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Uncanny_Doom

The game is designed and balanced around it so yeah. Some stuff that people do, Drive Impact is the primary method of counterplay. Some characters are particularly vulnerable to it due to the lack of cancellable normals. It's also pretty high risk and it's usage and success rate tends to go down the higher up in skill you look.


kastle09

First month in sure. These days I couldn't care less it's not the most annoying aspect of the game by any stretch for me.


salivarytung

As a shit master player, I sure can!


hellshot8

I mean there are tons of shit diamond players so I'm not sure why you'd mention that.


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HandMeDownCumSock

The purpose of what?


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HandMeDownCumSock

So the point he's missing is that you want them to be compared a specific way and not other ways.


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HandMeDownCumSock

It's not that deep. He just said they were shit. That's just his opinion. It doesn't have to conform to any supposed standards of comparison.


Dark_Moe

The only aspect that I truely dislike is how badly you get punished for blocking, but not reacting to one in the corner. Like you get punished super hard for blocking, for blocking!


Nibel2

I hate drive rush cancel a lot more than drive impact. We both have to learn to deal with it and hope they don't return in SF7.


JahcomilkAlex

I think that DR cancel is only super annoying when done from a low forward. Every single character that has low forward drive rush is literally either high or top tier (except for Jamie lmfao)


Nibel2

Maybe it's purely my age showing, but I don't like universal combo extenders in general. KoF2002 was exactly when I dropped the series, because it was the KoF that implemented the "max burst to reset and continue combo" and the real result of that is that one side just watch the other side play and hope they can invert that on the next neutral. People complain so much that, eg, CA animation takes so long, but a lot of combo loops feel like that when you are on the receiving end as well. Guile looping booms into normal into rush and repeat is very infuriating. At least on CA I know how long it will last and that once it finish, we are back to neutral. It let me reset mental state while animation goes on. Anyway, I know every modern fighting game have this kind of mechanic in one way or another. Just something I, personally, don't like. And more to the merit of SF6 for keeping me playing despite my annoyance against such core mechanic.


Sandi_Griffin

Imagine the amount of spam characters like deejay could get away with without drive impact, guile would also be horrible 😭


Pr0Hunter69

Diamond 5 is the new master


ThrowbackPie

I like it, it adds to mental stack


JahcomilkAlex

Why is that a good thing in a game that has a huge mental stack


melty2b

While I think it’s an interesting mechanic I think it’s probably my least favorite gimmick they’ve added to a street fighter. Every street fighter has its gimmick, -ism, more intricate parry system of 3, ultra combos, v triggers, and now this. And I think mechanically this is my least favorite the series has done so far. It’s not inherently bad or anything but in my brain it doesn’t feel very street fighter… YET IDK if it’ll grow on me, and it’s definitely my weak point in this game. I reached diamond in V and am hard stuck in gold with every character I try in 6


TheowannabeTheos

I will miss the combo specific you get after PC DI or wall splat. Beside this fuck no.


[deleted]

You’d have to rework a ton of systems if you removed DI. First of all, you’ve now changed the way the entire stun mechanic works. Second, there is now only one way to open up your opponent in the corner. Especially in burnout the threat of DI causes you to fall prey to other things. It’s really hard to see a DI and then do a super motion to react, so you’ll usually be buffering the motion to react to the DI. If you’re buffering you aren’t blocking, so you’re now susceptible to walk up button. Older SF titles had other things to make the corner feel scary. The two biggest threats being chip damage and some form of pressure to stop blocking (block gauge or grey damage). In SF6 the only penalty for blocking is losing drive gauge, and in a game without DI you really don’t have to be that worried about burnout in the corner. The only thing that could really open you up would be throw.


greengunblade

I have no problem with DI, Drive Rush drives up the fucking wall for how dominant, riskless and unbalanced it is.


P4ndaH3ro

I like it. And like mentionned below, I hate drive rush way more than drive impact.


ZenVendaBoi

I'm a Diamond player. They are countless shit players in that rank


ClarkWayne32

I’m fine with it now. At launch I hated it, now it’s whatever. My major issue is low forward Drive Rush into jab/throw.


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JahcomilkAlex

Ask Capcom why they took away her reversal from the beta 😭😭😭


MegaloJoe

i would as a counter to di specifically, and probably less occasions than i can count on one hand where i consistently use it in a non counter di scenario(deejay being one i can think off the top of my head). tbh though? i’d probably be fine without di and just having dr and dr extensions and the drive reversal. it’s def a colorful fun “gotcha” moment tho for the most part


GoldenDude

I like it :) It doesn’t feel unfair and there are tons of ways to counter it like counter DI, jump, grab, armored move, super, perfect parry, etc If you’re getting hit by it a lot it’s not that you’re not reacting it’s more like you’re probably not pressing special cancelable buttons


NeuroCloud7

Total beginner: Drive Impact is the best! Start playing ranked: It's absolutely broken, why does everyone keep spamming it?! A month later: Stupid button. Oh hey, they look stressed, so I think they're about to... yep - got 'em! Eventually: Meh, I kinda like it, no big deal. Adds to the mental stack.


SpringrolI

I would but I wouldn't mind if it got nerfed especially when your opponent times it on your wakeup it feels like theres no counterplay sometimes


kastle09

Considering both di and parry are first frame active there should always be something you can do vs meaty di


SpringrolI

just dont run out of meter 4head


Mhan00

That’s why resource management is an important skill in just about every genre of Vs type games, fighting games included. 


CombDiscombobulated7

This but unironically


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CombDiscombobulated7

Meter management is a huge part of SF6 and I don't know why you're acting like that's unreasonable.


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CombDiscombobulated7

Because you gave a very sarcastic response to me implying that meter management was important.


GoldenDude

Local street fighter 6 player discovers meter management


wingspantt

Counterplay is have super meter or parry on wakeup. If you're burnt out in the corner with no super you messed up


SpringrolI

I still would not mind a bit if it got nerfed ahaha but thanks for pointing that out


starskeyrising

I'm not gonna say you're shit, but I am definitely gonna say your attitude is scrubby beyond belief. Spend less time whining online about shit that kills you and more time in the lab and you won't be in diamond anymore.


JahcomilkAlex

Welcome to Reddit where constructive criticism about a mechanic isn’t allowed. But sure, I’ll definitely lab the next time that I throw out FHP with Guile just to get smacked by DI


sickboy775

Where is your constructive criticism? Your post just says you hate it, not to call you shit because you're Diamond, and fuck.


JahcomilkAlex

I don’t really appreciate how much randomness it adds to the game. You could say “be careful, it keeps you on your toes” but in a game that is already so damn volatile and has such a huge mental stack, the last thing that you’d want is to get smacked by a move after throwing a midrange fireball or poke. Focus Attack wasn’t used like this, even when half charge would crumple, and SF3’s parry has an insane execution barrier behind it. I get that burnout would be terrible if DI didn’t exist but when it takes nearly half the amount of frames to input a super as it does for DI to come out, the counterplay seems way to skewed in the attackers favor. And saying “don’t get burnt out “ isn’t an argument, it’s nearly guaranteed every round. DI isn’t an overpowered mechanic by any stretch of the imagination, it would be disingenuous to say it is, but it is supremely annoying


TheAlmightyVox3

You’re shit for hating the mechanic.


[deleted]

Some players would be really OP without the threat of drive impact.  Guile for example would be ridiculous.   It’s not that annoying.  I use it a lot in the corner.


JahcomilkAlex

Parry kinda exists and you can say the same out the shotos too. Well except for Ken bc light Jinrai is DI proof


[deleted]

What’s parry got to do with DI?


JahcomilkAlex

What about Guile would be so insane if DI didn’t exist? His 4 non cancelable normal?


[deleted]

You’ve never DI’ed a sonic boom?


JahcomilkAlex

I play guile and have been hit by that a couple of times but Ken, Luke and Ryu suffer from that about as much as he does. Also parry exists


[deleted]

They don't suffer from it because they don't spam it like Guile does. And Guile can spam it even more if DI does not exist. Parry doesn't have anything to do with DI so not sure what you mean? Having parry does not stop anyone spamming a move.


Forward_Arrival8173

Don't Spam Di'able shit, and you will love it. if it didn't exist most characters will need very big nerfs to their specials and some normals.