The Official Street Fighter 6 thread! We Open world fighting now?!

superchoops

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But it's not tho:russ: from what I've seen parries ain't blowing up shyt that the problem

I'll take that lil bytch ass scaled damage and go right back to my bullshyt

Parries by nature are supposed to be high risk high reward. If I'm taking the risk of leaving myself in a vulnerable state trying to counter I should be able to make that shyt count if I guess right. As it stands now Parry just looks like high risk with no justification

I stand to gain more baiting your Parry than you stand attempting it, even with something as simple as throw:mjlol: you guessed wrong now you've lost meter. And that's not even accounting for the possible meter lost from you blocking a previous sequence into that throw.

Then a whiffed parry leaves you in Punish Counter state too?:mjlol::mjlol::mjlol:parry away breh PLEASE:mjlol:

Drive Impact is risky but I see enough incentive to use it. I see no such incentives with Parry
hey man i tried :yeshrug:





 

O.Red

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hey man i tried :yeshrug:






These vids just prove my point :russ:

Sure they look and feel satisfying then you see the scaling :scust: :mjlol: the only decent damage was the very first Ken combo the rest of them shyts was :francis:

Nikkas doing ex's, confirms into supers and doing paper towel damage:mjlol:

If they adjust the damage scaling then we're talking but as it stands?:mjlol::russell:I'll take them weak ass punishes:manny:

 

The Mad Titan

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But it's not tho:russ: from what I've seen parries ain't blowing up shyt that the problem

I'll take that lil bytch ass scaled damage and go right back to my bullshyt

Parries by nature are supposed to be high risk high reward. If I'm taking the risk of leaving myself in a vulnerable state trying to counter I should be able to make that shyt count if I guess right. As it stands now Parry just looks like high risk with no justification

I stand to gain more baiting your Parry than you stand attempting it, even with something as simple as throw:mjlol: you guessed wrong now you've lost meter. And that's not even accounting for the possible meter lost from you blocking a previous sequence into that throw.

Then a whiffed parry leaves you in Punish Counter state too?:mjlol::mjlol::mjlol:parry away breh PLEASE:mjlol:

Drive Impact is risky but I see enough incentive to use it. I see no such incentives with Parry

Initially I felt the same when I saw the scaling, but the more I thought about it my mind started to change.

After playing the beta and seeing normals are mostly negative I completely understand why parries basically are just drive meter protection and why perfect parries are so hard to do.

If PP were any easier and didn't scale it wout absolutely dominant the game and no one could really go on offense ever.
 

O.Red

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Initially I felt the same when I saw the scaling, but the more I thought about it my mind started to change.

After playing the beta and seeing normals are mostly negative I completely understand why parries basically are just drive meter protection and why perfect parries are so hard to do.

If PP were any easier and didn't scale it wout absolutely dominant the game and no one could really go on offense ever.
If they're so hard to do you should be rewarded for doing them is my whole point

So far them shyts are high risk medium reward

If I read right and perfect parried your shyt I should then proceed to instill the fear of God in you. Them ticklish combos ain't it :russ:
 

parallax

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Have you played Fighter EX Layer for the PS4? It's actually a pretty decent sequel to the EX series.
i played it for a bit. looks and plays nice. my only issue is its called fighting ex layer and theres no fighting layer characters in it except for blair and allen
 

The Mad Titan

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If they're so hard to do you should be rewarded for doing them is my whole point

So far them shyts are high risk medium reward

If I read right and perfect parried your shyt I should then proceed to instill the fear of God in you

It's not really a super risk when you think about it, basically if you miss it's really no biggie you get regular parry. If you trying to perfect parry and are too late you weren't gonna get regular parry anyway

thinking about it, the slowdown from perfect parries isnt just for the cool effect, it basically in play to let you confirm and react properly.
 

O.Red

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It's not really a super risk when you think about it, basically if you miss it's really no biggie you get regular parry. If you trying to perfect parry and are too late you weren't gonna get regular parry anyway

thinking about it, the slowdown from perfect parries isnt just for the cool effect, it basically in play to let you confirm and react properly.
Being left wide open in Punish Counter state while losing drive bar is pretty risky:russ:
 

The Mad Titan

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Being left wide open in Punish Counter state while losing drive bar is pretty risky:russ:
If you are guess parrying and holding the button and get thrown then sure, but if you are trying to PP you should have tap it and be able to recover in time to block or tech a throw unless it was just a terrible timed and attempted parry.

Its not really high risk, but it does have risk. DI is incredibly more risky than parr.
 

superchoops

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Being left wide open in Punish Counter state while losing drive bar is pretty risky:russ:
i aint test it, but i can't think of a reason why i couldn't just dash cancel out of the parry stance after a parry anyways
 

O.Red

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If you are guess parrying and holding the button and get thrown then sure, but if you are trying to PP you should have tap it and be able to recover in time to block or tech a throw unless it was just a terrible timed and attempted parry.

Its not really high risk, but it does have risk. DI is incredibly more risky than parr.
Drive Impact is definitely risky but I've seen enough benefits to know it's gonna be more impactful on the meta than Parry. I can justify the risk there

SF6 Parry has been hit by inflation :mjlol: You paying $30 for a loaf of bread
 
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