There's something about Empty JP Drive Rush that looks SO SILLY to me. I love it. Like they just called his name at the DMV and he up from his seat and on his way to that counter in a HURRY.
I think another important thing about the Parry is that the 29 frames of recovery is _only_ if the parry doesn't connect with anything. If you hold parry and it actually blocks something, the recovery will be the standard blockstun of the move you just blocked. Lots of people tend to let go of the parry and keep blocking after even if the move they just blocked is punishable.
Yes this messed with me at first because I thought parrying a move would give me more advantage and then I’d get counter hit for challenging at a disadvantage
there's a setting in training mode that makes your character turn a different color when you can cancel into special moves, so you can maybe use that to see if your move is especially weak to DI edit: i was wrong. as @HmmHrmHarumph said below your character doesn't actually turn a different color when the special move cancel occurs, only when you can input the special move. so you might be fooled into thinking your character can cancel into DI earlier than they actually can. so stick to using the frame meter to check this.
That doesn't work since that doesn't really show when the move will cancel into the special move, just when you can input the command for that move. I just tested with Cammy's cMK and she's already red on the first active frame
I'm constantly impressed by how well thought out some of the systems in this game are. This feels like the crew making this have wanted to do this for a LONG time and have like years of notes on how they wanted to make this game if they ever got the chance.
It feels like a mix of 3,4 and 5, a parry system resembling 3 and the V trigger of Ryu from 5, the Drive Rush its like a part of focus attack, and Drive Impact is the other part of Focus attack.
Fun fact: You can't Drive Rush from neutral if you have less than half a bar. But you can still Drive Rush cancel. Which includes the light whiff Drive Rush cancel.
I caught wind of this when learning Marisa's big corner combo. I kept seeing Big Bird do 3 b.HPs DR cancels and the last one was done while having less than 1 bar left.
It was driving me crazy that Cammy's cMK almost never worked against DI even though it is cancellable, I thought I was always late. I had no idea that move couldn't be cancelled until the active frames ended. Thanks for this, it will save me some frustration going forward :)
Same I even tried labbing it and was really confused. Like why have I been able to counter DI out of all my other special cancelable normals except this one? At least now I know lol
@@Creepo_J If we had to go to this video to understand that some moves don’t function like others for canceling clearly it didn’t do enough teaching on the right things.
14:23 another thing I didn't know about right away with a perfect parry is that if you originally only tapped parry, you can still press and hold it after seeing the perfect parry animation to go straight into DR. One common example would be parrying a blanka ball, you would really only tap parry, but you can press and hold again after you get the perfect parry in order to DR in and full punish since he lands far away. I'm sure it's not uncommon knowledge at this point, but some players may not have messed around with it and found out.
The last one with the parry into drive reversal thing is definitely a game changer. Most clear example i can see is a lily with wind stock going for cr.hp into ex spire. Do parry to get some drive back and reversal at the end and you might even end positive. I’ll have to check if this actually works along other examples but thanks a lot brian lol. That’s a bless,ty🙏
IMPORTANT: Holding any direction after Drive Rush will cancel it early. The only way to get a max distance drive rush is to use no input after. I got to Diamond without knowing this, I always intuitively held forward after drive rush to try and get max distance. The game never tells you this.
The parry/drive reversal strat is very good against Lily's EX condor spire, her main way of getting in and getting plus frames. If you land a perfect parry you can punish, if not, you are at least on par with drive gauge and you took away a wind stock.
Gotta be careful with punishing Lily ex condor spire after perfect parry, since it's 3 hits. You can go for any air invincible DP to safely punish, but if your character doesn't have one you might have to do super or something.
I think there’s another secret tip people don’t actively think about, and it’s to condition your opponent into countering DI instead of using parry. Then when they have a sliver of life left, they die from attempting to counter. You have to actively remember how much health it costs to counter a DI so you know whether it’s safe to tank the hit.
@@DrSwazzThat means they're already conditioned to do it. You didn't condition them. What you said was probably not what you meant but what you said was that you get DIs countered just to condition them for a tiny payoff.
@@PhilomathBret You're right, the vast majority of players are already conditioned to DI another DI without paying attention to health. And it's not a tiny payoff, either. The opponent has a sliver of life left. I have ended countless rounds by straight DI'ing the opponent's move. Very rarely am I grabbed out of the move (not a big deal, grabs don't do much damage). Counter DI is the most common response, if the opponent isn't already doing something uncancellable. And I've never had my DI parried once. Obviously this isn't something you do all the time. It's not a gameplan. It's just something fun to try out that can actually win you lots of close games if you understand how players generally think/react to DI.
The holding the button thing and the moves that can't be cancelled until after their hitbox disappears are insanely good info! Another great Brian_F informational video that won't perform as well as the others, for some reason. 😅
Honestly, I didn’t know any of those techniques lol. I was doing a buffered forward before parry, then press forward again right after; it never occurred to me to just do it in one motion. And I use drive rehearsal way more than people I play, but I didn’t think to do it from parry. Very mind opening video! Thank you so much.
Love the last one. I had the same revelation when realizing I had a harder time reacting counter DI when opponent would DI my cancelable normals and found some moves had much smaller cancel windows and combined with startup/active/recovery frames figured out my best and worst pokes to bait DI or at least be protected from it. Great video!
Good video, except for one thing. The first tip, about opponents getting locked to prevent true DI stuns, is actually explained by the game. Despite everyone saying the game doesn't tell you, it's somewhere in the tutorial. That's how i learned about it
Wow! And it’s barely been three months and people are still finding new ways of playing this game. This was incredibly informative. Thank you for the help. I can’t wait to see what one year does to Streetfighter down the line. It’ll be a totally different game!!!
Hold buffering also applies to Supers. You can counter supers with your super really early. Just have to make sure you have enough invincibility on your own. Particularly useful when you're in burnout and gonna get chipped out.
sick vid bro very helpful tools imma try out and see with luke especially the weaker moves with drive impact. ya camera a bit too large though we cant see the counter or punish counter sign sometimes lol😂
#6 is particularly massive for people who play characters with bad defensive options (So, basically Dhalsim and the grapplers). Just having more drive gauge to work with for drive reversal could do a lot to paper over some of the cracks in their armor, and that's great... especially for poor Gief who really can't afford to spend his already overtaxed drive gauge on drive reversals.
The parry into drive reversal is a must against Rashid. If you can't avoid the charged spinning mixer, parry all the hits you can to gain some good bar and in the last moment do the reversal.
Thank you for clarifying the “counter hit” vs “counter punish” to identify for DI situations. That actually helps clear out a lot of situations where I’m wondering if I was too slow or I picked the wrong normal.
@2:29 YES THIS IS WHAT I WAS LOOKING FOR!!!! I stay getting hit into what feels like strings I can’t get out of in burn out, but ik if it was true then I’d get the “lock” and not get ko’d. Thank you I can’t wait to try it out.
For all of these mechanics, I did not in fact knew of them. Thanks for the tech Brain. I'm especially going to use the parry into drive reversal in my own gameplay Peace
In this game, calling this blue thing "parry" is just incorrect. That thing is not a parry, it is just a special kind of blocking that keeps you from losing OD bar. It is not a parry at all. Only perfect parry is a parry, if you compare it to SFIII parries or similar.
Another good use to drive reversal is when the opponent tries to force their way in with a normal canceled to drive rush, especially when the character doesn't have an ex reversal
Oh, the buffer for the perfect parry example makes me want to see if it works with DI, because I've dropped a lot of punishes because I've been trying to time it, but if I can just hold the button then that would help so much with consistency.
Woo! Great post! This is the type of good stuff im subbed for. thank you Brian! =3 I knew most of this, but definitely not all, the insight of parry endlag losing to DI is really interesting.
For Dee Jay players like me, I never thought that cHP can cancel into DI to counter opponent's DI, until a few days ago when I actually did it against the CPU. 😅 Safest to counter still is with (obviously) cMP, though.
I think the one thing you missed is how to attack someone’s drive meter directly, scenario like 2 DI to punish ex Dp and deplete 5 meters of drive gauge
I'm confused about perfect parry. Is it F, F+ parry or F, parry, F ? I've always done it as F, parry, F and it works. This is the first time I've heard about F, F+parry
This one is less useful in general but after JP does that invicible move that sticks projectiles you can go for the grab again. If you succeed you wont be punished by the bombs stuck on you, and if they tech you will be far enough they probably wont react to punish further Just be sure not to do this too often because they might start safe jumping or something else once they realize the weakness (you could out read them tho lol)
Longtime dumpster diver/viewer. Probably since 2017 when I decided to pick up Balrog, this is probably your best SF6 video, in my honest opinion. I've watched it like 2-3 times. lol
The best mechanic is a neutral DI into command throw. ... No, it's not good. That's the point. It makes 80% of opponents tear their hair out if you land it twice in the same round.
There's something about Empty JP Drive Rush that looks SO SILLY to me. I love it. Like they just called his name at the DMV and he up from his seat and on his way to that counter in a HURRY.
I think another important thing about the Parry is that the 29 frames of recovery is _only_ if the parry doesn't connect with anything. If you hold parry and it actually blocks something, the recovery will be the standard blockstun of the move you just blocked. Lots of people tend to let go of the parry and keep blocking after even if the move they just blocked is punishable.
Yes this messed with me at first because I thought parrying a move would give me more advantage and then I’d get counter hit for challenging at a disadvantage
there's a setting in training mode that makes your character turn a different color when you can cancel into special moves, so you can maybe use that to see if your move is especially weak to DI
edit: i was wrong. as @HmmHrmHarumph said below your character doesn't actually turn a different color when the special move cancel occurs, only when you can input the special move. so you might be fooled into thinking your character can cancel into DI earlier than they actually can. so stick to using the frame meter to check this.
That doesn't help much in the case of the video, that is about moves that are able to cancel in DI, but only in the later frames.
That doesn't work since that doesn't really show when the move will cancel into the special move, just when you can input the command for that move. I just tested with Cammy's cMK and she's already red on the first active frame
What’s the setting instructions to test
thanks mister random
I'm constantly impressed by how well thought out some of the systems in this game are. This feels like the crew making this have wanted to do this for a LONG time and have like years of notes on how they wanted to make this game if they ever got the chance.
Its a 10/10 for me. Not perfect, but damn what a comeback.
It feels like a mix of 3,4 and 5, a parry system resembling 3 and the V trigger of Ryu from 5, the Drive Rush its like a part of focus attack, and Drive Impact is the other part of Focus attack.
Fun fact: You can't Drive Rush from neutral if you have less than half a bar. But you can still Drive Rush cancel. Which includes the light whiff Drive Rush cancel.
You can Drive Rush into a whiff?
@@Daiker974From a whiffed light attack, yes.
I caught wind of this when learning Marisa's big corner combo. I kept seeing Big Bird do 3 b.HPs DR cancels and the last one was done while having less than 1 bar left.
@@Daiker974 press jab then parry. You will cancel the move as if it was a drive rush cancel even though you didn't hit anything.
That's actually genius
Still risky to burn yourself out for one neutral DR
It was driving me crazy that Cammy's cMK almost never worked against DI even though it is cancellable, I thought I was always late. I had no idea that move couldn't be cancelled until the active frames ended. Thanks for this, it will save me some frustration going forward :)
Same I even tried labbing it and was really confused. Like why have I been able to counter DI out of all my other special cancelable normals except this one? At least now I know lol
This game really taught people to stop mashing and time the execution
Same. Used to drive me nuts.
I believe you can drive rush after her cMK though and go straight into counter DI if you have the timing down, give it a shot! :)
@@Creepo_J If we had to go to this video to understand that some moves don’t function like others for canceling clearly it didn’t do enough teaching on the right things.
14:23 another thing I didn't know about right away with a perfect parry is that if you originally only tapped parry, you can still press and hold it after seeing the perfect parry animation to go straight into DR. One common example would be parrying a blanka ball, you would really only tap parry, but you can press and hold again after you get the perfect parry in order to DR in and full punish since he lands far away. I'm sure it's not uncommon knowledge at this point, but some players may not have messed around with it and found out.
Good tip!
I have seen punk do this but assumed it was good timing. Thank you for explaining the tip!
The last one with the parry into drive reversal thing is definitely a game changer. Most clear example i can see is a lily with wind stock going for cr.hp into ex spire. Do parry to get some drive back and reversal at the end and you might even end positive. I’ll have to check if this actually works along other examples but thanks a lot brian lol. That’s a bless,ty🙏
Everyone should know my mechanic, Guillermo. He'll fix you right up where you'll no longer need footsies to get to work.
Everyone should know that there is always a local Guillermo in their area, their name and ethnicity change but it’s the same guy every time
The meter implications in Parry -> Drive Reversal is a great tip. Having a way out of that situation that keeps you out of Burnout is a big help.
IMPORTANT:
Holding any direction after Drive Rush will cancel it early. The only way to get a max distance drive rush is to use no input after.
I got to Diamond without knowing this, I always intuitively held forward after drive rush to try and get max distance. The game never tells you this.
I am Plat 5 and didnt know this thx for teaching me ❤😮
@@azaritox2910 you're welcome!
The parry/drive reversal strat is very good against Lily's EX condor spire, her main way of getting in and getting plus frames. If you land a perfect parry you can punish, if not, you are at least on par with drive gauge and you took away a wind stock.
Lol she is even more dead now
Granted I see it more as a whiff punish move.
Gotta be careful with punishing Lily ex condor spire after perfect parry, since it's 3 hits. You can go for any air invincible DP to safely punish, but if your character doesn't have one you might have to do super or something.
I think there’s another secret tip people don’t actively think about, and it’s to condition your opponent into countering DI instead of using parry. Then when they have a sliver of life left, they die from attempting to counter. You have to actively remember how much health it costs to counter a DI so you know whether it’s safe to tank the hit.
Lol imagine if someone read this, misunderstood and sacrificed a whole round just to condition their opponents.
I can’t wait for someone to try and condition me into countering DI repeatedly.
@@weigyplays I mean, it's what most people do when they see a DI lol.
@@DrSwazzThat means they're already conditioned to do it. You didn't condition them. What you said was probably not what you meant but what you said was that you get DIs countered just to condition them for a tiny payoff.
@@PhilomathBret You're right, the vast majority of players are already conditioned to DI another DI without paying attention to health. And it's not a tiny payoff, either. The opponent has a sliver of life left. I have ended countless rounds by straight DI'ing the opponent's move. Very rarely am I grabbed out of the move (not a big deal, grabs don't do much damage). Counter DI is the most common response, if the opponent isn't already doing something uncancellable. And I've never had my DI parried once.
Obviously this isn't something you do all the time. It's not a gameplan. It's just something fun to try out that can actually win you lots of close games if you understand how players generally think/react to DI.
The holding the button thing and the moves that can't be cancelled until after their hitbox disappears are insanely good info! Another great Brian_F informational video that won't perform as well as the others, for some reason. 😅
Commented before watching the whole video. The perfect parry/drive reversal option select is going to help me beat some Hondas!
Just recently found this to be true of drive rushing in a combo as well, it's a feature of all inputs apparently.
That Parry into Drive Reversal tech against DI in the corner is a life saver, never would've thought of that. Great video!
Honestly, I didn’t know any of those techniques lol. I was doing a buffered forward before parry, then press forward again right after; it never occurred to me to just do it in one motion. And I use drive rehearsal way more than people I play, but I didn’t think to do it from parry. Very mind opening video! Thank you so much.
Fantastic stuff. Going to take a look at the cancel window of my buttons now because I've definitely gotten DI'd when I was sure I DI'd back in time.
Love the last one. I had the same revelation when realizing I had a harder time reacting counter DI when opponent would DI my cancelable normals and found some moves had much smaller cancel windows and combined with startup/active/recovery frames figured out my best and worst pokes to bait DI or at least be protected from it. Great video!
I thought this video was going to be a waste of time but the Parry to DriveRev tip alone was worth the watch. Thank you.
Good video, except for one thing. The first tip, about opponents getting locked to prevent true DI stuns, is actually explained by the game. Despite everyone saying the game doesn't tell you, it's somewhere in the tutorial. That's how i learned about it
I knew about blocking while parrying, but never knew you could drive reversal during a parry. Great tip.
Wow! And it’s barely been three months and people are still finding new ways of playing this game. This was incredibly informative. Thank you for the help. I can’t wait to see what one year does to Streetfighter down the line. It’ll be a totally different game!!!
Hold buffering also applies to Supers. You can counter supers with your super really early. Just have to make sure you have enough invincibility on your own.
Particularly useful when you're in burnout and gonna get chipped out.
I hit a last frame DI reaction into a sick punish for the round in my last short , pretty neat stuff , it pays to know this stuff!!!!
Brian-sama! Loved the knowledge shared in this vid!
The shrine is coming along nicely btw
The parry recovery info is HUGE, the counterplay to parry is actually massive
I use drive reversal often but honestly had no idea about D-reversal after parry. Really helpful tips this entire video. Thanks 👍
TY so much for showing the gap in the frame meter itself, this is overlooked and the meter is such a good resource.
Brian is spitting in this video, editing is top notch and the explanations are so clear. A+
@@RemiriTV Thanks 🙏
sick vid bro very helpful tools imma try out and see with luke especially the weaker moves with drive impact. ya camera a bit too large though we cant see the counter or punish counter sign sometimes lol😂
#6 is particularly massive for people who play characters with bad defensive options (So, basically Dhalsim and the grapplers). Just having more drive gauge to work with for drive reversal could do a lot to paper over some of the cracks in their armor, and that's great... especially for poor Gief who really can't afford to spend his already overtaxed drive gauge on drive reversals.
The parry into drive reversal is a must against Rashid. If you can't avoid the charged spinning mixer, parry all the hits you can to gain some good bar and in the last moment do the reversal.
Sidenote, I love Zangief's Drive Reversal line. "GET OFF OF ME!!!" is exactly how I feel.
OMG! That parry into drive reversal is gonna be a god send when I'm getting pressured in the corner by Marissa! :D
17:51 Omg this is such a revelation for me
Idk why I find it so funny this was recorded with a casual 7080 damage in the max damage recorder
He got like 7.5k in one of his streams the other day lol
Thank you for clarifying the “counter hit” vs “counter punish” to identify for DI situations. That actually helps clear out a lot of situations where I’m wondering if I was too slow or I picked the wrong normal.
the hold buffering is something I'm gonna practice to help make my combos more consistent. Amazing content as always!
this was actually crazy usefull. Didn't notice a single technique from a list , until this. Thank you!
I WAS TODAY YEARS OLD WHEN I LEARNED ABOUT HOLD BUFFERING
i was whiffing so many drive rush jabs with JP, learning this is gonna change my whole game
@2:29 YES THIS IS WHAT I WAS LOOKING FOR!!!! I stay getting hit into what feels like strings I can’t get out of in burn out, but ik if it was true then I’d get the “lock” and not get ko’d. Thank you I can’t wait to try it out.
This was very helpful. I see what you mean about the last tip, or option select. Thank you!
I really wish they change the command of drive reversal, I got smoked sometimes by getting DI instead of reversal
I think your experience is what the developers were going for.
Parry and di are different commands though?
he meant drive reversal, not drive parry.
This was awesome. Gonna save and review later.
Great video was looking for this! ❤❤❤
Amazing vídeo, i see some stuff on Nemo and Go1 but having everything on the same vídeo with examples and explained is awesome, thank you so much :)
For all of these mechanics, I did not in fact knew of them. Thanks for the tech Brain.
I'm especially going to use the parry into drive reversal in my own gameplay
Peace
incredibly useful and easy to understand tutorial video. Thanks for your work Brian
Parry into Drive Reversal, I never would have thought of that! Thank you
Great video Brian. I thought I knew it all at this point but 4, 5, and 6 were news to me.
I just realized I've been doing Hold Buffering in my Drive Rush combos all this time. I honestly thought my timing was just super good all this time.
Explaining how parry recover doesn’t protect you from DI felt like a light go off in my head to why I cant counter di after parry whiffs.
watched this and I deranked to bronze 2 (I was diamond 1) another brian_F banger!!
In this game, calling this blue thing "parry" is just incorrect. That thing is not a parry, it is just a special kind of blocking that keeps you from losing OD bar. It is not a parry at all. Only perfect parry is a parry, if you compare it to SFIII parries or similar.
parry drive reversal is sick
The parry os is like, half of fighting Lily lol
Really good for preventing neutral skipping comebacks in general.
This is awesome but who really thinking about all this in the moment. That’s tough.
parry drive reversal is so good on those big plus moves- like dragon lash from ken. you can also use it offensively put someone back in the corner
Another good use to drive reversal is when the opponent tries to force their way in with a normal canceled to drive rush, especially when the character doesn't have an ex reversal
This was fantastic thank you.
The perfect drive rush is pretty huge! Thanks for sharing big man!
A good mechanic to cover would be perfect parry and frame advantage (very tricky with meaty attacks and safe jumps).
such good presentation and info, amazing content bro
oh that cancel thing with the red squares is giga brain! That explains a few DI hits now.
Best vid on sf6 mechanics hands down. Gotta give you your roses for this bucko!
Oh, the buffer for the perfect parry example makes me want to see if it works with DI, because I've dropped a lot of punishes because I've been trying to time it, but if I can just hold the button then that would help so much with consistency.
that parry > reversal tech is a game changer for many matchups
Woo! Great post! This is the type of good stuff im subbed for. thank you Brian! =3
I knew most of this, but definitely not all, the insight of parry endlag losing to DI is really interesting.
Did not know about lock or hold buffer, explains a lot. Also you'd think after all this time Brian would have learnt how to say Nemo!
Thank you for this video. I am going to practice this.
damn...last one is really fucking good what the fuck LMAO
This is probably the single most helpful video I’ve watched since the game released.
The Parry Driver Reversal thing is brilliant.
the last one is crazy good.
For Dee Jay players like me, I never thought that cHP can cancel into DI to counter opponent's DI, until a few days ago when I actually did it against the CPU. 😅 Safest to counter still is with (obviously) cMP, though.
I was just looking at new ear pads for my R70x and go figure, you've got them on too..
Extremely usefull tips man! thanks a lot! Keep the good work!
Thanks, Brian Fitzsimmons.
I think some of these are in the ingame tutorials. No one seems to watch them.
I think the one thing you missed is how to attack someone’s drive meter directly, scenario like 2 DI to punish ex Dp and deplete 5 meters of drive gauge
6# So the game has negative edge by holding the button 😮 Did not know that! Very imformative video Brian F. 😊
I feel like the DI thing with the certain moves is unintentional
These explanations are simply incredible, thank you Brian 🙏
Great video. I learned a lot. Hard part is putting it into practice.
Yoooo hold buffer is golden! Had no idea! 😁
Awesome player awesome tech. This video was solid gold.
I didn't know I could block after whiff parry! I thought the recovery left me completely vulnerable.
Amazing video! I learned a lot thanks!
The second advice regarding drive rush is actually exactly what tutorial teaches
I'm confused about perfect parry.
Is it F, F+ parry
or F, parry, F ?
I've always done it as F, parry, F and it works. This is the first time I've heard about F, F+parry
perfect parry? Or "perfect drive rush"?
F, F+parry would give you the fastest possible drive rush
@@Brian_F Sorry, you're right. I meant drive rush. Thanks for the clarification.
This is amazing stuff Brian, I love it
I thought you could ONLY use drive reversal from a parry 😂
This one is less useful in general but after JP does that invicible move that sticks projectiles you can go for the grab again. If you succeed you wont be punished by the bombs stuck on you, and if they tech you will be far enough they probably wont react to punish further
Just be sure not to do this too often because they might start safe jumping or something else once they realize the weakness (you could out read them tho lol)
Longtime dumpster diver/viewer. Probably since 2017 when I decided to pick up Balrog, this is probably your best SF6 video, in my honest opinion. I've watched it like 2-3 times. lol
This video was needed. Thanks Brian!
Fantastic video, Brian - thank you!
The best mechanic is a neutral DI into command throw.
...
No, it's not good. That's the point. It makes 80% of opponents tear their hair out if you land it twice in the same round.
Did you mean drive rush? Or is this a new mechanic?
Average Manon enjoyer
@@elcugodrive impact
The guaranteed di punish I can see being very useful for guile as well but conditioning people to parry booms
Excellent tech as always Brine. But will it be enough to get us to 2k MR?
holy shit thank you for the drive reversal breakdown
Wow, I legit learned like 20 new things. Neat.