ED might just be the test solution. They testing it out with Ed first before implementing it for the rest of the roster. SF developers do this with DLC characters when they want to implement new ideas. I'm pretty sure Ed SFV designed was the precursor for modern controls.
I agree with you. I hope they make the Ed changes : shorter drush, more combo scaling to reduce the dmg output, no more free pressure after drush buttons on block...
This is a hard one to address with a blanket solution. I think each individual character needs to have tweaks to both DR and their projectile. You can reduce distance on DR or make it slower. You can speed up some of these slow projectiles that seems to last forever, or reduce distance for those that are not full screen.
@@computervision557 I think that might make it a bit too hard for some chars to close the gap without DR. They could add a large pushback to the first hit after DR if a fireball is on-screen. That way you can chip some bar and apply pressure, but you can't mix. DR into throw would then become the most profitable option after fireball, so opponents would almost never hold parry after fireball (just press once) so they can check the incoming DR or use anti-throw. As for the DR throw issue, I think they should add a frame or 2 to the grabbing animation. So basically they have to be grabbing you for long enough for it to be possible for the opponent to realize they got grabbed, but not too long that anti-throw becomes easy, basically making this a reflex game not a 50/50 chance game, but this might be easier said than done..
@@josemourato8979 Chun is not a problem, she has excellent walk speed and awesome normal(her neutral game is the best), great damage(same level as Luke) Guile is a problem, but this character do not need that, it is an over power tool for Guile, I bet that if JP do not exist, Guile is the strongest character in SF6, he is "protected" by JP The character really need that is Aki
6:41 Someone with the same "glitcht". In that moment when restart the status Guile and Chun are in the opposite position they should be (see the area where the character's names are). I could handle the situation without exiting totally the training with e.g. selecting some "specific traininngs" (anti air training for example). But then for some reason now I can not... even worse: when I restart, always the characters appears in the right corner and I have not found a new solution.
I love SF6 and have been playing it a ton, but Drive Rush itself is wildly unbalanced and needs a rework. - The risk is minimal while the reward can straight up win a round. - The speed/distance varies which seems to make sense initially. But with a mechanic this strong Everyone should have the same DR. -With Drive Reversal being so weak it's really hard to just catch a breather sometimes. There are too many rounds where you get hit once and you die.
I have strongly been against fireball DR being an option since it's inception, it gives characters like Chun and Guile who already have very strong defensive/neutral orientated kits some of the most uninteractive and frustrating mixes from the midscreen. It's probably too severe with my bias but I would love to have it so that you couldn't drive rush if your projectile is on the screen. In Guile and Chun's case specifically I dont even think they lose out a whole lot if they lost access to it, you'd just see them slow down a lot and use their amazing buttons a lot more instead. It'd be someone like AKI who's unfortunately quite reliant on it that would suffer the most and would need compensated in some way.
I wish we had like a beta thing where they’d test such major changes with us the players and see how it goes for sometime and make their decision, i personally think its a good change for now but you can never know and i feel like Capcom wouldn’t take such a risk
If you watch my Hadouken Magic video, you’ll see how I disprove the idea that in modern SF games DP & Hado can still be done and done by me at a level greater than any Ryu in the world. I taught Zaferino how to become the best zoning Sagat in the world during SF5 and one of the best Dhalsims in SF6 using my video as a teaching tool. If is the fault of the player that they limit their minds and thus aren’t able to AA while Zoning not the game’s fault. Top8 EVO contenders haven’t reached my skill level balancing and applying the two. Watch the video for proof.
I have few big time hopes for season 2. Shorten and or slow the craziest drive rushes, tone down the jump ins or give everyone a fully safe anti air. Tone down meter build especially during lvl 2s. I love your solution for this.
For some that don't have fireballs like Zangief, Manon, Jaime etc they have to deal with the shenanigans that is projectiles with DR which makes it harder for them to get in on. Dhalsim being the slowest character only needs to teleport which is much faster to do with than wasting DR. Also seemingly (and ironically) the only other character that doesn't do that tactic is Luke where his sandblast fireball is fastest.
Luke is a better Ryu, both of them are honest characters, no cheap setup like other T0 characters Because those mixup are really strong and cheap, performance of Luke not that good at first(only a 1/2 luke player(Menard, about 2/3 of matches are done by Blanka) have good performance in grand tournaments before Chris Wong show up).
@@bobbobertson3285 I know, but only Chris Wong's Luke consistently gets good results(you can participate CPT do not mean you are the best Luke, as Punk mentioned, so many CPT players are so so players compare to pros). Except for Menard(1/3 Luke player), Luke's top players all play defensively. Defense in SF6 is actually much more difficult than attacking. This is why the performance of pure Luke players was not good before Chris Wong appeared I guess.
@@bobbobertson3285 By the way, even quota of Asia are limited, Asian still almost dominate CPT I don’t think CPT’s selection method can select the best players in the world when the gap in level between regions is very large.
I think people forget that this game is designed this way on purpose. All people do is complain about DR and PP because you pretty much just have to pay meter to create a new situation almost instantly rather than earn one. Are you sure you actually like SF6?
This is a good point. As painful as it was, I decided I don’t like it and I’ve since dropped the game entirely. DR is an integral part of the game and I’ve slowly come to despise it. I was sick of complaining about something that I just fundamentally disagree with, so decided to leave it behind. I’m hopeful that they might make an adjustment that is impactful enough I might enjoy it again
How about making it so you are charged more meter if you drive rush while having your own fireball on screen? That way we don’t get rid of the setup entirely, but still make it costly in its base form and an absolute hail mary in the case of ex-fireball+drive rush. For me, a cheap setup isn’t necessarily the end of the world, but people being able to loop it over and over is. Making drive rush shorter is also an interesting idea, but I’m not sure if it’s something Capcom would do. Love the content as always, keep it up!🎉
I think that the normal throws should finally be weakened. The rule 'Take the throw' is very frustrating because... the throws do too much damage that you could still live with if the time window for canceling was larger and the throw loops didn't exist. I often find myself in a situation where I'm missing one or two frames (see this in the replay) to escape the throw, even if I know that the opponent is about to throw. This is very frustrating..
Make drive rush normals give +2 on block not +4. This just fixes so much without. It even gets rid of drive rush jab. They could also make it so that fireballs disappear when the owner is hit and I'm fine with that even if it's a significant nerf as fireballs in this game are pretty good without the fireball drive rush combo. But you'd have to change fireball hurt boxes for this to be viable because you can't exactly low profile fireballs in this game to get your hit in before trading with a fireball.
I believe a way to fix the fireball => drive rush problem is by not allowing the player to drive rush when there is a fireball on the screen. In the same way you cannot throw a second fireball until the first fireball disappears, you shouldn't be able to drive rush until your fireball disappears. I don't mind characters walking or dashing behind their light fireball, but drive rushing just gives them a better dash with plus frames to almost all their moves. At the moment, the only semi-reliable tool to stop this nonsense is to perfect parry the fireball and check the drive rush with a button (I say semi-reliable because they can time the drive rush to hit close to the same time the fireball hits). Jumping is risky and invisible reversal is risky. This would eliminate characters like Juri, Guile, Ken and even AKI getting in for free. Edit: It also fixes having to modify each individual character's drive rush distance and speed (not saying that some characters don't need it) and future DLC characters. (First character that came to mind is Akuma doing light red fireball or OD red fireball => drive rush. It kind of reminds me the problem he had in SFV when he could do red fire ball => V trigger)
Yeah as a Jamie main this is one of my biggest complaints about the game and it makes matchups like Guile a million times harder. Fireball drive rush has to be one of the most braindead things in a fighting game.
Trying to fight a character like Juri when you don't have fireball and this bytach can just driverush you from across you screen is miserable. I get the whole "get gud" argument, but for 99% of players, it's a free neutral skip at worst.
Guile's Sonic Boom's need to be stronger. I am NOT joking. Maybe the SB, into DR is too strong; but outside of that, just holding Parry to, 'auto-parry' all projectiles is absolutely absurd - castrating all projectiles.
As a Juri main i totaly agree with you.Fireball DR Its obnoxious when i use it as it is when others characters use it; everytime this shit happens on the screen at least 1 brain cell of mine is dying.
Hello, Mr. Mura. I don't agree with you. Fireball+drive rush shouldn't exist, players just can't drive rush with a fireball on screen in my opinion. What you do it if Ken do Ex fireball+drive rush+stHP. Is real mix up have no answer. Akuma on SFV have just 1 fireball cancel into V-trigger on round, and has insanelly strong. Now in this game some characarter have a lot fireball cancel in the same round! SF6 is so annoying because have a lot dumb mini games the guess. Random parry is a mini game, check broken drive rush is a mini game, check drive impact is a mini game, throw loop mini game, just accpet drive ball+drive rush is a mini game... In my opinion, the drive mechanics just shouldn't be so insane, opening up more space to play Street Fighter and not Casino Fighter all the time.
sadly I dont think capcom will make the game less scrubby (or how they word it, "accessible"). it was a big selling point of the game to their new audience and theyre not gonna make people work more to win. id be very surprised if that happened. it will remain very volatile and gambly.
Two wrong doesn't make a right. Luke needs to be toned town and this also needs to be fixed. And I'm saying this being a Chun player, but this is lame. It literaly makes me lazy. Never played that braindead with her in any SF
@@TheOxiongarden Yet Mura just show she can with her tactics with her fireballs, players even have her in as top 5 along with Luke in fact most projectile characters are top tier, the ones that suck are the ones that don't have fireballs like Jaime, Manon, Zangief, Lily & E. Honda. And Luke isn't super pressure heavy as like those where he loses drive meter fast early on whereas characters like Ken can rushdown even without the drive meter.
Luke has every tool in the book save for this combo and a command grab. His fireball is strong for different reasons which is cap when you couple it with his absurd damage, easy combos, corner carry and DP.
@@AkibanaZero Different reasons in what regards, for coverage cause that is what fireballs do. And the damage that he does is much in par with others like Ryu & Marisa and much like them theyre all easy characters that can do so.
Sorry mura i dont think capcom is ever going to nerf this combo, as much as i hate it, it's here to stay, this combo is the reason why almost everyone pnly walk backwards checking for reactions up to 1800 mr, only way to defy this is to walk forward and limit the opponent space, yeah i know people play only yo neutral skip but people shit their pants if you start tomplay footsies.
@@WillyzzyI think this would be fine for most of the cast but they'd need to seriously retool AKI as I think that fireball>DR mix is basically her entire game plan.
I like this change. Fireballs can still be used to control space and not be abused against every character that doesn't have one as a free neutral skip.
@@TheOxiongarden oooh, now that's a thought! I don't think I'd want fireball drive rush removed outright because aki basically is built on it...but if you gave her slight buffs in other areas and then increased the resource cost when a fireball is on screen...now suddenly the risk reward makes a lot more sense.
simple fix : make hitboxes (not hurtboxes) destroy fireball. Creates a risk of driverushing behind, you have to be weary of a foot or fist poking through your fireball
Of course, when you play a problem character, you defo will not find it to be an issue. Its the abusers of these mechanics who are the biggest defenders.
@@Puntersnatch yeah and if you read my comment it has nothing to do with that. I’m talking about fireballs IN GENERAL being weaker. This is one strong tactic with fireballs instead of the many strong tactics that are possible with no parry.
YES. raw DR is my main gripe with sf6. Neutral skip, the freeze frame that eats inputs and also prevents your from pressing anything during it, little to no risk for doing it, the huge reward for landing a hit out of it, and the fact that its even better for certain characters just makes the mechanic broken imo. And tbh, if all they did was take out the freeze frame and made it easier to check/react to raw drive rush, I’d be happy.
@@computervision557 it giving you a tell for when drive rush is coming isn't the problem, it's the fact that it eats inputs and also makes it so that you'd have to already have pressed a button before the freeze frame. trying to check DR after the freeze frame would be ideal but by then it's usually already too late because the button you check with is either fast but not long enough to poke them out of DR or long but too slow and you already got hit. so it doesn't even matter much if the freeze frame helps with reacting when there's barely anything anyone can do about it once DR happens.
When you literally can't react to some characters drive rushes when you are actively waiting for it, that is terrible game design. If they nerf Dee Jay, Juri etc's DRs its going to be hilarious 😂
As a Zangief main, I don't have any issues with fireball DR. I let Juri, DeeJay, Chun Li and all the other fireball DR characters do their best, then punish them for it. Sure, it sucks when I feel trapped by their constant pressure, but as soon as they slip up, they will know that I AM ALMIGHTY!
I don't think fireball DR a problem at all. Not every fireball characters can do it including Luke, Dee Jay, or JP and it's one of the best tool for characters who have slow fireball like AKI, Chun, Juri, Dhalsim, or Ken to get in. And we have perfect parry or you know just block the fireball and read what the opponent gonna do after DR. I mean, we want fighting games to have more options so we can do a lot of cool stuff and express ourself. But now people want to nerfed fireball DR, DR, DI, Perfect Parry, etc etc to the point there's less options to express ourself and SF 6 will become dull and boring af game 🙄
@@juice6521About to say lol, perfect parry is too strong. I don't understand people who keep conplaining about throws, otherwise people are just going to block everything and always "take the throw" that you see in sfv.
@@juice6521perfect parry in particular is strong. The fact that it’s the same input as regular parry makes it seem like a built in option select and feel like it rewards players for being lucky.
@darkfu11 Well, it rewards some characters more than others. For someone like Ken, perfect parry means your opponent is going from literally any spot on the stage into the corner. For most characters, it's a mediocre punish.
No, the DEVs should never listen to you or anyone else that makes money from SF6. They should never listen to a grifter on YT and certainly never listen to an Onlypro. Your opinions are invalid.
ED might just be the test solution. They testing it out with Ed first before implementing it for the rest of the roster. SF developers do this with DLC characters when they want to implement new ideas. I'm pretty sure Ed SFV designed was the precursor for modern controls.
Do A.K.I. and Rashid become the test solution too?
I agree with you. I hope they make the Ed changes : shorter drush, more combo scaling to reduce the dmg output, no more free pressure after drush buttons on block...
I thought I was the only one who thought he was strong.
This is a hard one to address with a blanket solution. I think each individual character needs to have tweaks to both DR and their projectile. You can reduce distance on DR or make it slower. You can speed up some of these slow projectiles that seems to last forever, or reduce distance for those that are not full screen.
Simplest solution is do not let the character drive rush when the fireball is on the screen
@@computervision557that’s a pretty decent solution
@@computervision557 I think that might make it a bit too hard for some chars to close the gap without DR. They could add a large pushback to the first hit after DR if a fireball is on-screen. That way you can chip some bar and apply pressure, but you can't mix. DR into throw would then become the most profitable option after fireball, so opponents would almost never hold parry after fireball (just press once) so they can check the incoming DR or use anti-throw. As for the DR throw issue, I think they should add a frame or 2 to the grabbing animation. So basically they have to be grabbing you for long enough for it to be possible for the opponent to realize they got grabbed, but not too long that anti-throw becomes easy, basically making this a reflex game not a 50/50 chance game, but this might be easier said than done..
@@josemourato8979 Chun is not a problem, she has excellent walk speed and awesome normal(her neutral game is the best), great damage(same level as Luke)
Guile is a problem, but this character do not need that, it is an over power tool for Guile, I bet that if JP do not exist, Guile is the strongest character in SF6, he is "protected" by JP
The character really need that is Aki
Good insights & examples.
I hope to get online someday to experience the problem, or the solution if a change is made by then. Solid vid.
6:41 Someone with the same "glitcht". In that moment when restart the status Guile and Chun are in the opposite position they should be (see the area where the character's names are). I could handle the situation without exiting totally the training with e.g. selecting some "specific traininngs" (anti air training for example). But then for some reason now I can not... even worse: when I restart, always the characters appears in the right corner and I have not found a new solution.
Bro you just need to press restart+ any direction
I love SF6 and have been playing it a ton, but Drive Rush itself is wildly unbalanced and needs a rework.
- The risk is minimal while the reward can straight up win a round.
- The speed/distance varies which seems to make sense initially. But with a mechanic this strong Everyone should have the same DR.
-With Drive Reversal being so weak it's really hard to just catch a breather sometimes. There are too many rounds where you get hit once and you die.
Iv been doing drills to beat raw drive rush and it’s not that hard to punish, my only problem is fireball, into dr.
I have strongly been against fireball DR being an option since it's inception, it gives characters like Chun and Guile who already have very strong defensive/neutral orientated kits some of the most uninteractive and frustrating mixes from the midscreen. It's probably too severe with my bias but I would love to have it so that you couldn't drive rush if your projectile is on the screen. In Guile and Chun's case specifically I dont even think they lose out a whole lot if they lost access to it, you'd just see them slow down a lot and use their amazing buttons a lot more instead. It'd be someone like AKI who's unfortunately quite reliant on it that would suffer the most and would need compensated in some way.
I wish we had like a beta thing where they’d test such major changes with us the players and see how it goes for sometime and make their decision, i personally think its a good change for now but you can never know and i feel like Capcom wouldn’t take such a risk
great video!!! awesome tech !!!
Mura your content should seriously be considered for GOAT status. Amazing analysis, breakdown, and always thoughtful solutions. Keep it up!!
💯 keep it up Mura
Mura, your channel should be at least 3 times bigger! You make some of my favorite content!
DRC is an issue in its self. It’s either delay tech or OD Reversal but it’s difficult because of the screen freeze. Not sure what needs to be tweaked.
I've found success in DPing or Super the DR when a little bit outside of cr mk range. They cant block it.
Noted, going to lab that
If you watch my Hadouken Magic video, you’ll see how I disprove the idea that in modern SF games DP & Hado can still be done and done by me at a level greater than any Ryu in the world. I taught Zaferino how to become the best zoning Sagat in the world during SF5 and one of the best Dhalsims in SF6 using my video as a teaching tool. If is the fault of the player that they limit their minds and thus aren’t able to AA while Zoning not the game’s fault. Top8 EVO contenders haven’t reached my skill level balancing and applying the two. Watch the video for proof.
If you use driverush right after a fireball, it should cost you 3 bars, just like you do with a normal hit + drive rush.
Amazing video!
I have few big time hopes for season 2. Shorten and or slow the craziest drive rushes, tone down the jump ins or give everyone a fully safe anti air. Tone down meter build especially during lvl 2s. I love your solution for this.
For some that don't have fireballs like Zangief, Manon, Jaime etc they have to deal with the shenanigans that is projectiles with DR which makes it harder for them to get in on. Dhalsim being the slowest character only needs to teleport which is much faster to do with than wasting DR.
Also seemingly (and ironically) the only other character that doesn't do that tactic is Luke where his sandblast fireball is fastest.
Luke is a better Ryu, both of them are honest characters, no cheap setup like other T0 characters
Because those mixup are really strong and cheap, performance of Luke not that good at first(only a 1/2 luke player(Menard, about 2/3 of matches are done by Blanka) have good performance in grand tournaments before Chris Wong show up).
@@computervision557Did you miss the other 10 Luke’s in capcom cup 😂
@@bobbobertson3285 I know, but only Chris Wong's Luke consistently gets good results(you can participate CPT do not mean you are the best Luke, as Punk mentioned, so many CPT players are so so players compare to pros). Except for Menard(1/3 Luke player), Luke's top players all play defensively.
Defense in SF6 is actually much more difficult than attacking. This is why the performance of pure Luke players was not good before Chris Wong appeared I guess.
@@bobbobertson3285 By the way, even quota of Asia are limited, Asian still almost dominate CPT
I don’t think CPT’s selection method can select the best players in the world when the gap in level between regions is very large.
I love this answer!
I think people forget that this game is designed this way on purpose. All people do is complain about DR and PP because you pretty much just have to pay meter to create a new situation almost instantly rather than earn one. Are you sure you actually like SF6?
This is a good point. As painful as it was, I decided I don’t like it and I’ve since dropped the game entirely. DR is an integral part of the game and I’ve slowly come to despise it. I was sick of complaining about something that I just fundamentally disagree with, so decided to leave it behind. I’m hopeful that they might make an adjustment that is impactful enough I might enjoy it again
Which is why this game blows.
Its the worst nechanic i have seen in a game for a long time.
It's not that serious. Someone can be passionate about a game and don't like one aspect of it.
How about making it so you are charged more meter if you drive rush while having your own fireball on screen? That way we don’t get rid of the setup entirely, but still make it costly in its base form and an absolute hail mary in the case of ex-fireball+drive rush. For me, a cheap setup isn’t necessarily the end of the world, but people being able to loop it over and over is.
Making drive rush shorter is also an interesting idea, but I’m not sure if it’s something Capcom would do.
Love the content as always, keep it up!🎉
It should probably cost half the gauge imo
I think that the normal throws should finally be weakened.
The rule 'Take the throw' is very frustrating because... the throws do too much damage that you could still live with if the time window for canceling was larger and the throw loops didn't exist.
I often find myself in a situation where I'm missing one or two frames (see this in the replay) to escape the throw, even if I know that the opponent is about to throw. This is very frustrating..
Some players are CARRIED by Fireball Drive Rush. It's way too powerful for what it costs/risks
Like iDom in SF5...
Make drive rush normals give +2 on block not +4. This just fixes so much without. It even gets rid of drive rush jab. They could also make it so that fireballs disappear when the owner is hit and I'm fine with that even if it's a significant nerf as fireballs in this game are pretty good without the fireball drive rush combo. But you'd have to change fireball hurt boxes for this to be viable because you can't exactly low profile fireballs in this game to get your hit in before trading with a fireball.
I believe a way to fix the fireball => drive rush problem is by not allowing the player to drive rush when there is a fireball on the screen. In the same way you cannot throw a second fireball until the first fireball disappears, you shouldn't be able to drive rush until your fireball disappears. I don't mind characters walking or dashing behind their light fireball, but drive rushing just gives them a better dash with plus frames to almost all their moves. At the moment, the only semi-reliable tool to stop this nonsense is to perfect parry the fireball and check the drive rush with a button (I say semi-reliable because they can time the drive rush to hit close to the same time the fireball hits). Jumping is risky and invisible reversal is risky. This would eliminate characters like Juri, Guile, Ken and even AKI getting in for free.
Edit: It also fixes having to modify each individual character's drive rush distance and speed (not saying that some characters don't need it) and future DLC characters. (First character that came to mind is Akuma doing light red fireball or OD red fireball => drive rush. It kind of reminds me the problem he had in SFV when he could do red fire ball => V trigger)
Have you tried doing an OD fireball
Neutral drive rush once again causing issues with this game
I have to disagree on this one. Might as well throw slow fireball characters to the trash.
Street Fighter 6 has a hitbox problem. That's what it really has.
you do know that if you drive rush and do not touch anything you run farther....
Yeah as a Jamie main this is one of my biggest complaints about the game and it makes matchups like Guile a million times harder. Fireball drive rush has to be one of the most braindead things in a fighting game.
Mura can you make a video on Ermac? He is so crazy cool
Totally unearned mix? In SF6?
Naaaaaaaaah :O
Trying to fight a character like Juri when you don't have fireball and this bytach can just driverush you from across you screen is miserable. I get the whole "get gud" argument, but for 99% of players, it's a free neutral skip at worst.
Guile's Sonic Boom's need to be stronger. I am NOT joking. Maybe the SB, into DR is too strong; but outside of that, just holding Parry to, 'auto-parry' all projectiles is absolutely absurd - castrating all projectiles.
As a Juri main i totaly agree with you.Fireball DR Its obnoxious when i use it as it is when others characters use it; everytime this shit happens on the screen at least 1 brain cell of mine is dying.
I feel like I need to start fireballing to DR now.
Hello, Mr. Mura. I don't agree with you. Fireball+drive rush shouldn't exist, players just can't drive rush with a fireball on screen in my opinion. What you do it if Ken do Ex fireball+drive rush+stHP. Is real mix up have no answer.
Akuma on SFV have just 1 fireball cancel into V-trigger on round, and has insanelly strong. Now in this game some characarter have a lot fireball cancel in the same round!
SF6 is so annoying because have a lot dumb mini games the guess. Random parry is a mini game, check broken drive rush is a mini game, check drive impact is a mini game, throw loop mini game, just accpet drive ball+drive rush is a mini game...
In my opinion, the drive mechanics just shouldn't be so insane, opening up more space to play Street Fighter and not Casino Fighter all the time.
Remove dhalsim from the game for kens sins 😱
sadly I dont think capcom will make the game less scrubby (or how they word it, "accessible"). it was a big selling point of the game to their new audience and theyre not gonna make people work more to win. id be very surprised if that happened. it will remain very volatile and gambly.
I don't see it as a big issue. Luke can't do this and he's the strongest character in the game.
Two wrong doesn't make a right. Luke needs to be toned town and this also needs to be fixed.
And I'm saying this being a Chun player, but this is lame. It literaly makes me lazy. Never played that braindead with her in any SF
@@TheOxiongarden Yet Mura just show she can with her tactics with her fireballs, players even have her in as top 5 along with Luke in fact most projectile characters are top tier, the ones that suck are the ones that don't have fireballs like Jaime, Manon, Zangief, Lily & E. Honda.
And Luke isn't super pressure heavy as like those where he loses drive meter fast early on whereas characters like Ken can rushdown even without the drive meter.
Luke has every tool in the book save for this combo and a command grab. His fireball is strong for different reasons which is cap when you couple it with his absurd damage, easy combos, corner carry and DP.
@@AkibanaZero Different reasons in what regards, for coverage cause that is what fireballs do. And the damage that he does is much in par with others like Ryu & Marisa and much like them theyre all easy characters that can do so.
Wait for akuma neutral and air mixups people are gonna cry 😂😂😂😂
Easy fix. You can't fireball with a fireball on screen. Or make it 3 bars if you don't want to remove it totally
I guess you mean "You can't drive rush with a fireball on screen"
Sorry mura i dont think capcom is ever going to nerf this combo, as much as i hate it, it's here to stay, this combo is the reason why almost everyone pnly walk backwards checking for reactions up to 1800 mr, only way to defy this is to walk forward and limit the opponent space, yeah i know people play only yo neutral skip but people shit their pants if you start tomplay footsies.
I don't think it is that big of a deal but I'm a low master so whatever
Just make it so you cant drive rush with a fireball on screen
I feel like this is the clear answer, but I'd love to hear some other opinions
@@WillyzzyI think this would be fine for most of the cast but they'd need to seriously retool AKI as I think that fireball>DR mix is basically her entire game plan.
I like this change. Fireballs can still be used to control space and not be abused against every character that doesn't have one as a free neutral skip.
Exactly. Or make it cost 3 bars like a DR cancel. You have a fireball on screen, you DR after it, it pretty much feels like a cancel anyway
@@TheOxiongarden oooh, now that's a thought! I don't think I'd want fireball drive rush removed outright because aki basically is built on it...but if you gave her slight buffs in other areas and then increased the resource cost when a fireball is on screen...now suddenly the risk reward makes a lot more sense.
Hello Mura.
simple fix : make hitboxes (not hurtboxes) destroy fireball.
Creates a risk of driverushing behind, you have to be weary of a foot or fist poking through your fireball
Just because its good, dosnt mean its a problem.
Of course, when you play a problem character, you defo will not find it to be an issue.
Its the abusers of these mechanics who are the biggest defenders.
@adityamisra4207 I main Cammy and don't see a problem with this. It was a bigger issue in SF5 with Laura. At least this game has defensive mechanics
You touch Juris drive rush, i touch you!
“I hate it when characters have setups I need to avoid letting them do it”
What
Parries make fireballs much weaker. Having to spend meter is decent compromise imo. The actual issue is the risk/reward on DR.
If you watch the video he shows the problem with parries as a fireball counter
@@Puntersnatch yeah and if you read my comment it has nothing to do with that. I’m talking about fireballs IN GENERAL being weaker. This is one strong tactic with fireballs instead of the many strong tactics that are possible with no parry.
YES. raw DR is my main gripe with sf6. Neutral skip, the freeze frame that eats inputs and also prevents your from pressing anything during it, little to no risk for doing it, the huge reward for landing a hit out of it, and the fact that its even better for certain characters just makes the mechanic broken imo. And tbh, if all they did was take out the freeze frame and made it easier to check/react to raw drive rush, I’d be happy.
@@darkfu11 If they take out the freeze frame, you will not be able to react to it even you know the drive rush is coming
@@computervision557 it giving you a tell for when drive rush is coming isn't the problem, it's the fact that it eats inputs and also makes it so that you'd have to already have pressed a button before the freeze frame. trying to check DR after the freeze frame would be ideal but by then it's usually already too late because the button you check with is either fast but not long enough to poke them out of DR or long but too slow and you already got hit.
so it doesn't even matter much if the freeze frame helps with reacting when there's barely anything anyone can do about it once DR happens.
This has been an issue since Laura in SF5. She got throw, low, overhead, and command grab mix. At least this game has parry to negate it.
Capcom should delete fireballs from SF6 for a season. 😅
All this does is cement my opinion that Drive Rush is a horrible mechanic and shouldn't be in the game.
When you literally can't react to some characters drive rushes when you are actively waiting for it, that is terrible game design.
If they nerf Dee Jay, Juri etc's DRs its going to be hilarious 😂
In my opinion, characters shouldn't be able to use drive rush if they already have a fireball on screen. Done, everyone is fixed.
As a Zangief main, I don't have any issues with fireball DR. I let Juri, DeeJay, Chun Li and all the other fireball DR characters do their best, then punish them for it. Sure, it sucks when I feel trapped by their constant pressure, but as soon as they slip up, they will know that I AM ALMIGHTY!
Get good, there is already a solution which is perfect parry.
I don't think fireball DR a problem at all. Not every fireball characters can do it including Luke, Dee Jay, or JP and it's one of the best tool for characters who have slow fireball like AKI, Chun, Juri, Dhalsim, or Ken to get in. And we have perfect parry or you know just block the fireball and read what the opponent gonna do after DR. I mean, we want fighting games to have more options so we can do a lot of cool stuff and express ourself. But now people want to nerfed fireball DR, DR, DI, Perfect Parry, etc etc to the point there's less options to express ourself and SF 6 will become dull and boring af game 🙄
This is the part where no one thinks "maybe DR grab gotta go too" grabs are too strong on this game
Grabs have to be strong because parry is so strong.
@@juice6521About to say lol, perfect parry is too strong.
I don't understand people who keep conplaining about throws, otherwise people are just going to block everything and always "take the throw" that you see in sfv.
@@juice6521perfect parry in particular is strong. The fact that it’s the same input as regular parry makes it seem like a built in option select and feel like it rewards players for being lucky.
@darkfu11 Well, it rewards some characters more than others. For someone like Ken, perfect parry means your opponent is going from literally any spot on the stage into the corner. For most characters, it's a mediocre punish.
*Make* Drive Rush only available on a clean hit (unblocked).
No more raw sliding across the screen like Gumby.
Bro please don't witch hunt Chun. PLEASE. We gotta work for everything we got in this game. Any nerf and she's falling hard.
Bro please don't witch hunt XXX. PLEASE. We gotta work for everything we got in this game. Any nerf and XXX falling hard.
No, the DEVs should never listen to you or anyone else that makes money from SF6. They should never listen to a grifter on YT and certainly never listen to an Onlypro. Your opinions are invalid.
Looool stuck in gold I see
Yea…this game going to die after season 1