5 THINGS I WANT CHANGED IN STREET FIGHTER 6'S UPDATE

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  • Опубликовано: 23 янв 2024
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    🎥 Edited by Thatboylazo: / thatboylazo
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Комментарии • 637

  • @fluffycowcheese
    @fluffycowcheese 5 месяцев назад +519

    Punish counter for checking drive rush actually makes sense imo.

    • @jakewerling64
      @jakewerling64 5 месяцев назад +38

      Sounds like something capcon would actually implement too

    • @toxic2yrold
      @toxic2yrold 5 месяцев назад +23

      I’m surprised this isn’t in the game already

    • @IronLoveOfficial
      @IronLoveOfficial 5 месяцев назад +5

      💯

    • @enigmaboy6523
      @enigmaboy6523 5 месяцев назад +12

      No it doesnt lmfao counter hit is perfect

    • @R.F0X
      @R.F0X 5 месяцев назад +5

      I like the reason that you should receive a bigger reward (or actually provide more risk to the player doing it), but isn't Punish Counter only for things that are in recovery (AKA not being able to take another action)?
      What about just nerfing the +2 the player gets for landing the DR?

  • @InternalStryke
    @InternalStryke 5 месяцев назад +178

    I like this style of content from punk. I think throw loops and perfect parry backthrow need to be nerfed because the corner in general is overpowered in this game.

    • @youngboulvince5899
      @youngboulvince5899 5 месяцев назад +5

      Bro fr. I’m in platinum rn and that’s all people do in the corner.

    • @sparkybig9799
      @sparkybig9799 5 месяцев назад

      @@youngboulvince5899you sound so annoying I just wanna anti air you so bad right now

    • @bizarremoonlight
      @bizarremoonlight 5 месяцев назад +6

      Yeah this game is much easier then most fighting games the 50/50 throw loops can actually carry people in this game

    • @GamingCentralTV1
      @GamingCentralTV1 5 месяцев назад +4

      ​@@youngboulvince5899thats only the beginning throw loops is heavy at all levels above that too

    • @studivan
      @studivan 5 месяцев назад +4

      Throw loops, Yes, perfect Parry no, first off, perfect Parry’s aren’t that easy to pull off and second, certain rush down characters (Cammy, Kimberly, Rashid,) will be hard to stop without it.

  • @GreenBro11
    @GreenBro11 5 месяцев назад +160

    Level 3 adjustments need to be character specific. Not every lv 3 is equal or used the same. Luke’s lv 3 is insanely strong in combos for instance, but Kimberly and Jamie have low damage and weak level 3’s respectively unless they’re CAs. Then there’s characters like Zangief who can’t combo into theirs and it’s used to capitalize on a heavy read. I think nerfing them across the bored would just punish low tiers and make better characters even stronger.

    • @berimb0l076
      @berimb0l076 5 месяцев назад +5

      Also oki is a big one that not a lot of people bring up, some characters get oki after theirs that shouldn't while characters that should don't

    • @naklyaFGC
      @naklyaFGC 5 месяцев назад +3

      @@berimb0l076zangief and juri oki after level 3 tells me all i need ti know about capcoms balancing issues

    • @rexflores8461
      @rexflores8461 5 месяцев назад +2

      jamie lvl 3 pretty good at like 3 or more drinks. i think he has the second highest damage ca after gief after lvl 3

    • @rocklerock495
      @rocklerock495 5 месяцев назад

      across-the-board*

    • @khalil3213
      @khalil3213 5 месяцев назад +1

      The dmg u say Jamie lacks he makes up for it being able to combo after his lvl 3 for more dmg

  • @girlweird833
    @girlweird833 5 месяцев назад +164

    Id love to see a "Top 5 Characters You Want to Return" video.

  • @mattm5826
    @mattm5826 5 месяцев назад +29

    Appreciate the fact you took the time to make a video that wasn't just a stream rip. Solid takes here on issues in the game.

  • @andreflores5416
    @andreflores5416 5 месяцев назад +7

    This is the type of video I will undoubtedly watch till the end. Good shit, keep these coming!

  • @oghennylo3
    @oghennylo3 5 месяцев назад +1

    Great points, I would like to see more videos like this. Thank you and hopefully we will see you at the LCQ.

  • @TheMixedPlateFrequency
    @TheMixedPlateFrequency 5 месяцев назад +3

    I think the only thing I would want removed and changed. Would be to get rid of throw loops, and changing throws from LP + LK, to Proximity grabs HP + extremely close towards or away from opponent, for example the Capcom v.s. SNK 2 grab style, it would probably reduce the guess factor and get rid of throw loops at the same time.

  • @Pandaonaxel666
    @Pandaonaxel666 5 месяцев назад +12

    More of these videos where you explain game mechanics and strategies would be nice. You know a lot about fighting games. It would be great to tap into that knowledge. More reaction videos for fgc content would be good too ass you're a really funny guy as well.

  • @Prodighee
    @Prodighee 5 месяцев назад +7

    Throw loops only working on punish counter throws would be good since the main reason it's a thing is to beat parry

  • @P_OmSa
    @P_OmSa 5 месяцев назад +2

    Love this content! Sajam makes a good point that throw loops are there to discourage overuse of parry in the corner: since a parry beats any attack, high, low or overhead, there has to be something there to discourage its use. BUT, another way of looking at it is that, if you nerf parry, say, by splitting it into high and low, and only allowing perfect parry on specials... wouldn't that eliminate the "need" for throw loops?

    • @soramercury7074
      @soramercury7074 5 месяцев назад +1

      nerfing throw loops would straightup buff parry, regardless of perfect ones being nerfed or not. i think throwloops are fine, but maybe some characters need their loops being adjusted. i feel like offense and defense in this game is kinda the way it should be and system mechanics balance out each other. when we nerf some characters throwloops, we would nerf the character overall. but how would you buff those characters to keep their strenght, when they might as well have some real bullshit tools that are more of a "problem" than throw loops? but if you nerf both and then add some sort of crazy high/low or left/right mix, is it better for the game? like guessing on defense is guessing on defense, regardless what kind of mixup it is. it maybe looks less stupid for some people than throwing characers over and over again, but it is subjective.
      maybe with more characters being added to the game, the amount of throw loops we will see will decrease anyways. to me, some people mostly don't want to see the same sequences over and over again, but this is something that will most likely get better over time, since some stuff in the game will change for sure.

  • @guiltyblade
    @guiltyblade 5 месяцев назад +1

    Yeah man give us more of this kind of content because we like to hear your thoughts and breakdowns on things in the game.

  • @toxic2yrold
    @toxic2yrold 5 месяцев назад +66

    I feel like level 3s are scaled so highly because Capcom wants them to be worth 3 bars. For example, in injustice 2 no one did supers because spending all 4 bars for something that doesn’t do 4 bars worth of damage is crazy. In SF6 I feel like it’s worth it to stock up on bars because the lvl 3s are so good. I’m not saying they don’t need a slight tone down but I don’t want them to over do it. I love seeing all the specials in tournaments and I would hate for supers to become unviable like in Injustice 2

    • @nonono9681
      @nonono9681 5 месяцев назад +25

      Wont happen in this game since it recovers you drive gauge and reduces the oponent drive gauge. They are useful even with 0 damage because you can put them on burnout.

    • @alexs7670
      @alexs7670 5 месяцев назад

      As a relative casual I get the classic low forward into drive rush into level 3 touch of death from 50% all the time.
      Critical art needs to be nerfed

    • @pretzels7437
      @pretzels7437 5 месяцев назад +6

      ​@@alexs7670eh. Just nerf meter gain and improve the level 1s and 2s. Nerfing level 3 makes no sense.

    • @alexs7670
      @alexs7670 5 месяцев назад

      @@pretzels7437 meter gain might do it, but I don't know.

    • @leonfrancis3418
      @leonfrancis3418 5 месяцев назад +2

      To further add to your point we already see this happening with characters like Blanka, Rashid, JP, etc who have such good level 2s that's even with the damage of level 3s and CAs they'll still prefer to spend bar on their level 2s.
      If damage is an issue, it should be nerfed across the board, not just for level 3s.

  • @KeithNoland2211
    @KeithNoland2211 5 месяцев назад

    EXCELLENT VIDEO. All great ideas. Punk, I think most would agree these type of videos or videos where you're giving analysis are GREATLY appreciated because of your knowledge & skill level. I would definitely watch more videos like this (although, I still love watching you give out beat downs). As far as a buff, I think Ryu could use a slight buff. And it's not just about him being stronger, it's more about "spicing" him up a little . . . like maybe incorporate some Normals from Shin Ryu in Street Fighter Mugen or something.

  • @Arclight641
    @Arclight641 5 месяцев назад

    All good ideas. Great video, I'm glad you made suggestions for actual feasible changes they could make. So many people are quick to suggest ideas that capcom will just obviously never do like making drive rush cost three bars, or making massive frame data changes to every character. It's good to see actual good, well thought out ideas for changes for once instead of balance ideas from salty people on twitter.

  • @Freshman_FGC
    @Freshman_FGC 5 месяцев назад

    Nice vid. The Alpha music in the beginning brings back memories

  • @ONealskey7
    @ONealskey7 5 месяцев назад +1

    I enjoyed the video and agree with these changes. Love the drive rush to stop eating inputs AND if you check their drive rush they lose a bar. Would love that.

  • @thesmoovest
    @thesmoovest 5 месяцев назад +14

    Definitely more of these videos. I think it would be cool if u did a video on what u personally feel a character needs or needs nerfed. Like a wishlist pretty much.

  • @scottwoodbury8246
    @scottwoodbury8246 5 месяцев назад

    Concur with everything you said, Punk, to include making more of these kind of videos. Thanks.

  • @xRhychux
    @xRhychux 5 месяцев назад +101

    What i want is a character i like enough to put up with the games bullshit

    • @Capin91
      @Capin91 5 месяцев назад

      Dude, yes!😂 Sums it up well fr

    • @thejowhu
      @thejowhu 5 месяцев назад +16

      You problem

    • @Gabriel-bu6ln
      @Gabriel-bu6ln 5 месяцев назад +7

      I wish they'd release Dudley

    • @RushianRichard
      @RushianRichard 5 месяцев назад +4

      Hell yes! Gimme Sagat, Birdie, Urien, Sodom, Remy...more "villains".

    • @o0Go_2_Sleep0o
      @o0Go_2_Sleep0o 5 месяцев назад

      @@thejowhuno fool . Nobody is gonna want to take this game seriously with mediocre ass characters

  • @porcupinezebra648
    @porcupinezebra648 5 месяцев назад

    Great Video! You make amazing points and I agree with all five changes

  • @IDoThisNoCAP
    @IDoThisNoCAP 5 месяцев назад

    Love the insight and knowledge. Hopefully you get stronger mentally for evo and master whoever it is you’ll main. Keep it up

  • @user-fr2mx8od8u
    @user-fr2mx8od8u 5 месяцев назад +7

    Awwwwww look at the dreads trying to get some hang time 🥺🥺

  • @daysofhellion8783
    @daysofhellion8783 5 месяцев назад +2

    I do miss that in SF3 a bad parry attempt usually meant you walked in to a button/throw/ special attack. While this game a bad parry attempt doesn't usually hurt unless you held it or it was thrown. I do feel that maybe having bad parrys use more drive will make it less relied on. if you held it and nothing hits it or you held it extended time drive is sapped quick. Drive meter is important so I am sure they will implement something that makes sense while not destroying the current mechanics

  • @jaysouth512
    @jaysouth512 5 месяцев назад +1

    Actually an excellent video, Punk killed it with these changes.

  • @GCPlugs
    @GCPlugs 5 месяцев назад

    Yo this was a sick video. Definitely bring more of this

  • @Thtawesumsniper
    @Thtawesumsniper 5 месяцев назад

    Love the video, appreciate your commentary!

  • @ternellwgaming
    @ternellwgaming 5 месяцев назад

    Keep these videos coming! I enjoyed hearing your opinion on the game

  • @Doople
    @Doople 5 месяцев назад +2

    Very reasonable suggestions. Always appreciate admitting you dont know solutions and dont have the game dev experience. Still good to talk about what issues we have with the game and why. Very informative

  • @monkeyslapapparatus
    @monkeyslapapparatus 5 месяцев назад +1

    Gj, editor. It made the video more entertaining! 😀

  • @berimb0l076
    @berimb0l076 5 месяцев назад +2

    Only change I want to parry is your whiff recovery idea. I think making perfect parry special moves only makes it a bit too situational. Id also want spending super on a perfect parry combo to be scaled to be less damaging while still being potentially worth the bar. Other than that I agree with every change you said

  • @TrafalgarD.Wat3rLaw
    @TrafalgarD.Wat3rLaw 5 месяцев назад +4

    okay punk i peep the length 🤝🏾

  • @illg0d
    @illg0d 5 месяцев назад

    Let's go Punk! We hyped up your back!

  • @ANIMeLife94
    @ANIMeLife94 5 месяцев назад +1

    1. I'd be fine with the removal of perfect parry to be honest. Just give the regular one slightly faster recovery and also when used not to immediately consume drive meter but instead slowly start depleting. It's soo annoying when you have some meter left, press parry and then well done mr.Smarty Pants you're in burnout.
    I do agree with your suggestion as well, to make it exclusive against specials.
    2. Yep I agree, that has happened to everyone period. However I need that slight screen freeze or else the green Boogie man will get me, tryin to play SF not some jump scare game xD
    3. Agree again, LV3 needs more scaling. Or maybe only when used in a DR combo? Not sure what would be best here.
    4. Don't mind throw loops, but maybe slightly increase the tech window or add some visual effect during the start up cause plenty of times it looks like standing jab for example and is hard to react to.
    Another option is to make forward rolls a thing but less safe than a backwards roll.
    5. hmm got mixed feelings on your suggestion, but for now no comment.
    Bonus number 6 - Nerf the costume prices!

  • @austinwallestad1113
    @austinwallestad1113 5 месяцев назад +1

    Gotta give you credit here! Based on the title, I was kind of expecting it to be mostly just asking annoying mechanics to be nerfed to the ground, but the fixes you suggested were basically all totally reasonable and make perfect sense! Personally I still love the game as is, but those changes could make it even better!

  • @averhamilton
    @averhamilton 5 месяцев назад +1

    Also you have validated alllll my instincts on throw trash! I can’t wait to show this to my friends who argue the “skill” factor of throw loops

  • @BlackWeeeb
    @BlackWeeeb 5 месяцев назад +43

    a change i would love to see that i don’t hear too many people talking about is delayed wakeups. this game could really use delayed wake ups to slow down the auto-pilotness of this game. im a few points away from 1800 and im STILL doing the same drive rush oki setups/mixups given how drive rush works in this game

    • @mikejonesnoreally
      @mikejonesnoreally 5 месяцев назад

      Dood. Delayed wake ups ARE a part of Street Fighter 6. Man, if y'all spent like just a LITTLE energy on World Tour...... o.0

    • @BlackWeeeb
      @BlackWeeeb 5 месяцев назад

      @@mikejonesnoreally this 100% has to be a troll comment or you’re stupid

    • @girthquake33
      @girthquake33 5 месяцев назад +4

      @@mikejonesnoreallythey aren’t, there’s only back-roll and quick rise

    • @shadef3915
      @shadef3915 5 месяцев назад

      @BlackWeeeb Delayed wakeup could be good but also could be too strong. Chars with stronger neutral win out on this change because now when they lose a neutral exchange they have an additional wakeup timing to try and immediately go back to neutral. Chars that are balanced around having worse neutral but better reward when they've gotten advantage are punished by it.
      Imagine buffing shotos and chars like guile and JP and nerfing chars like lily and manon, that's basically what delayed wakeup will do if the roster doesn't experience a rebalancing around the new mechanic at the same time

  • @metalmaster7789
    @metalmaster7789 5 месяцев назад

    Interesting points, keep up the good work!

  • @broodyking
    @broodyking 5 месяцев назад

    looking good brother - keep the good content coming

  • @yotokyo4336
    @yotokyo4336 5 месяцев назад +1

    W video miss this guy man

  • @euphotix
    @euphotix 5 месяцев назад +1

    Yeaa more videos talking about stuff is great

  • @davecooper303
    @davecooper303 5 месяцев назад +1

    Yes...more of this content please 🙏

  • @randymartin9040
    @randymartin9040 4 месяца назад

    Punk your idea at around 8:50 is spot on, what a good change to make!

  • @antonsundin2974
    @antonsundin2974 5 месяцев назад +1

    Yeah i pretty much agree with all of this, in addition maybe also make it so that you dont recover as much drive gauge on a blocked drive rush attack.

  • @duxnihilo
    @duxnihilo 5 месяцев назад +3

    Drive Rush *"doesn't seem to actually "eat inputs".* It selects your _last_ input to come out. But since the input polling happens three times per frame, the buffer window varies and can be either larger or smaller than the 10 frames freeze of the Drive Rush, sometimes your move just misses the buffer window.
    Punk's example illustrates this perfectly: in order to execute Cammy's divekick, if he does forward jump, QCB+HK but the QCB+HK takes longer than 11 frames but still ends within the 10 frame freeze of the DR, the last input he did was back+HK, so that's what's going to come out.
    In the end, this system still seems to annoy a everyone because we feel we've done the input only for it not to come out, so I'm not opposed to something being done, especially considering the disadvantage in being the one REACTING to DR in the first place.
    Some "solutions":
    "Git gud" (or buy a leverless): do it in 7 frames or less. That's the smallest frame buffer window for special moves.
    "Join the dark side": play Modern. This problem exists because the game seems to have been designed with Modern Controls in mind.
    "Pray": that Capcom finds a way out of the corner they've seem to have coded themselves into. This doesn't seem like an easy thing to fix. In fact, it might never be fixed because it could just be that they'd need to rewrite a lot of code, which invariably would create a universe of new issues that would need to be fixed as well. I'm just guessing, though. It could be they've anticipated something like this and made their code very modular.

    • @gameclips5734
      @gameclips5734 5 месяцев назад +1

      it's not really an issue of doing quicker inputs, the game just doesn't register inputs during the DR freeze. It affects everything, even just holding up because you want to jump, most players tap up to jump and if that happens during the freeze you just don't jump unless you hold the button longer than you naturally would. So neither of your first two 'solutions' would help at all.

    • @Moneybagzzz
      @Moneybagzzz 5 месяцев назад +5

      In other words, it eats inputs.

    • @Mr._Anonymous342
      @Mr._Anonymous342 5 месяцев назад

      Modern ain't bad, I started out classic got players who when they were losing either kicked their router or just did the throw spam (it was my first time after beating sfv story mode plus I was 14 when I did it) so I couldn't even think of countering at the Time cause wtf and "wow the game looks pretty great" trust me when I say we started out classic but difficult combos smashing ain't my style, I still crave being a classic player but until Ed, hopefully Sean Alex and my lord Cody or (if we get a "Kimberly" like student for cody) then them, but until eventually then I'm modern Jamie and Lily.

  • @AstralAbstraction
    @AstralAbstraction 5 месяцев назад +1

    Great suggestions 👍

  • @EpsilonKnight2
    @EpsilonKnight2 5 месяцев назад

    It would be interesting if they buffed drive reversal as well. It seems that mechanic was actually meant for the dumb special moves moreso than perfect parry as you say because of how it's actually a hard punish for most of them but performs worse against normals.
    I feel a double fix for drive rush also would actually be to just make the screen freeze longer. That would allow people to see the drive rush start up and buffer their buttons accordingly if it had eaten them beforehand, would make it more dangerous for somebody to just raw drive rush in neutral but also allow the person doing the drive rush to benefit from more time to plan their usage of it and make adjustmets within combos. Guilty Gear has pretty long screen freezes/slowdown for roman cancels even since Xrd so it would feel more like that as people warm up to that change.

  • @xDTHECHEMISTx
    @xDTHECHEMISTx 5 месяцев назад

    I agree about the drive rush eating up inputs when the screen slightly freezes. I been saying that since the first month in. Game is pretty easy to play but it comes with its cripples too like SFV and that Drive rush issue to deal with is definitely a factor

  • @RobertLandivar
    @RobertLandivar 5 месяцев назад +1

    Good points... But at my age i just watch you guys play. I enjoy. Wish you luck in your next tournaments.

  • @s1lvrinferno
    @s1lvrinferno 5 месяцев назад

    I appreciate that the video was really centered around general mechanics and not trying to shit on any particular character

  • @e1gle1984
    @e1gle1984 5 месяцев назад

    Very good content. When pro players of your level talk about mechanics, it's always interesting.

  • @noisyether9211
    @noisyether9211 5 месяцев назад

    I didn't know the time freeze eats inputs. Nice, I am a dev. I want to look into this more.

  • @midnightisnice
    @midnightisnice 5 месяцев назад

    All the times I’m holding up prior to drive rush activation, but drive rush still magnets me to the ground being changed would be nice

  • @inactiveaccount4829
    @inactiveaccount4829 5 месяцев назад

    Def need more content like this. We don't have enough pros like you giving us more insight into what your thoughts are on this game other than some cryptic celebrity-style mystic posting. I would like to see more people breaking down content and gameplay on a relatable level.

  • @juanceballos5691
    @juanceballos5691 5 месяцев назад

    Same about lv3/ca. Understand it's for comeback but feels that there's barely any lead you build that a super wont put you a guess + maybe throw on oki from losing. I'd find it more fun if we had to work for a comeback a bit more if we're at 30% health to their ~80

  • @TheWildBois
    @TheWildBois 5 месяцев назад +1

    We like this content!

  • @yusekx
    @yusekx 5 месяцев назад

    you looks good dude, keep the great job

  • @hakimjenkins7137
    @hakimjenkins7137 5 месяцев назад

    Excellent analysis! The Capcom devs should be paying you for your suggestions bro 🎮👍🏾

  • @elliebality565
    @elliebality565 5 месяцев назад

    Another option for merging drive rush. You only get the drive rush plus frames on hit. On block the frame data doesn’t change and you don’t get extra frames if they block your drive rush button

  • @misterkeebler
    @misterkeebler 5 месяцев назад +1

    I could be content with most of these changes. The only one i would be bummed about is lvl 3/CA. They are pretty high damage, but i just want them to maintain some minimum floor even if it got lessened to 40% or even 30%. I just dont want to go back to SF4 where you could end a combo with a super or ultra that scaled so hard it would do like less than 10% damage. Scaling made the more difficult combos in sf4 feel much less rewarding and just for style points. And i think PC or even CH state on Drive Rush is a solid idea. I like a lot of Drive Rush's benefits, but risk reward is a bit overly skewed right now in favor of the rusher.

    • @soggytoast111
      @soggytoast111 5 месяцев назад +1

      I don't think anyone is saying to get rid of the floor. Just knock 10% off or so. And/or reduce the base damage.
      Level 1 and 2 also have scaling floors so it wouldn't make sense if they did more damage than level 3 on full scaling.

  • @wildtejasxd
    @wildtejasxd 5 месяцев назад

    Yes keep them coming!

  • @Sukarettoroz
    @Sukarettoroz 5 месяцев назад +1

    You should make a vid about buffs and nerfs to characters you'd like to see

  • @THESUP3RULTRA
    @THESUP3RULTRA 5 месяцев назад

    Great changes. I hope they implement these to a degree

  • @nomaschalupas2453
    @nomaschalupas2453 5 месяцев назад +1

    i dont know if anyone is experiencing this but just recently on ranked, frames would always drop at the last hit before i super so my special doest come out and after the drop it goes into super even though im not mashing super, making me miss.
    my internet is wired and full, it NEVER happens till i decide to use my level 3 after a dr combo.
    i didnt care at first and blamed it on the net but it happens even when both pf us have wired full bars internet with low ping.
    now i kinda feel like its a cheat or bug being abused. it just happens way too often when playing certain people. its not every game but the timing is just too perfect to drop frames right before my super.
    its always only drops 1 frame at the exact moment i need it most.

  • @Lenox188
    @Lenox188 5 месяцев назад

    Good video, i don't agree with the nerf in CA but all the rest makes alot of sense

  • @wakeupsweep9731
    @wakeupsweep9731 5 месяцев назад +2

    thank you for pointing these out. Capcom will probably listen to pro players a lot more. I still think low forward into drive rush combos are too strong. Maybe just add more recovery to the characters that have great low forwards that can cancel them

  • @SxDaimyo
    @SxDaimyo 5 месяцев назад +4

    Parries in general definitely need some attention. The fact that it's just constantly being tapped in neutral after doing something mad unsafe to avoid ever being punished fr is crazy to me

    • @soramercury7074
      @soramercury7074 5 месяцев назад

      yes, i think parries done on reaction are damn cool, but thrown out randomly not just on defense, but like after messing up to bait a punish is kinda nonsense. the reward for those parries, IF they endup being perfect ones is crazy and the risk of doing it is far too low. especially when you consider the fact, that these parries are literally autotimed, with no skill involved.
      but doing normal parries like the way you would use a dp in this situation is ok. so maybe perfect parry should only ever be possible not just when used against special moves, but on everything that is kinda reactable in theory? like all moves with 18 frames startup or not just startup but also when they take 18 frames or more to reach the target, like fullscreen normals. i think this also automatically would kinda nerf throw loops, since people would do less parries on wakeup, when the chance of perfect ones is not there anymore... just saying, but i like throwloops for the most part.

    • @gameclips5734
      @gameclips5734 5 месяцев назад

      you can't throw out a parry to avoid being punished, that makes zero sense

  • @misterc9641
    @misterc9641 5 месяцев назад +4

    Low parry and high parry should be different, either that or increase the lag at the end.
    Spot on video 10/10

    • @jonc8561
      @jonc8561 5 месяцев назад +1

      street fighter 6 already has a huge mental stack. you want to add more?

    • @Kek_VS_oops
      @Kek_VS_oops 5 месяцев назад

      Me playing 3rd strike for 14 years parrying most moves both directions. kekw

    • @doorbob3445
      @doorbob3445 5 месяцев назад +1

      ​@@Kek_VS_oops these comments are weapon grade stupidity. Third strike didn't have di and dr to add to your mental stack plus pc throws

    • @Kek_VS_oops
      @Kek_VS_oops 5 месяцев назад

      @@doorbob3445 Ah yes, the mental STACK! Mommy got the mental stack for us in 2023! Thanks mommy now I can pretend my game is more intelligent than yours!
      Guillermo please explain to me what that has to do with 3rd strike having parry in both directions. For half the moves. And how exactly does parry being low or high affect parry attempts when you know what buttons work at what ranges.

    • @jonc8561
      @jonc8561 5 месяцев назад

      Bro, go get on fightcade and stfu. Sf6 would NOT work if you had to choose which direction to parry, at least not without changes to the other the other mechanics. @@Kek_VS_oops

  • @thewrightone13jack
    @thewrightone13jack 5 месяцев назад

    Cool vid!

  • @enricofermi
    @enricofermi 5 месяцев назад +1

    Every update they say they fix inputs getting eaten and yet they still get eaten. The input buffer is 10 years long so you get moves coming out in the third trimester after you moved on and try to do something else entirely.

  • @Kasaaz
    @Kasaaz 5 месяцев назад

    Drive Rush Input Buffer Reset is complicated, but changing it to disregard when you are airborne is maybe easier.

  • @Sestze
    @Sestze 5 месяцев назад

    I agree with all five. There's probably smaller greebles regarding individual elements (JP OD Amnesia, certain buttons being ridiculously strong, certain characters' drive rushes being way too good, damage output for certain characters), but I'd rather they address these major elements first before doing a pass on the individual characters.

  • @EAprima
    @EAprima 5 месяцев назад +1

    Punkdagod - Here is my feedback on your thoughts. Please take this as a happy conversation on the game you and I love:
    1. Completely disagree on your thoughts on Perfect Parry. What I believe is Perfect Parry needs a little more skill on its application so only people that apply it correctly can be rewarded with a good damage follow-up. The best way to do that is to use Third Strike system in form of using HIGH and LOW parries. So, no more press parry as default for high and low, you now have to press down and parry to parry a low attack and press neutral to parry a high or mid attack. That's it. If parry changes to the way you advise, it would make the game less strategic. Also, only the really high up players are benefiting from perfect parry because they have been heavily training to pull it off, that is not the case for lower rank players such as Diamond 2 stars and below. It's not right to penalise something that a player worked hard to achieve, so yes. Just put high and low executions and, probably, slightly reduce the "pause" time and that will solve that issue.
    2. Drive Rush eating input - 100% must be resolved and should have been resolved before the game was released! Jimmy excellently covered this and proven beyond a shadow of a doubt that button eating exist. SImply, just stop the eating eating issue and nothing more.
    3. Completely disagree regarding your view on level 3. HOWEVER, what I think does need to happen with CA in general is they really do need to be improved on two front. The first front is consistency. You have characters that are performing OD/EX command throws that are more damaging than a Level 1 CA. That's ridiculous and must be addressed immediately as it undervalue CA Level 1. ALso, the second front, the game give too much of a reward for easy executions! The game should only allow for very heavy damage based on combo complexity and coolness. For example, Luke performing none, one, two or a simple drive rush followed by a hit and another drive rush followed by a single hit before executing a CA level 3 should not be delivering a 65% damage reward compared to a really complicated and cool skillful combo that result in the same damage level. Capcom must reward skillful play with high damage reward over easy play with high damage reward. So the question is, what would that mean for Zangief's LEvel 3? The way to solve that is either, A) based it on counter, whiffing or setup scenarios, or simply massively reduce the damage but make it accessible as a combo. That's the way to fix or even buff Zangief from a certain point of view.
    4. 1 million % agree on THROW LOOPS! Take it out OR do something better that will allow you to keep throw-loops! Actually put it a proper Rock, Paper, Scissors style Wake up mechanics that the game must consistently have for ALL characters across the board. So, how does that work? Simple:
    > Wake up EX/OD = has priority over an attack, a normal throw, and a command throw, but it does not have priority over all CA ground based attacks.
    > Wake up Blocking = has priority over an attack, a CA attack and a OD attack, but it doesn't have priority over a normal throw, a command throw or a CA or OD command grab.
    > Wake CA = has priority over all move excluding blocking unless you did a command grab CA.
    > Wake jumping = has priority over all throws including command grab OD and CAs but it doesn't have priority over attacks and projectiles.
    So no more being afraid of not being certain of a wake up OD not being fully executed. You know for sure that if its your intent to do an OD wake up then that OD wake will execute UNLESS your opponent performs an CA in counter/prep or block or move out of the way. I'm not keen on SFV's direction as the one I provide allows more for strategy.
    5. DO not agree on Drive Rush punish idea. Maybe it could be done but it is not the top priority. The TOP *TOP* priority that needs to occur foremost everything else is BALANCE. Tons of things needs balancing in this game. For example, Deejay's Drive Rush vs Damage reward is badly scaled and is making Deejay OP. Guile got too many pluses, fast recoveries, many combo chain executions from his many enders, the damage reward for his moon/somersault kick badly needs scaling with respect to how deep the attack is in the opponent. Juri has ridiculous looking low jabs that can counter a flying kick. Ryu needs buff and more tools as hell as Ken acts his replacement. Luke has way too many pluses on everything he does (Luke = Pluses on Everything). Cammy strong punch vs Medium punch vs weak punch in respect to pluses and speed is currently unfair and so much and many more. SO game BALANCE is essential! A lot of work needed.
    That's it! I hope you agree.

  • @Dex2R7
    @Dex2R7 5 месяцев назад +1

    Adding recovery on parry for sure. Needs more risk.

  • @problemsnearyou8899
    @problemsnearyou8899 5 месяцев назад

    Losing a bar & getting punish counter state for drive rush sounds like the perfect fix . I literally haven’t heard of a better solution

  • @amoni6519
    @amoni6519 5 месяцев назад +3

    In terms of Perfect Parry, I think they should change it so that if you perfect parry a normal, it would act like you perfect parried a fireball (no screen freeze), just so that there is more skill expression by parrying and quickly getting a punish off, instead of breaking the flow of the game. But parrying a special should stay the same imo

    • @ANIMeLife94
      @ANIMeLife94 5 месяцев назад +3

      Not sure if you could call that an expression of "more" skill as you'd just need to buffer a button everytime after the parry, if it comes out then you got a perfect, if not then it's the regular parry and the move won't come out due to the parry recovery.
      I mean yeah I guess you'd still need some skill not to drop your combo after the follow up attack.

    • @amoni6519
      @amoni6519 5 месяцев назад +1

      @@ANIMeLife94 I agree, its not an ideal fix by any means, but I think it would make watching the game slightly more enjoyable since watching every litte normal and button slow down the game kinda ruins it for me. Slow down effects should be used in moderation for bigger impact

  • @ladw5167
    @ladw5167 5 месяцев назад

    i miss being able to earn fight money through online fights or maybe even offline side missions. if ya win get like 100, if ya lose like 20. then you could spend it on things like characters, outfits, stages, how bout even music from previous titles. that will create extra incentive to play. yea i agree definitely hope the drive rush eating inputs gets worked on as well.

  • @kojack_ay99
    @kojack_ay99 5 месяцев назад

    Love this content

  • @PhonyGameCommunity22
    @PhonyGameCommunity22 5 месяцев назад

    A very thought-provoking commentary.I think what you said is going to benefit all levels of gamers for SF6 in general.If it's a significant problem in this game in the future,make a commentary about it.

  • @Nazarus1983
    @Nazarus1983 5 месяцев назад

    The problem they put on themselves is the drive rush freeze is what eats the inputs so they have to get rid of the freeze frame.

  • @msbolt99
    @msbolt99 5 месяцев назад

    Good ideas. The risk balancing the reward makes fighting games more satisfying

  • @733t0ne-yd6qf
    @733t0ne-yd6qf 5 месяцев назад

    Punk all your content is fire.. we missing the game play though cause your comments be FUNNY AF... hahahah

  • @PancakeMix21
    @PancakeMix21 5 месяцев назад +1

    I agree with everything punk says here, I would also like to add they need to nerf characters corner carries, and remove this whole 50/50 casino fighter 6, when you get carried to a corner and you are guessing for the entire game, you guess wrong oopp that's another 40% go again, oooppp guessed wrong again thats combo into level 3, people are just stealing rounds like this it's so unfun to watch and play, my fix to this is implementing a breaker system like mortal kombat has you spend a bar and it stops the combo and pushes the opponent full screen away

  • @Ner0-Angel0
    @Ner0-Angel0 5 месяцев назад +1

    I want to see you as commentator in a fight bro I remember when you did it in a money match between Robtv Vs a guy using Urien that was cool ASF the best commentator in FGC 😂

  • @EazyTheRecon
    @EazyTheRecon 5 месяцев назад +1

    Throw loop is needed to balance wake up party. Because without throw loop the go to option to be safe is wake up parry

    • @dmtmediabrothers
      @dmtmediabrothers 5 месяцев назад

      U could still get a throw if they changed the distance a bit

  • @jeanmouloud9795
    @jeanmouloud9795 5 месяцев назад

    New haircut is great man 😁

  • @Dredabeast95
    @Dredabeast95 5 месяцев назад

    Damn, the last change is actually a very good one. I do notice its heavily in the drive rushers favor to keep going for it.

  • @nogoodchad4473
    @nogoodchad4473 5 месяцев назад +38

    100% agree with all 5. I think if you throw out parry and don't actually parry anything, you should have a greatly increased recovery compared to successfully using it.

    • @jamesonblues
      @jamesonblues 5 месяцев назад +2

      I do not understand that particular problem : it is actually ingrained in the game.

    • @nogoodchad4473
      @nogoodchad4473 5 месяцев назад +1

      @@jamesonblues there is a recovery, but it's not long enough to always walk up and punish even if you're pretty close

    • @soggytoast111
      @soggytoast111 5 месяцев назад +1

      Um... That is already how it works. Whiff parry lasts for 40 frames. Just stroll up and throw them.

    • @studivan
      @studivan 5 месяцев назад +1

      Without Perfect Parry the rush down characters would dominate the game, there is already a penalty for missing a perfect parry, 40 frames worth.

    • @gameclips5734
      @gameclips5734 5 месяцев назад

      @@soggytoast111 it's harder than it looks to actually punish, try it. Ryu's parry in SFV was more balanced

  • @gam3tym3network
    @gam3tym3network 5 месяцев назад

    I would like to choose my inputs for DR/PARRY. Playing on controller the og setup is L2 or Triangle and circle. Let me choose which 1 i want so i wont have those accidental press of Tri and cir if i was trying to input a different button

  • @exiaR2x78
    @exiaR2x78 5 месяцев назад

    I was talking to a friend that play SFV but has been to busy so hasnt play SF6 about perfect parry. He was so surprised when I told him it was 1f start up and didnt have to guess high/low and the only real counter play around it is to throw compared to like Gil in SFV had a 2f parry ircc had to guess high/low and was crush counter punishable on whiff haha.
    100% agree about raw drive rush personally I dont think buttons should have the slide effect or the ability to make the DR go short as well. Werent dashes in SFV a counter hit state as well if you checked them? or am I remembering that wrong

  • @Lucavai2
    @Lucavai2 5 месяцев назад

    great video

  • @hanagakiarasawa3171
    @hanagakiarasawa3171 5 месяцев назад

    all of that mad valid!

  • @ericgallegos4292
    @ericgallegos4292 5 месяцев назад +3

    I want more without the cost. Need more characters but not cost way to much. Still waiting on akuma

  • @RobotPlaysGames
    @RobotPlaysGames 5 месяцев назад +1

    Very solid list of changes. I totally agree, but I do think lvl. 3 changes should take into account each character's specific situation, like @GreenBro11 said.

  • @heartofthelion6169
    @heartofthelion6169 5 месяцев назад

    The dreads are hittin boy!

  • @Capin91
    @Capin91 5 месяцев назад +5

    I agree- _almost_ throw loops would be cool, like you described

  • @byVariations
    @byVariations 5 месяцев назад

    For perfect parry, and have no idea why it’s currently like this. During the cooldown you should not be able to block. You press parry and you commit to it so there’s just no more tap parry. You either hold it and risked getting grabbed or don’t and risk getting hit.

  • @damibaut3577
    @damibaut3577 5 месяцев назад

    I would agree with everything except the LV 3, they cost 3 bars for areason, just maybe reduce the gauge received with every action so cant be filled so easy, about the trow loops they could make that only works if there is a punish counter state on it, and parry yes it needs more negative implications

  • @randymartin9040
    @randymartin9040 4 месяца назад

    They need to make the screen freeze be an amount of time that's added to the buffer window for moves. So if there's a 1 second buffer between doing a dp motion on the stick and pressing a bunch for a shoryuken still to come out, + or - 1 second in precision or something like that. They just neeed to expand that calculation to include the extra frames of hitstun or blockstun or drive rush freeze frame... just whatever amount of frames it adds for whatever effect is being triggered, add those frames to the interpetor window for moves. Should be an easy fix tbh, someone share this with capcom pls

  • @jeanmelisca
    @jeanmelisca 5 месяцев назад

    I’d like drive impact not to automatically stun on block, and I’d also like to see hit/ hurt boxes fixed.