yeah, the day they dropped the trailer, there was a thing on a capcom blog that mentioned that the drive gauge was tied to stun and I think getting your ass stunned will shut the people up who are like, "oh, they just give you EXes for free?!?" after they use an EX and a dash and get their asses opened up to stun combos.
It's certainly very interesting. So far it appears that the game leans heavily toward encouraging players to play more thoughtfully, play footsies, play more of a defensive offensive strategy that rewards baiting your opponent into attacking so you can land a Punish Counter. Sofar it's looking really good. It seems to have addressed the biggest problems from SF4 and SF5. It has balanced the reversal punishes from invincible moves which were so annoyingly mashed during combos or block strings by allowing you a really strong Punish Counter against them. In exchange, it seems that it has given us back non-EX invincible reversals. At least for me, these were the two biggest problems I had with these games. Aside of course from how obselete zoning had become. It seemed a bit stronger in SFV, but only when paired with a character who also has the tools to rush down. It seems that this game has boosted good, well thought out zoning and not just spam, which you an see in how far Sonic Boom knocks back, an EX projectile when going through a regular projectile can land as a Punish Counter if your opponent is still in recovery. And throw breaks push each player back to neutral, which again is extremely advantageous to the zoner. I'm really hoping that they can do a better job of balancing zoning, pushdown and grapplers. Even if it's a paper rock scissors situation, that would still make more characters valid because they'd have less bad matchups. Although this could lead to more counter picking, I doubt it would've a problem because most people just stick to their main, even when fighting against a character who has a 7-3 or 8-2 matchup. It's so rare in top level play, that when Infiltration switched to Hakan to counter Balrog, everyone was shocked and in doubt, but he won those matches easily. Again, that's so we'll remembered because it's just so rare. Most people feel that they would be better off with the character they have the most experience with, unless it's truly a terrible match against them, or if they have a pocket character which covers her bad matchups.
@@augustgreig9420 Not to discourage any hype for 6 but I feel a lot of your points are significantly off-base. SFV has extremely strong reversal punishes, if not the strongest in the series per average character (at least without resources). You're automatically counterhit when in recovery from a reversal, meaning that you'll get crush-countered or normally counterhit comboed (likely a medium or heavy>heavy link as the starter) if a reversal gets blocked. Not to mention that a good deal of DPs can be punished on block with a neutral-jump starter, which will still also be counterhit for good measure. In other words, you legitimately get the best starters/most optimized combos your character has as DP punishes. Punish-counter taking away some drive-gauge is good, but I don't think we can really confidently say that DP punishes hurt more than they do in 5, especially with 6 being seemingly less combo-heavy and us having such little information at this point. Zoning was in no way obsolete in 4, and is in fact extremely strong right now in V. SF4 legitimately started off with Sagat and Ryu being top tier, and while the balance had shifted by the time we got USF4, we still had very strong zoning characters like Poison and Rose in Ultra. In SFV, Luke - a zoning character, has been commonly considered the strongest character in the game since he was released. Dhalsim and Poison have also been top tier all season. Additionally, Daigo has mained Guile since he was added to V and has seen a ton of success with the character. 4Philzz just won CPT UK with Falke again...etc. Not sure what you mean by "good, well thought out zoning and not just spam", since I think anyone will tell you it's not easy to zone someone out in SF4 or SFV. Also, legitimately most top players have multiple characters these days. Hell, Street Fighter League having a ban-system literally necessitates that players have more than one character...and that's been going on for years. Even back in the SF4 days plenty of players had multiple characters, and people were really not surprised because Infiltration switched. Everyone knew Infiltration could play a bunch of characters so that was nothing new or crazy. What was crazy was that he actually learned and had a tournament-ready Hakan. No one expected that pick because Hakan was a decisively low tier character with unique mechanics. And while Hakan did counter Balrog, it's not like he was the only character to do so. The moment is well-remembered because of Hakan, not because it was some rare instance of counterpicking/switching characters.
This has been the most proper and succinct summary of the gameplay I've seen yet - thank you for that, it's great to hear this game being described by someone who's properly analytical about fighting games, and your insight was superb. This game sounds like it's gonna be amazing.
the parry is basically what i hoped for: a constantly useful option, but risky. let's hope it feels good EDIT if it really feels like A3 x 3S i will be very happy
@@harlandkrystopher it was it in 5. It had weird scaling for most of the moves that had it. See vs2 Gief, Uriens vt2, Chun li vt2 or 1 I don’t remember, Alex vt parry lariat. I need not go on.
so fucking excited to see the SF devs learn from their past successes and failures with this title. taking what worked and made parries good and interesting both from sf3, 4, and 5 and working it into a core mechanic integral to the defensive play of the game is SO nice to see. this game is looking more and more like a day 1 buy for me
@@jonc8561 yes for the way parries worked in 3, this is completely different , the why and (more importantly) you use them is completely different from 3. There’s a lot of pros that like Alpha so they didn’t enjoy 3S meta which revolved heavily on meter gain and, in turn, made parries so strong. You also had whiffing normals in neutral constantly to gain meter. Biggest difference in parries between so far in 6: parries have a whiff animation, perfect parries trigger a slowdown mechanic (nothing like red parries in 3S), projectiles can’t be perfect parried, you cannot parry in the air, and you lose gauge for unsuccessful parries. You also have the other different mechanics in the game which make parries will have a different play experience completely different. So the issue some pros had with 3S and parries will not be the exact same for 6.
Literally no person on earth better they could have chosen for this. Thanks for the video and Congrats! Edit: After having watched it, I'm So glad parries aren't just a nerfed version of 3S parries or a buffed version of 5's, but their own thing. And the drive meter functioning as a quasi guard meter in the corner seems really cool, the meter in general seems like it'll add a lot of depth to the decision making across the board. I know Leon Massey will probably be very happy about it lol.
The parry system kinda sounds like the earlier versions of Devil May Cry's Royal Guard style with dependency on the drive meter, chip damage and the risk and rewards associated with it. Or rather, it sounds like they're trying to bring back the parry system of SF3 with elements of what Devil May Cry has done with the Royal Guard style so far to make it more of an active defense while still being strategic. (I'll be honest, I am by no means a pro player and have only very cursory knowledge of fighting game systems and terminology. But I am genuinely interested in this new direction they're taking things with this entry!)
It actually mostly reminds me of the DMC5 version of RG, where each normal guard drains DT meter instead of dealing chip and if the DT meter is depleted through guarding, Dante gets guard broken.
Don't sell yourself short, you are a major influencer in the FGC, your analysis was much more concise and studied than most others I've seen today! Knowing that this game feels more like Alpha 3 makes me way more hype, since it's my favorite mainline SF game! (True favorite is CVS2, obviously because of Morrigan)
Its killing me that youtube is labeling all this sf6 content as cross tekken. Were you able to test the difference in meter gain between a perfect parry and a regular parry? Depending on how fast it drains on hold there may be meter positive OS situations against frametraps, which is interesting
Cross tekken had a similar artstyle so maybe that's why It was SF4 but glossier, and here it seems like it carries a lot of water features and steam much like cross tekken did
I'm glad they're finally putting meter management you have to think about back into SF I can't even remember another game in the series where you potentially have to manage your meter like this one
@@killingstalker2114 sf4 was also just big on meter because of the fadc system. So yea sf4 meter management is also important. Doesnt seem as important as this game though
oh boy, Jamies hair physics in this built at four stocks, i hope they get to keyframe that at some point, i really hoped they´d learn from the necalli situation in SF.V bu they didnt i guess.
The most underrated FGC RUclipsr. Of course you got invited! Also, "a spiritual successor to Alpha 3 with a dash of 3rd Strike on top" sounds like exactly the Street Fighter that would get me back into the franchise. Those are my two favorite SF games.
Super gassed to see what’s to come with this game! New art style and mechanics actually look like a step in the right direction! Looking forward to seeing more 💪🏽
i think it might be, cause there isnt any stun bar and by the looks of things no where for it to currently go that isnt difficult to see at a glance or out of the way honestly thats pretty dope tho ngl
Not sure if you get stunned while being hit with no drive meter or if it’s like older games where you have to keep track of stun on your head and memorize sequences and setups that led to stun.
The only worry I have about the parrying in this game is that it will work like a guard button that will be able to nullify cross-ups and interactions that are dependent on the direction the player is blocking. I don't know if they released any info about that yet.
I honestly love your breakdowns and voice. The way you’re able to take concepts and explain them in layers so clearly has helped me as a content creator and a fighting game. Please keep up the great content
It's been a while since I've found myself so thoroughly enamored with a game with so little in the way of material to tell you about the game. The art, the combat, the potential for the story all has me hyped to see more!
The Drive Bar looks like the perfect combination of the Stun Gauge and the Guard Bar while also giving them more uses outside of being depleted. It seems like a fun risk-reward system.
I just want to know if the parries will make fireball zoning worthless like in 3s or not. If they can parry fireballs but don't regain meter from it, that would be great
You see at 3:42 or so that he gets super meter from parrying a fireball from Chun-Li so it does seem like feeding your opponent parry fodder will be a bad idea. I don't think it'll be to the extent of 3s but still something to watch out for
Unfortunately, zoners get cucked like SF3. Parrying a projectile gives you the drive meter back and the regular meter at the bottom of the screen. It is interesting for the game to discourage constant zoning, though and more of a up close and personal fighting game unlike SF5.
I love SF3. I would love to see a remastered version in all its 2D glory. I don't think I will ever love a system as much as SF3. However, I think Capcom is being smart here. This seems like a great reincorporation of a lot of previous systems in a thoughtful manner. Who knows if it'll all come together without a year plus of patches, but I'm cautiously optimistic.
One thing I noticed from the footage is that when blocking attacks or special moves, there is no chip damage. That's an interesting concept; also regular blocking seems to be discouraged as if the drive gauge's defensive are important. It seems as if Capcom does not want the idea of normals or blockstrings to be inherit strengths based on the character's toolkit. But rather the decision making of the player using said normals or blockstrings as they don't have weakness nor a strength persay. Hmm, very interesting almost as if character meta is not paramount but the player's skill. I can't wait to see the final build.
@@notimeforcreativenamesjust3034 I kinda like it. You can try to be lame and turtle, but you can't lame it forever, because eventually you'll need to make a decision to fight back or eat shit when the drive meter is empty.
Bro the more I learn about this game the more it feels like my dream fighting game! I swear, I was conceptualizing a fighting game based around me and my friends' online personas for funzies, and everything in SF6 we've seen up to this point has been basically what me and my friends thought up, but significantly more streamlined and sensible. I will be playing this game. A cross between Alpha 3 (One of my favorite SF games) and 3s is something I can get behind in 4K double decker HD.
I really appreciate you going in depth on the parries. it's one of the things I was most interested in. I'm preemptively worried about the game being defensive; in this footage and others, it seems players really only get in danger of exhaust/stun from using their *offensive* drive tools, aka the more expensive ones. if they're not incentivized, why would I risk using them so much? in addition, I'm worried about the utility of fireballs. they already felt like Capcom didn't really want you to use in them in SFV with how basically every V-skill was anti-fireball, and with hold-button parries being available (which recovers your drive bar on success *and* gives you super meter), that's moving in an even further direction towards bad fireballs. of course this is all preliminary and I look forward to learning more. I can't wait to get my hands on the game!
I think it'll balance out. Drive recharges, which means drive impact and EX moves can be thrown out pretty consequence free sometimes. You can be pretty explosive if you're willing to risk having low drive, and so we need strong defensive tools to combat that. I imagine that SF6, like 5, will have a lot of EX moves that are safe approaches, but parry will keep them from being too dominant. Plus, EX move being part of drive means that they can even be used to combo into super. I think parry is going to be what prevents drive options from being too oppressive. No idea on fireballs, though.
@@yugiohnerd22 I think parry will be balanced and won't necessarily ruin the zoning and ranged game. Along with its universal utility, It seems to be designed to neutralize thoughtless fireball spamming, but reward (or at least not negate) clever use of ranged attacks. You already don't normally take chip damage unless you're exhausted, instead taking Drive chip. Consider that (1): parries have a bit of recovery (2): there's no slowdown on perfect parry for projectiles, and (3): there are no air parries. It means either way your opponent can't directly use them to avoid damage or rush through with air/perfect parry approaches. If you're already taking chip damage, you're in Drive burnout (exhaust) and can't parry.
Sorry but I really don’t understand how you guys think that parries won’t ruin zoning. I’ve watched this video a couple times as well as other scanning parries specifically blocking projectiles and it really trivialises them. In SF5 projectiles cannot be parried universally and you will take chip damage for blocking or grey health. In SF6 chip damage does not exist unless you’re in the burnout state. This means that as long as you stay away from the burnout state, you’ll take 0 chip damage for blocking and if you parry the projectile instead, then you won’t lose any drive meter. I think Guile in this game is going to be horrible. If he throws out more than 1 sonic boom, they can parry every single sonic boom and they’ll end up GAINING more drive meter as opposed to taking chip damage like in SF5.
@@DaPerfecto57 Because the game is already heavily based around the Drive meter. You don't take chip damage normally; you already said that. So don't try to blame it all on parries; you can't even parry when you're in Burnout, which is the only time you need to worry about health chip damage anyway.
I see Jaime got the Ky hair tech. Lol but seriously though thanks for the vid and looking in said mechanic. I think you're a perfect candidate to be chosen to check it out.
It appears as if this game has a system similar to Tekken's Rage. Notice at 4:28 and 3:11 that when a character has 3 bars and their health bar gets low enough, their health bar turns yellow and their super gauge changes to say "CA". I think that CA is probably an enhanced version of a character's level 3 super, and that we've already seen this in action, as Ryu appears to have two different versions of ShinSho in the announcement trailer and live commentary trailer.
I love how Jamie's hair goes down, but I wish the key framed the animation. I'm getting Necalli vibes. Of course, this is an early version, so I have hopes.
Geez, the way these mechanics work is quite shocking in a positiive way. Quite bold decisions from the Street fighter team. The effects look stunning as well.
You did a better job than everyone I've seen so far. Great work and explanation I do hope they change parry to have high and low parry. That adds an additional layer of nuance and more satisfying to pull off and see. SFV parries aren't exciting to me because they cover both high and low
I can't get over the animation. It is easily the best the series has ever had. Aside from being smooth as hell, there's all kinds of little details that are easily missed. For example, look at the difference between the two Ryus' drive meters and their faces from 6:25 onward when they stand still. P1 Ryu has his meter mostly full, and his face is calmly focused, his breathing even. P2 Ryu has most of his bar depleted, and he looks significantly more drained, breathing heavily with a wilder look to him. And character stances seem to change entirely when they enter the exhaust state, looking utterly haggard. A lot of heart has clearly been poured into this game.
I saw that too was really happy too see that its breaths life into the characters like a real fight. Even Jamie's Hair going wild after he taking drinks very cool.
This is exactly what I've been looking for in terms of a Street Fighter game. I play so many quick air-dashing anime/tag games its nice to have a change of pace and just play some solid slower footsies. I like Street Fighter but playing V and going back, it seemed like they were so dead set on not making the game more modern in all the ways you exactly described. Definitely got a buyer from me.
Around 5:20 you talk about "Drive Rush" but I think you mean "Drive Impact." Easy to flip all these Drive based names, but wanted to clarify since everyone is zeroing in on details right now.
I have a question, Even without perfect parry on projectiles... how do projectiles have meaning still? in 3s projectiles are essentially useless except for at the highest and lowest levels of the game... because they will be parried each time... you mentioned that fireballs still have meaning because they can't perfect parry... How is that? do fireballs not give drive meter when parried either? or you still have a long recovery time or... ???
i feel like the big thing is that if you throw a projectile and it's parried the opponent has some recovery, meaning that the only thing that happened is that they didn't take damage, unlike how in 3S parrying a projectile also moved you forward and didn't really have recovery. This means that you could likely just continue zoning with a life lead
So apparently, my comment got removed (probably because of the link I placed) I HATE that youtube doesn't tell you that your post doesn't go through... I only realized this as more people replied and noticed my comment was missing... =( I'm not gonna re-write the entire post i made but Theory Fighter answered my question on twitter. (yes I asked both on youtube and twitter to increase visibility and have a better chance of getting an answer)
Thanks for making this. I was very worried about the universal parries, but it looks like the system is designed to avoid the pitfalls inherent with that.
Very cool to see a year before launch they are letting people with a lot of knowledge regarding the SF series get their hands on such an early version.
Speaking of stun, I don't think I've seen any normal stun method, there is no stun meter anymore, is it the same as sf4 or does it only happen when you get guard crushed while exhausted?
Finaly a good video actualyl explaining the core mechanic. Thank you so much you have no idea how hard it was to get a tiny bit of good info. Seriously.
Thank you for your impressions! I'm very happy that Capcom let you try this out, as this is a treasure trove of knowledge about the (tentative) way that Street Fighter 6 will play. I love seeing longer gameplay as well. It's so interesting!
The scenarios look perfect they are a work of art that beautiful details look very realistic I love that they put characters from final fight on the scenarios it is impressive
The mechanics in street fighter 6 is just another stepping stone direction from street fighter 5 in sf6 the players can obtain a lot of thriving challenges from the drive system which capcom are raising the core of battleground foundation to the next pinnacle level field this 6 entry is going to be such fun to play for me this game has all the icing on the cake with mixed fundamental tools even for the input controls fighting fans has the option to make them easier for beginners me personally I am a mortal kombat fan but I played street fighter 2 on an arcade machine when I was a kid in a local restaurant but that’s it I never played street fighter games before on the consoles like the sequels until 5 never bought them but for the first time ever this will be my first street fighter game experience to explore and I can’t wait to have this game do you think there will be some sort of beta test or demo this year for sf6 I think not but I wish they release a beta test cause I will practice for sure
I think the mind games are gonna be next level in this game. With so many mechanics that with and counter one another mind games and strong reactions will dictate the flow of the game.
I’m hugely casual when it comes to SF I’ve only played a very minimal amount of 4 as a kid, and the 35th (I think) anniversary collection of games (alpha 3 was my favorite I think, that and 3rd strike). And to a casual audience I don’t speak for everyone but I think the mechanics are easy to understand. “Bar go down, that bad, so get bar up by pressuring opponent, or playing risky”. it will also give casuals who play too defensively a reason to learn and play offensively. I feel that when I played FighterZ (the FGC I’ve played the most at a casual level) i turtled way to much because there was no downside to it. I did auto-combos because there was no downside to it (in my eyes at the time) In short. I think this will be popular with casual audiences. Feel free to tell me if I have no clue what the hell im talking about
From what I've heard there's regular Perry and perfect Parry. The perfect version allows you to cancel out of them, while holding the buttons just lets you Parry things for meter
Just a quick correction. You mean Drive Impact. Drive Rush is the green dash. Drive Impact is the focus-like attack. Other than that, THANK you for this video, so much good info!!
they made a good choice inviting you, covered a lot quickly. I really like this approach to defensive/Offensive Meter and its marriage into Stun. Always wondered why no one did that, I call it a the Sacrifice meter. I'm sure some things will get adjusted as always but this will be the base version and I'm down.
I love how they've moved the stun mechanic to the player's own meter mismanagement, very cool
yeah, the day they dropped the trailer, there was a thing on a capcom blog that mentioned that the drive gauge was tied to stun and I think getting your ass stunned will shut the people up who are like, "oh, they just give you EXes for free?!?" after they use an EX and a dash and get their asses opened up to stun combos.
It's certainly very interesting. So far it appears that the game leans heavily toward encouraging players to play more thoughtfully, play footsies, play more of a defensive offensive strategy that rewards baiting your opponent into attacking so you can land a Punish Counter.
Sofar it's looking really good. It seems to have addressed the biggest problems from SF4 and SF5. It has balanced the reversal punishes from invincible moves which were so annoyingly mashed during combos or block strings by allowing you a really strong Punish Counter against them. In exchange, it seems that it has given us back non-EX invincible reversals. At least for me, these were the two biggest problems I had with these games.
Aside of course from how obselete zoning had become. It seemed a bit stronger in SFV, but only when paired with a character who also has the tools to rush down. It seems that this game has boosted good, well thought out zoning and not just spam, which you an see in how far Sonic Boom knocks back, an EX projectile when going through a regular projectile can land as a Punish Counter if your opponent is still in recovery. And throw breaks push each player back to neutral, which again is extremely advantageous to the zoner.
I'm really hoping that they can do a better job of balancing zoning, pushdown and grapplers. Even if it's a paper rock scissors situation, that would still make more characters valid because they'd have less bad matchups. Although this could lead to more counter picking, I doubt it would've a problem because most people just stick to their main, even when fighting against a character who has a 7-3 or 8-2 matchup. It's so rare in top level play, that when Infiltration switched to Hakan to counter Balrog, everyone was shocked and in doubt, but he won those matches easily. Again, that's so we'll remembered because it's just so rare. Most people feel that they would be better off with the character they have the most experience with, unless it's truly a terrible match against them, or if they have a pocket character which covers her bad matchups.
It's very reminiscent of Dragon Ball Z Budokai in that regard!
@@augustgreig9420 Not to discourage any hype for 6 but I feel a lot of your points are significantly off-base. SFV has extremely strong reversal punishes, if not the strongest in the series per average character (at least without resources). You're automatically counterhit when in recovery from a reversal, meaning that you'll get crush-countered or normally counterhit comboed (likely a medium or heavy>heavy link as the starter) if a reversal gets blocked. Not to mention that a good deal of DPs can be punished on block with a neutral-jump starter, which will still also be counterhit for good measure. In other words, you legitimately get the best starters/most optimized combos your character has as DP punishes. Punish-counter taking away some drive-gauge is good, but I don't think we can really confidently say that DP punishes hurt more than they do in 5, especially with 6 being seemingly less combo-heavy and us having such little information at this point.
Zoning was in no way obsolete in 4, and is in fact extremely strong right now in V. SF4 legitimately started off with Sagat and Ryu being top tier, and while the balance had shifted by the time we got USF4, we still had very strong zoning characters like Poison and Rose in Ultra. In SFV, Luke - a zoning character, has been commonly considered the strongest character in the game since he was released. Dhalsim and Poison have also been top tier all season. Additionally, Daigo has mained Guile since he was added to V and has seen a ton of success with the character. 4Philzz just won CPT UK with Falke again...etc. Not sure what you mean by "good, well thought out zoning and not just spam", since I think anyone will tell you it's not easy to zone someone out in SF4 or SFV.
Also, legitimately most top players have multiple characters these days. Hell, Street Fighter League having a ban-system literally necessitates that players have more than one character...and that's been going on for years. Even back in the SF4 days plenty of players had multiple characters, and people were really not surprised because Infiltration switched. Everyone knew Infiltration could play a bunch of characters so that was nothing new or crazy. What was crazy was that he actually learned and had a tournament-ready Hakan. No one expected that pick because Hakan was a decisively low tier character with unique mechanics. And while Hakan did counter Balrog, it's not like he was the only character to do so. The moment is well-remembered because of Hakan, not because it was some rare instance of counterpicking/switching characters.
Couldn't like because of the 666
This has been the most proper and succinct summary of the gameplay I've seen yet - thank you for that, it's great to hear this game being described by someone who's properly analytical about fighting games, and your insight was superb. This game sounds like it's gonna be amazing.
Ok
yup i agree
No shit. The game was just put into the hands of certain people.
Bro you’re type like how a foreign person talks.
Very true, i agree with you 100% random individual
the parry is basically what i hoped for: a constantly useful option, but risky. let's hope it feels good
EDIT if it really feels like A3 x 3S i will be very happy
Word. Guard crush and negative penalty in SF? I'm actually interested.
@@otterdonnelly9959 Guard crush was in 5 too though
@@guy229 not really but I know what you mean
3 + 3 = 6
It checks out
@@harlandkrystopher it was it in 5. It had weird scaling for most of the moves that had it. See vs2 Gief, Uriens vt2, Chun li vt2 or 1 I don’t remember, Alex vt parry lariat. I need not go on.
so fucking excited to see the SF devs learn from their past successes and failures with this title. taking what worked and made parries good and interesting both from sf3, 4, and 5 and working it into a core mechanic integral to the defensive play of the game is SO nice to see. this game is looking more and more like a day 1 buy for me
Amazing things happen when you fire ono
Parries were fun to spectate but the majority of 3S pros said playing in a system like that was a nightmare.
@@jonc8561 yes for the way parries worked in 3, this is completely different , the why and (more importantly) you use them is completely different from 3. There’s a lot of pros that like Alpha so they didn’t enjoy 3S meta which revolved heavily on meter gain and, in turn, made parries so strong. You also had whiffing normals in neutral constantly to gain meter. Biggest difference in parries between so far in 6: parries have a whiff animation, perfect parries trigger a slowdown mechanic (nothing like red parries in 3S), projectiles can’t be perfect parried, you cannot parry in the air, and you lose gauge for unsuccessful parries. You also have the other different mechanics in the game which make parries will have a different play experience completely different. So the issue some pros had with 3S and parries will not be the exact same for 6.
This title showing up in my phone notifications felt like a taunt.
I'm just glad we are finally moving on past Third Strike and we have something Fresh
Same
We who? I'll still be playing 3rd Strike! Unless you meant story wise...then yeah...about damn time
@@CrimzonWolf777 He obviously meant story, they've made games past SF3 already so that wouldn't even make sense in context lol.
raymkkkk that thew me off, also! 😂 considering I just play versus or online. I have no clue whats going on, lorewise.
@@CrimzonWolf777 What else did you think he meant?
Literally no person on earth better they could have chosen for this. Thanks for the video and Congrats!
Edit: After having watched it, I'm So glad parries aren't just a nerfed version of 3S parries or a buffed version of 5's, but their own thing. And the drive meter functioning as a quasi guard meter in the corner seems really cool, the meter in general seems like it'll add a lot of depth to the decision making across the board. I know Leon Massey will probably be very happy about it lol.
I think Capcom got great value out of the opportunity they gave you. This was a very interesting analysis.
The parry system kinda sounds like the earlier versions of Devil May Cry's Royal Guard style with dependency on the drive meter, chip damage and the risk and rewards associated with it. Or rather, it sounds like they're trying to bring back the parry system of SF3 with elements of what Devil May Cry has done with the Royal Guard style so far to make it more of an active defense while still being strategic.
(I'll be honest, I am by no means a pro player and have only very cursory knowledge of fighting game systems and terminology. But I am genuinely interested in this new direction they're taking things with this entry!)
Dante for DLC!
It actually mostly reminds me of the DMC5 version of RG, where each normal guard drains DT meter instead of dealing chip and if the DT meter is depleted through guarding, Dante gets guard broken.
Jamie looks sick af. I don't normally play characters like that but I want to try him out.
His back walk alone is sick too
It’s probably because you haven’t seen the rest of the cast yet.
@@arrownoir ya i think a lot of the cast will look amazing.
@@ThirtyfourEC stolen from Lie Wulong of Tekken😒
@@ThirtyfourEC his backward walking looks pretty funny
That divekick extension in the intro! Jamie is divekick tier confirmed lol
Don't sell yourself short, you are a major influencer in the FGC, your analysis was much more concise and studied than most others I've seen today!
Knowing that this game feels more like Alpha 3 makes me way more hype, since it's my favorite mainline SF game! (True favorite is CVS2, obviously because of Morrigan)
I am so jelly...but also very happy for you!
Ayyyy i know you 😁😁😁 good content
Stay underdog
This feels like our boy has made it. So glad you got access, excellent breakdown and analysis. Much love to you as always.
Didn't know that they were sending out early tests already! Hope for more content from you and other fgc content creators!
0:29 that pouting Chunli is so cute!
Its killing me that youtube is labeling all this sf6 content as cross tekken. Were you able to test the difference in meter gain between a perfect parry and a regular parry? Depending on how fast it drains on hold there may be meter positive OS situations against frametraps, which is interesting
Cross tekken had a similar artstyle so maybe that's why
It was SF4 but glossier, and here it seems like it carries a lot of water features and steam much like cross tekken did
It's probably because SF6 isn't out yet
I'm glad they're finally putting meter management you have to think about back into SF I can't even remember another game in the series where you potentially have to manage your meter like this one
My favorite is still in sf4 where you had to manage your bar so you didn't accidentally super with any sort of small chain
@@killingstalker2114 sf4 was also just big on meter because of the fadc system. So yea sf4 meter management is also important. Doesnt seem as important as this game though
There’s quite a lot to parries this time around.
oh boy, Jamies hair physics in this built at four stocks, i hope they get to keyframe that at some point,
i really hoped they´d learn from the necalli situation in SF.V bu they didnt i guess.
Necalli looked good, with hair physics, every other character not so much
@@aiden4010 you cant be serious, right? have you looked at the specials and everything how it obscures all sense of posing and the such.
@@aiden4010 V-trigger hair isnt awful but still not the best overall.
The most underrated FGC RUclipsr. Of course you got invited! Also, "a spiritual successor to Alpha 3 with a dash of 3rd Strike on top" sounds like exactly the Street Fighter that would get me back into the franchise. Those are my two favorite SF games.
Just noticed that the stage is Metro City from Final Fight (remember that?) with bosses and enemies in the background.
Really nice touch!
Super gassed to see what’s to come with this game! New art style and mechanics actually look like a step in the right direction! Looking forward to seeing more 💪🏽
3D realism does not look good on SF
Also the music is trash
Not usually a SF player but I’m exited to see what this game turns into. Is Stun only connected to drive gauge now?
Stun is the drive gauge, your using your stun bar as a meter now
A brilliant idea; you decide how offensive or defensive you want to play
i think it might be, cause there isnt any stun bar and by the looks of things no where for it to currently go that isnt difficult to see at a glance or out of the way
honestly thats pretty dope tho ngl
@@crocogator5305 that is game changing. In a very good way
Not sure if you get stunned while being hit with no drive meter or if it’s like older games where you have to keep track of stun on your head and memorize sequences and setups that led to stun.
The only worry I have about the parrying in this game is that it will work like a guard button that will be able to nullify cross-ups and interactions that are dependent on the direction the player is blocking. I don't know if they released any info about that yet.
They could balance it by making you keep facing the direction you started the parry state in, time will tell how they'll work it out.
That was an issue trying to cross up
Charge characters , they were able to connect once u were on the other side
Parry and block have different input. Charge characters will block.
I honestly love your breakdowns and voice. The way you’re able to take concepts and explain them in layers so clearly has helped me as a content creator and a fighting game. Please keep up the great content
It's been a while since I've found myself so thoroughly enamored with a game with so little in the way of material to tell you about the game. The art, the combat, the potential for the story all has me hyped to see more!
The Drive Bar looks like the perfect combination of the Stun Gauge and the Guard Bar while also giving them more uses outside of being depleted. It seems like a fun risk-reward system.
I just want to know if the parries will make fireball zoning worthless like in 3s or not. If they can parry fireballs but don't regain meter from it, that would be great
You see at 3:42 or so that he gets super meter from parrying a fireball from Chun-Li so it does seem like feeding your opponent parry fodder will be a bad idea. I don't think it'll be to the extent of 3s but still something to watch out for
You can nullify projectiles pretty easily it seems, but you'll be spending drive gauge to do it. Already seems a leg up on 3s if you like zoners
Forgot to add, if you abuse parry a LOT, you're liable to get stunned. So definitely more charitable to fireball throwers
Ryu gets his meter back after parrying chuns fireball. So I guess ryu is gonna be trash tier for another 7 years
Unfortunately, zoners get cucked like SF3.
Parrying a projectile gives you the drive meter back and the regular meter at the bottom of the screen.
It is interesting for the game to discourage constant zoning, though and more of a up close and personal fighting game unlike SF5.
I love SF3. I would love to see a remastered version in all its 2D glory. I don't think I will ever love a system as much as SF3. However, I think Capcom is being smart here. This seems like a great reincorporation of a lot of previous systems in a thoughtful manner. Who knows if it'll all come together without a year plus of patches, but I'm cautiously optimistic.
One thing I noticed from the footage is that when blocking attacks or special moves, there is no chip damage. That's an interesting concept; also regular blocking seems to be discouraged as if the drive gauge's defensive are important. It seems as if Capcom does not want the idea of normals or blockstrings to be inherit strengths based on the character's toolkit. But rather the decision making of the player using said normals or blockstrings as they don't have weakness nor a strength persay. Hmm, very interesting almost as if character meta is not paramount but the player's skill. I can't wait to see the final build.
Theres chip damage to the drive gauge instead of the health bar
not so chip
@@notimeforcreativenamesjust3034 I kinda like it. You can try to be lame and turtle, but you can't lame it forever, because eventually you'll need to make a decision to fight back or eat shit when the drive meter is empty.
"an influencer rather than someone under the influence" 😂
Bro the more I learn about this game the more it feels like my dream fighting game! I swear, I was conceptualizing a fighting game based around me and my friends' online personas for funzies, and everything in SF6 we've seen up to this point has been basically what me and my friends thought up, but significantly more streamlined and sensible. I will be playing this game. A cross between Alpha 3 (One of my favorite SF games) and 3s is something I can get behind in 4K double decker HD.
This footage even from the first trailer the combat looks alot faster/tighter, I'm really excited for the game
I really appreciate you going in depth on the parries. it's one of the things I was most interested in. I'm preemptively worried about the game being defensive; in this footage and others, it seems players really only get in danger of exhaust/stun from using their *offensive* drive tools, aka the more expensive ones. if they're not incentivized, why would I risk using them so much? in addition, I'm worried about the utility of fireballs. they already felt like Capcom didn't really want you to use in them in SFV with how basically every V-skill was anti-fireball, and with hold-button parries being available (which recovers your drive bar on success *and* gives you super meter), that's moving in an even further direction towards bad fireballs. of course this is all preliminary and I look forward to learning more. I can't wait to get my hands on the game!
I think it'll balance out. Drive recharges, which means drive impact and EX moves can be thrown out pretty consequence free sometimes. You can be pretty explosive if you're willing to risk having low drive, and so we need strong defensive tools to combat that. I imagine that SF6, like 5, will have a lot of EX moves that are safe approaches, but parry will keep them from being too dominant. Plus, EX move being part of drive means that they can even be used to combo into super. I think parry is going to be what prevents drive options from being too oppressive. No idea on fireballs, though.
@@yugiohnerd22 I think parry will be balanced and won't necessarily ruin the zoning and ranged game. Along with its universal utility, It seems to be designed to neutralize thoughtless fireball spamming, but reward (or at least not negate) clever use of ranged attacks. You already don't normally take chip damage unless you're exhausted, instead taking Drive chip. Consider that (1): parries have a bit of recovery (2): there's no slowdown on perfect parry for projectiles, and (3): there are no air parries. It means either way your opponent can't directly use them to avoid damage or rush through with air/perfect parry approaches. If you're already taking chip damage, you're in Drive burnout (exhaust) and can't parry.
Sorry but I really don’t understand how you guys think that parries won’t ruin zoning.
I’ve watched this video a couple times as well as other scanning parries specifically blocking projectiles and it really trivialises them.
In SF5 projectiles cannot be parried universally and you will take chip damage for blocking or grey health.
In SF6 chip damage does not exist unless you’re in the burnout state. This means that as long as you stay away from the burnout state, you’ll take 0 chip damage for blocking and if you parry the projectile instead, then you won’t lose any drive meter.
I think Guile in this game is going to be horrible. If he throws out more than 1 sonic boom, they can parry every single sonic boom and they’ll end up GAINING more drive meter as opposed to taking chip damage like in SF5.
@@DaPerfecto57 Because the game is already heavily based around the Drive meter. You don't take chip damage normally; you already said that. So don't try to blame it all on parries; you can't even parry when you're in Burnout, which is the only time you need to worry about health chip damage anyway.
I see Jaime got the Ky hair tech.
Lol but seriously though thanks for the vid and looking in said mechanic. I think you're a perfect candidate to be chosen to check it out.
I looked away for a moment and was VISIBLY CONFUSED
XD
The mind games gonna be crazy!
Fr
It appears as if this game has a system similar to Tekken's Rage. Notice at 4:28 and 3:11 that when a character has 3 bars and their health bar gets low enough, their health bar turns yellow and their super gauge changes to say "CA". I think that CA is probably an enhanced version of a character's level 3 super, and that we've already seen this in action, as Ryu appears to have two different versions of ShinSho in the announcement trailer and live commentary trailer.
So cool you were invited! Looking forward to hearing more of your thoughts
this is probably the most helpful sf6 vid i've seen
nice work and thank you
YOU DID?!?!?!?!?!?! WHAATTTTT?!?!?!!?!!!!!!?
Oh my goodness. That’s…genuinely mind blowing
Oh man, you're making me even more hyped!!! Alpha 3 + 3rd Strike? Count me in!!!
I love how Jamie's hair goes down, but I wish the key framed the animation. I'm getting Necalli vibes. Of course, this is an early version, so I have hopes.
it's indeed a very light and weird hair
Geez, the way these mechanics work is quite shocking in a positiive way. Quite bold decisions from the Street fighter team. The effects look stunning as well.
You did a better job than everyone I've seen so far. Great work and explanation
I do hope they change parry to have high and low parry. That adds an additional layer of nuance and more satisfying to pull off and see. SFV parries aren't exciting to me because they cover both high and low
I can't get over the animation. It is easily the best the series has ever had. Aside from being smooth as hell, there's all kinds of little details that are easily missed. For example, look at the difference between the two Ryus' drive meters and their faces from 6:25 onward when they stand still. P1 Ryu has his meter mostly full, and his face is calmly focused, his breathing even. P2 Ryu has most of his bar depleted, and he looks significantly more drained, breathing heavily with a wilder look to him. And character stances seem to change entirely when they enter the exhaust state, looking utterly haggard.
A lot of heart has clearly been poured into this game.
I saw that too was really happy too see that its breaths life into the characters like a real fight.
Even Jamie's Hair going wild after he taking drinks very cool.
I think you were the better choice than other influencers since you explain everything so well and present the info in such a unbiased way
This is exactly what I've been looking for in terms of a Street Fighter game. I play so many quick air-dashing anime/tag games its nice to have a change of pace and just play some solid slower footsies. I like Street Fighter but playing V and going back, it seemed like they were so dead set on not making the game more modern in all the ways you exactly described. Definitely got a buyer from me.
Thanks for the video TheoryFighter. The explanation of the mechanics and you're predictions on the meta were excellent
Around 5:20 you talk about "Drive Rush" but I think you mean "Drive Impact." Easy to flip all these Drive based names, but wanted to clarify since everyone is zeroing in on details right now.
Came from JWong’s channel and subscribed, nice stuff!
Looks like this game is going to be one of the best fighting games of all time. Sounds so good that SF5 looks like a prototype of this.
Excelent break down video. Informative and to the point. You deserve way more subs my dude.
I just hope parries don’t invalidate zoning. I love playing those types of characters like Sagat.
???
@@coreywilson8161 no ones uses fireballs in 3s cus most people just parry most of em
@@EXFrost yea agree
This video took me from mildly interested to very excited. Well done, Theory!
This Game looks sooo good🔥
Capcom is attempting to apologize for all the years they've been fucking up with this one.
man, this all seems SO awesome lol. This may truly be worth the wait.
The fact that the game feels more like a spiritual successor to a combination of Third Strike and Alpha 3 is welcoming news.
This is awesome! Just seeing the game running is brilliant! I'm only 1 minute in and about to send this to my brother. 👏👏👏
Man congratulations on playing SF VI early, even if it's an early alpha. Game's looking great, thanks for this small snip of gameplay!
I can't believe we're getting spoiled with this much fucking info 6+ months before release
This is unusual for game devs but god damn is it welcome
This is official shit tho
@@notimeforcreativenamesjust3034 I know...?
@@notimeforcreativenamesjust3034 spoiled as in getting lots of good stuff you dont deserve not spoiled as in spoiling the ending of a film
chun li's pouting face is adorable
*Theoryfighter talking about in depth mechanics*
me: "Chun Li is super cute, look at the annoyed face she makes, she's so cute "
looking forward to another video on this! great work as always man, i like the music change too!
I have a question, Even without perfect parry on projectiles... how do projectiles have meaning still? in 3s projectiles are essentially useless except for at the highest and lowest levels of the game... because they will be parried each time... you mentioned that fireballs still have meaning because they can't perfect parry... How is that? do fireballs not give drive meter when parried either? or you still have a long recovery time or... ???
That’s a lot of questions.
i feel like the big thing is that if you throw a projectile and it's parried the opponent has some recovery, meaning that the only thing that happened is that they didn't take damage, unlike how in 3S parrying a projectile also moved you forward and didn't really have recovery. This means that you could likely just continue zoning with a life lead
From the footage I've seen, I think parrying a fireball gives you back the meter you spent to enter the parry stance, but not more.
So apparently, my comment got removed (probably because of the link I placed) I HATE that youtube doesn't tell you that your post doesn't go through... I only realized this as more people replied and noticed my comment was missing... =(
I'm not gonna re-write the entire post i made but Theory Fighter answered my question on twitter. (yes I asked both on youtube and twitter to increase visibility and have a better chance of getting an answer)
@@Aagggyy I mean, the author failed to elaborate, I think OP is just calling that out. Not literally expecting every single question to be answered
Thanks for making this. I was very worried about the universal parries, but it looks like the system is designed to avoid the pitfalls inherent with that.
Wait does it not have normal standard stun?
Very cool to see a year before launch they are letting people with a lot of knowledge regarding the SF series get their hands on such an early version.
Speaking of stun, I don't think I've seen any normal stun method, there is no stun meter anymore, is it the same as sf4 or does it only happen when you get guard crushed while exhausted?
it seams like the later option. pretty wild move from capcom if they did that
Wall splatted while exhausted*
I'm being pedantic but this might be important in the future
Finaly a good video actualyl explaining the core mechanic. Thank you so much you have no idea how hard it was to get a tiny bit of good info. Seriously.
Yooooh!! 🤯🤯🤯
This is neat! Thanks for sharing this, never expected gameplay this way. Impressive, you're a real chad 😎✌️
So you’re saying it’s a blend of my two favorite Street Fighter’s along with a unique art-style & soundtrack….sign me tf up!
Thank you for your impressions! I'm very happy that Capcom let you try this out, as this is a treasure trove of knowledge about the (tentative) way that Street Fighter 6 will play. I love seeing longer gameplay as well. It's so interesting!
Marvel vs Capcom arcade games from the 90s/2000’s will always be my favourites, those super combos were the best
this parry feels kinda like classic Melty's Shield! I don't mind that; all for it actually!
So glad I was subbed to this channel. Thanks again
Thank you for testing out a bunch of things. The drive gauge also functioning as a guard meter changes everything.
this looks really cool, and i love the stylizations a lot
The scenarios look perfect they are a work of art that beautiful details look very realistic I love that they put characters from final fight on the scenarios it is impressive
The mechanics in street fighter 6 is just another stepping stone direction from street fighter 5 in sf6 the players can obtain a lot of thriving challenges from the drive system which capcom are raising the core of battleground foundation to the next pinnacle level field this 6 entry is going to be such fun to play for me this game has all the icing on the cake with mixed fundamental tools even for the input controls fighting fans has the option to make them easier for beginners me personally I am a mortal kombat fan but I played street fighter 2 on an arcade machine when I was a kid in a local restaurant but that’s it I never played street fighter games before on the consoles like the sequels until 5 never bought them but for the first time ever this will be my first street fighter game experience to explore and I can’t wait to have this game do you think there will be some sort of beta test or demo this year for sf6 I think not but I wish they release a beta test cause I will practice for sure
What's your native language?
I think the mind games are gonna be next level in this game. With so many mechanics that with and counter one another mind games and strong reactions will dictate the flow of the game.
i cant believe i have to wait until 2023 for this, it looks so cool
Loved the explanations and details. Thank you
I’m hugely casual when it comes to SF I’ve only played a very minimal amount of 4 as a kid, and the 35th (I think) anniversary collection of games (alpha 3 was my favorite I think, that and 3rd strike). And to a casual audience I don’t speak for everyone but I think the mechanics are easy to understand. “Bar go down, that bad, so get bar up by pressuring opponent, or playing risky”. it will also give casuals who play too defensively a reason to learn and play offensively.
I feel that when I played FighterZ (the FGC I’ve played the most at a casual level) i turtled way to much because there was no downside to it. I did auto-combos because there was no downside to it (in my eyes at the time)
In short. I think this will be popular with casual audiences. Feel free to tell me if I have no clue what the hell im talking about
Nice breakdown. Thanks for taking the time. Liking what I see so far.
Making sure you get the first real video out, I respect the hustle.
Ok so this looks phenomenal. The trailer didn’t sell me but this looks amazing.
Ryu being all serious and Chun Li is like "Let's do funny faces."
Amazing breakdown. Now we understand more about the mechanics thru this vid.
From what I've heard there's regular Perry and perfect Parry.
The perfect version allows you to cancel out of them, while holding the buttons just lets you Parry things for meter
Were you guys able to pick Modern Controls?
I want to know how are the easy inputs for charge characters 🤔🥤
A wallsplat on block? People are gonna be SO SALTY AND IM READY FOR IT
Just a quick correction. You mean Drive Impact. Drive Rush is the green dash. Drive Impact is the focus-like attack. Other than that, THANK you for this video, so much good info!!
Thanks for this video, super interesting as I was very curious about the party mechanic.
This looks amazing! Definitely looking forward to this. 🤩
they made a good choice inviting you, covered a lot quickly. I really like this approach to defensive/Offensive Meter and its marriage into Stun. Always wondered why no one did that, I call it a the Sacrifice meter. I'm sure some things will get adjusted as always but this will be the base version and I'm down.
@ 0:17 that sort of looked like Hugo in the back to the right.
Hoping Drive meter isn’t the sole driving force of every match.
my man just said alpha 3 and a sprinkle of sf3 holy shit i need to play this game.