universal. I use Drive Rush and Drive Impact one way when I play Gief and in a completely different way when I play Chun Li and I feel like that openness and diversity in its use is a massive strength for the mechanic and not a weakness. If anything I’d like to see more variation in how characters use Drive in later patches rather than universalizing everything.
It will be interesting to see how it evolves. I think right now raw DR and parry are very strong
Nobody should listen to leffen about anything
This guy plays puff
Balance patches exhausted me so much that I'd rather have a broken AF game - I'll take flawed brilliance over balanced perfection - I'm sure it'll be fine so long as Capcom looks at their data rather than our complaints and keeps changes infrequent
Mvc2 baby
you act like the game is busted tho it's not really it's pretty balanced.
The only thing they should fix as soon as possible in the input system being fcked up.
just let me consistently get quarter circle inputs pls
My take on changes is throw loops, more Drive impact meter cost & pushback on normals but a little longer range for some characters
I think I'd just take loop scaling at this point
most normals are already negative i dont think you need more pushback on top of that
@@user-bkey for some characters Morty!
I agree perfect parry on wake up shouldn't be able to be done by just holding parry. You should have to time it properly, just like when you're standing. Other than that i think it's fine.
I like how strong drive rush is, but it should cost 2 bars instead of 1 only.
Maybe drive impact is a little too fast? At lower ranks it's litteraly a battle of drive impacts.
And i'm not sure how i feel about throw loops. You can option select it, but then they can bait the option select, so... yeah..
I think DI is reactable and im 31 and cant react for shit so its probably okay
You can hold parry after any move and it will activate as soon as possible. This is not wake-up exclusive. It’s simply how the game works. If you get perfect parried on wake up that means the attack was not a true meaty as parry does not activate on frame 1. In low ranks a lot of people like to hit buttons without thought since they don’t know gaps yet. The reality is, di can be countered with ANY special cancellable normal. This is because these can be cancelled in to your own di and the hit will slow down the enemy di giving you more time to react. You can get often 2 hits before needing to cancel in to di. But low ranks don’t know that yet. The ones who rank up are the ones who figure it out and di stops being a menace.
I just want a few more frame traps for some characters really. Only real issue I had is putting on any sort or reliable offense with some characters. No real big system changes are needed IMO
I am too bad to use frame traps right now tbh
I want existing frame traps to actually work, with Juris MP you are +2 on block but every move that's not a jab trades with a jab unless you are perfectly spaced
Leffens opinion is meaningless compared to Daigo, Jwong, Tokido, Snake Eyez, etc. Pretty much any SF pro thats been doing this longer than him. Imagine playing professional baseball, then switching over to play NFL, and during preseason you're whining about how the league needs to change 😂 gtfo
Leffen is a great player but he is a top 1 whiner
You guys need to understand that Leffen was/maybe still is a smash player. He has been complaining about Puff cuz he keeps losing to Hbox and wants her banned purely out of spite
Well... you earned yourself a sub. That DSP voice clip in the beginning had me rolling xD (Overall Nice editing!)
I'm actively editing with the goal of working in more DSP sound bits, he is a gold mine
@@flowchartkenYT oh please go ahead, his voice clips are a gold mine for fighting game content xD you earned a sub and you're such an underated channel so i hope you grow larger from here on out 💪🏻
@@NinjaDaisuke 🙏
I say remove throw loops and either make raw drive rush cost more or unify everyone’s speed and travel distance.
raw DR should cost 2 bars imo
I really hope they dont take out throw loops, I can finally do something when I cornered someone lol
this guy loops throws
You could taunt the opponent to assert dominance
I get that Leffen is talented at games, but literally any time he opens his mouth or types on a keyboard, it makes me wish I never learned English.
He is truly the humble genius
I think if you push a bottom into DI out should get a DI cancel window on that button if it doesn't have one
I'm not sure I understand what you mean
Edit: I get it now. Idk that makes DI kinda useless imo
I feel like they just should tone down the grabbing a bit, it gets ridiculous sometimes. Not the damage, maybe the frame data, just make it a little bit harder to land, and thats all, then adjust some fighters to pick up the slack, not nerfing the strongest, rather buffing the weakers
grabbers do be grabbing
I want more freedom for drive rush canceling. Let me Drive cancel ANY move, let people play with that for a bit, then we'll talk balance.
lol that would be insanely broken. Poke would be unstoppable
@@flowchartkenYT Exactly. We must first see true apeshit imbalance before we can talk about minor balance or general rebalancing.
We don't have Shadow Lady in this game like we did for an event in SFV, so the game's not crazy enough to warrant real balance changes. She straight up had marvel combos in SFV, including firing missiles when she did kicks.
throw loops are really unnessary
Agreed
I was against a modern zangief the other day and he could perfect parry nearly everything i did. Like no joke nearly EVERYTHING. At that moment i was like damn… perfect parry is only gonna get stronger too… So i agree w punk 100%
perfect parry is really hype, idk how they would balance it but I do like the mechanic. I feel like if someone is hitting PP a lot it means your timing is too predictable. I will be interested to see how it evolves with meaties though, you definitely cannot have 1 timing for all meaties anymore as they will always get PPd
I think it's too early to make any crazy changes i definitely think that throw loops need to be weakened and if they make any character changes it should be buffs to weaker cast members
Also plz fix the matchmaking and subscribe thanks 😊
Never too early to whine!
The thing I really want removed are long proximity block attacks. Proximity block is the worst mechanic in fighting games and it's no surprise two of the most hated moves are Honda's buttslam and JP's amnesia both of which prevent you from walking back long before the active frames. It's surprising there's still moves like this since they killed most of them from SFV.
I actually think this is the least aggressive proxy block has ever been, its not been something I have run into a lot
@@flowchartkenYT In general yes and I love that they did that but there are still some moves that have very aggressive ones, Honda and JP are the two main ones I can think of. Everything else seems fine but I haven't played much against Dhalsim so maybe he has some annoying moves that lock you from walking back.
my only problem is the throw loop stuff its pretty hard to deal with
preaching to the choir
I’m conflicted on if grapplers should get nerfed. The game only came out 2 weeks ago and I’d say the first thing to do is handle the throw loops situation.
Agreed, I don't think grapplers are broken I just think they are annoying. And that is an archetypes issue not a balance issue
Im ok with nerfing the damage. Espcially for newer players getting 3 shot by zangief is probably rough. So atleast the damage. Mechanicallyi think they have every tool theyneed.
On one hand, I'm a grappler player and tried every grappler and have to say they all feel really solid and better than they have ever been. On the other hand I know that grapplers tend to be very strong at the beginning of any game before people really labbed everything out due to the archtype tends to exploit rock paper scissor mixups by design which never changes no matter what game it is. So here we are where grappler players get to quickly import their playstyle without having to spend time relying on input heavy strings and combos while everyone else has to contend with new systems and combo paths to do any meaningful damage.
Don't worry though. Usually Grapplers are unable to even participate in learning extended combos so they usually do drop off as people get better.
they do seem more solid this time around but their command grabs leave you fullscreen away without resources so i dont think theyre that bad
only one ive really been having a problem with is manon
Most gamers are whiny and spoilt.
Play MvC3.... We still learning the game as much as One Piece watchers are waiting for the final episode
Umvc3 has the legs man
I think the game is quite reasonable ( although it is easier than SF5 by 1 CPU Difficulty level SF5 6 = SF6 7 )
I think it's up to the people to change & adjust to the game, not the other way around
I dislike the modern control thing too ( & that's coming from somebody with " BAD CARPAL TUNNEL " who/I could definitely benefit from )
I will wait for international comp to complain about modern it's not used at high level in NA right now
Is this the same leffen from ssbu? Yuck
yeah
I do believe they need to do something about Drive rush. Maybe make it minus on block so people would not try to random out or something. Some people suggested making two bars, but that would kill some combo opportunities. Maybe making it slower, cus right now they are way worse than dashes in SFV
We shall see
No offense but the entire point of drive rushing normals is adding frames to them. It’s what makes some combos possible and what makes it usable in neutral. People who “random” them out are wasting meter unless they get something for it. You also have the option to do it too. So like….there’s not a real problem here. If you are getting hit by these a lot you need to slow down a bit. A lot of the new systems punish flow chart and hasty play.
killing some combos really isnt that bad honestly, it probably happens a lot after patches
making it negative though would basically be removing it from the game
Should Capcom listen and maybe consider some of the changes people are suggesting, esp from those who are popular names in the scene, I hope they don't consider Leffen's.
If Capcom listened to Leffen, it would probably go something like
"Dang... Guess we gotta release Street Fighter 7 now, huh"
I don't think it's bad to gather a general sentiment from the audience but im fairly confident they aren't taking leffens advice
Anyone asking for this game to get hit by the nerf hammer are scrubs. Some people just want to be given a turn... Just drive-reversal them my dude...
drive reversal is pretty hilariously underused
I love the game but some things for sure need potentially tweaked.
Raw drive rush is just too much, low risk high reward reaction test for your opponent.
Guile and Cammy seem like they might be BIG problems
Guile to the moon
why doesn't he just move to king of fighters or something lol
Im kinda surprised he hasnt tried KOF yet, hes tried a bunch of others
Dude not even a sf player
Not even a sf/dbfz/gg/t7 player I think leffen is just good at fighting games
@@flowchartkenYT he is but it's people who has been playing sf their whole life and are okay with the state of the game. I feel like if they start nerfing things are going to go south.
@@flowchartkenYT after a couple months the pros will adapt and learn matchups and slight adjustments will be made. People are complaining too soon
It’s a good game. I think mechanics can stay or should stay as is. I think more of character balancing is needed. Hitbox hurtbox etc.
Modern controllers shouldn’t be mixed with classic or the other one, I forget. Dynamic was it? Hoping there’s an option to remove them from your queue. I honestly block modern players. I give them the run back and everything, win or lose, but I block them after.
Also, subscribing. 😊
appreciate the sub! definitely agree and time will tell as to what gets rebalanced.
Dynamic is just for the local vs. To me modern is completely fine, people that can't play can hit supers and small combos, i trust my execution enough to not be mad at others when they DON'T drop a combo xD.
The only thing i didn't like to see was Luke's damage being over the top + getting him a corner carry. Ken can do corner carry but does way less damage.
luke converting all stray hits into 30% is kinda rough
They need to remove JPs ranged attacks
this guy voted for JP in my community post.
The people asking for changes: Smash Players
The people asking for none: Actual fighting game players/champs.
Hmmm, tough call...
Smash players wilding again
We don’t want him either
He wants to add an “air time limit,” to the rules in melee
Drive rush cancels are boring to watch and difficult to do. Getting near infinites for free damage is just bad and most combos I see end with it all the damn time.
Drive reversal feels very underwhelming especially how mixup and rushdown intensive this game is, idk how but it needs to be buffed.
Throw loops are very very strong and it's just annoying to play against.
Perfect parries are completely fine and the regular parry could even use a buff because it just feels unsafe and useless when you could just block.
Drive rush cancels feel like a less cool custom combo lol
Dr cancels are very strong on some characters and it feels raw DR is the way to go on others. Idk if they will be exploited as much month from now
Go play SFV if SFVI is too much for you.
Block all day spamming Normals thinking you're good like every other cry baby in SFVI.
And then play sf4 like a real man
leffen is dogshit at sf6
pretty cap
I pretty much agree with Leffen, but for me Drive Impact needs the biggest changes... I think it needs less armour and it takes 2-3 bars to perform. At the moment it feels like a comeback mechanic you can just spam and you are guaranteed a level 3. Parry and EX moves seem fine to me and some characters need balance changes.
Trying to beat drive impact with numbers while possible is probably the least efficient way to do it though. Being able to get two normals off actually slows it down enough for you to either react with your own di, or throw. You could also neutral or back jump and punish. Or just react with raw di, it’s a 24-26 frame start up so you have time and get a punish counter out of it.
@@gtsavestheday6569 I just think it makes the neutral game a bit boring now... people throw DI out so much that if I go for a medium or heavy I just get hit with that and not able to recover fast enough to hit parry or DI.... so you are left just hitting jab just incase you get blown out and take a lvl 3.
@@ToruKurosawa I can agree with you there, definitely gonna run into players trying to skip neutral, definitely boring
I definitely think they give DI armor with the intention of having counter DI being the main answer to it
It's not my favorite mechanic but I can agree that the DI > counter DI interaction is hype
tell me you are bronze without telling me your are bronze. bro if you spam DI youll get blown up against half decent player
Drive rush really needs some balance, imo. It's fucking annoying and it favors too much chars that are too fast and has more range on the rush.
Raw Dr is really hard to deal with right now but I think people will get better at jabbing it out
@@flowchartkenYTi don't think it would be super unreasonable if drive rush between characters was made equal. Juri and djay having the nutty rush is a bit weird
@@JairjaxIdk if you want Zangief running at you at the same speed as Blanka or Dee Jay
@@WantSomeWhiskey818 oh hell nah i mean everyone at average speed not everyone at teleport speed
Sf6 is good but it sucks
sounds like every league of legends fan
leffen isn't that good at fighting games anymore, he peaked and tries to get things nerfed so he has a chance
He is definitely still good at fighting games
@@flowchartkenYT emphasis on "not that good anymore" as in he peaked and isn't the same leffen as we've seen before. i never called him bad, he's just not as good as he used to be
Whatever they do... Let it only effect online leave the PVE out of this.
I believe Capcom is smart enough to ignore twitter