STREET FIGHTER 6 Perfect Parry Isn't Strong? Risk, Reward & Thoughts (Closed Beta)

preview_player
Показать описание
There has been a lot of discussion about the use of Perfect Parry in Street Fighter 6. The main problem is that the timing window is so strict but even if successful your next attack starts at half scaling. So what's the deal here? At first it seems the risk is too high so we don't see much gameplay using parry but after some thinking there might be a strong purpose for this. I explore the eventual meta of SF6 players mashing light attacks because everything is so minus on block and Perfect Parry might be the answer.

#StreetFighter6 #SF6 #StreetFighter #Capcom

Рекомендации по теме
Комментарии
Автор

Just wanted to shed some more light on the purpose of Perfect Parry in SF6. Let me know your thoughts. Thanks for watching!

VesperArcade
Автор

If the damage after scaling is 50%, I think perfect parry is more thought to force a momentum shift. Rather than use a full combo, you could use a meterless combo that gets you oki.

shadowcouncildojo
Автор

It has low reward because it is low risk, as you said. Even more when considering you can block during parry recovery. Something that is this safe, and doesn't even require that big of a read, shouldn't give you huge punishes. Nice thinking from Capcom with this 50% scaling.

ferimble
Автор

Similarly to the points in your video, the scaling is also there for people trying to abuse Perfect Parry on wakeup. If I'm down on the ground and you're going to hit me with a Meaty when I get up, I can go for a Perfect Parry in the first 2 frames that I'm vulnerable upon rising and punish you with a combo afterwards. If that combo had no scaling, it could really mess with how Oki works in the game.

Darkkfated
Автор

Capcom really wanted to make sure that if a comeback happens its all reads and skill. While I like ppl struggling under pressure in SFV, the emphasis on neutral it is going to be fun to see how regular ppl react to this.

lesleylindsay
Автор

I would love if in burnout state, we would be able to do perfect parry only. It could bring more hype moments cause necessity created by danger of cheap damage.

susaj
Автор

A new mental stack has been created within neutral. If you chain lights but can be perfect parried, there is going to be mind games of either throwing the attempt of parry or going for a punish counter, a 50/50 guess within neutral. That's wild.

capcomfan
Автор

One of the most instructive videos about perfect parry that I saw. Thanks for your work!

diegosantos
Автор

I think the strict scaling is to prevent players from using it as the default AA option. Perfect parrying jump-ins and using a punish counter with launch properties would lead to absurd juggle damage via drive rush if there was no hard scaling.

wisewind
Автор

That's kinda similar to Strive's instant block. Same 2 frame window, and generally safe because usually failed attempts of instant block just give you regular block. Difference is, Strive doesnt change framedata, you just don't get chip and are closer to opponent while Perfect Parry is a momentum swing, but the reward is also skewed, since instant block can make some strings fully pinishable even though they are safe usually.

Sasiskin
Автор

You should definitely do a video showing the strength of Perfect Parry against a projectile. The damage isn't scaled at all, so if you catch the classic Ryu CMK into Hadoken by Perfect Parrying the Hadoken, you get massive damage.

lazzygnome
Автор

Wish you had mentioned that when you perfect parry a projectile and then punish, there’s no scaling. That you can block after parry etc. There’s awesome Twitter videos on the amazing things parry can do that no one is talking about. Would be awesome to get your reaction to them and the other mechanics and combos people have discovered 🤓✌️

czyjoe
Автор

that, and also on wakeup situations I can imagine it can become trivial to perfect parry on a read a couple of months after the game releases and ppl get more familiar with it. it only seems unfair when you parry a raw move out of nowhere and you dont get rewarded for it. if they could filter that one situation out where the game knows if youre parrying vs a raw move or while under a blockstring/wakeup pressure and scale the punish separately for each situation it would be the best outcome imho. I still think they know what theyre doing, even if they dont change it how it is now. great video

tiguilherman_plays
Автор

this is great, making it look more like Tekken in neutral where every button/move/turn has a RPS element to it which I think is great

CaptainYesz
Автор

First of you are doing gods work mate. Seriously, these details are really specific questions that we have. Like, can we parry between 2 lps, can we do this can we do that... So awesome! Honestly, you have the best breakdown BY FAR for SF6!!! HANDS DOWN 👍👍👍

Now for the perfect parry, well now you got me swayed into the other direction with the breakdown 🤣🤣🤣
Initially I was ok with the scaling. This was not my issue. I thought it made sense, it can also be done on wake ups and blow oki and whatever else. Very useful to be frame 1 active. So I was like ok I can throw it anywhere if I have the frames to do it and all well, damage scaling is ok because its not meant to turn a defensive moment into a "slap your ass with 65% damage combo" turn around. I think that is broken, you go from a strong defensive option to the strongest counter. So I agreed with the scaling.

I was more concerned with the 2 frames you mention to land it. Now, it seems more ok when you break down the moments it can be used. It really shrinks the window of not getting a perfect parry.

I am now more concerned with the damage scaling 🤣🤣🤣

I still think it needs to scale damage a lot. I just think it needs a slightly less scaling. Maybe 60% instead of 50%.

Now I fear its counter is stronger (throwing). If you get your parry punished with a throw you get a of damage. 50% scaling seems too much for this risk.

I don't think the risk is as small as we make it, cause at 2 frames you can easily just normal parry instead and then to make sure they don't throw you throw out a drive reversal. 2 bars to correct the mistake. Otherwise, eat a throw and man, that throw punish is brutal.

Ofc, it all might feel perfectly fine when I get my hands on it, Im just throwing concerns and theories out there so really no reason for anyone to pay heed too much to my concerns 😆😆 Guess I am so hyped for this game and its looking so damn great, that all we can do for now is just nitpick semantics. LOL.

High chance its perfectly fine as it is and Im just debating in my head for no reason at all 😆

Again, great vids man. I swear, the BEST SF6 breakdowns out there. They should bloody feature you in the official SF6 twitter page.
Great Work!


edit: Think we can kind of chalk perfect parry up into a red parry of sorts? Hmmmm, got me thinking. That is indeed quite powerful. 🤔

DCFHazardRebornChannel
Автор

Think about how good the perfect parry is for Manon tho. A perfect parry would more then likely guarantee whatever move she need to use to build her medal level. Seems like perfect party has different uses depending on characters.

ass-assinkiller
Автор

Is there enough time for Drive Impact? Probably not .. but at least Perfect Parry -> Heavy Button -> Drive Impact should work .. and while you dont deal much damage, you deplete their drive gauge by using a heavy button for the punish counter (like ~0.5 bar?) and the drive impact itself hitting (another 1 bar). Might be worth it to see perfect parry as a way to deplete your opponent drive gauge, if the damage scaling stays so "bad"

StruffyTheClown
Автор

I think they wanted to be careful people don't start accidentally
Perfect parying and get huge damage hence the fact it slows everything down.
We have quite a long time to decide what we want to do it resets the flow of pressure.

Hiyooma
Автор

Yeah after I found out you can block during the recovery of parry I was okay with the scaling.

It's basically a low risk "block" that nullifies strike mixups and instantly shifts momentum if you're right.

That's a lot of utility for such a low risk ability and when the game is fleshed out I think that will be more apparent.

jarvisdotson
Автор

Bro watching your breakdowns are making me feel like I know how to play already 😅

basicsyphilis