Hey guys Nemo here! How did you like this tech? This was tech that I was saving to show after EVO finishes and I haven't seen anyone talk about it so I thought to share with everyone! Let me know what you think about it in the comments below. Also, can we get this video over 300 likes? I know you guys can do it!
TLDR: There are 29 recovery frames after parry where you CAN block, but you cannot do DI. But the defender in the corner can hold the parry and cancel it into Drive Rush. Which the attacker is able to stick out a button that can stuff the Drive Rush. Alternatively, if they don't drive rush cancel, then the attacker can do a guaranteed DI.
To complement this, the 29 recovery frames only apply in the case of "empty" parry, where you don't catch anything with it. If you actually block anything then the parry frame data becomes the same as it would be if you just blocked the move. It is common knowledge but many new players don't realize this
I appreciate that Nemo includes english subtitle into his tutorial videos; making it more accessible for the rest of the world is truely appreciated. Thank you
It's not a charity mother theresa kind of decision, you know? It means more reach for him and it also means there is no spot for people to upload his videos with their own made subs, essentialy stealing views from him. What should rather be appreciated instead, is the fact that he shares his tech&knowledge although he is a competing pro.
12:51 - me I'm the guy who reacts to DI after parrying and wondered why it never came out. Thanks for this vid. I'm playing Dhalsim so a lot of my defense in the corner is trying to perfect parry and there have been so many times where I've mashed on DI and it hasn't come out. Now I know why and will look for opportunites to use this against my opponents.
Amazing video. 😮 I hope more players use translations like this so more people can understand them. :) I thought I was watching a translation channel then realized it's Nemo's channel haha.
Unfortunately DeeJay's tech against parry against cornered opponents doesn't work very well against Marisa because she can armor through as an option instead of a parry. This was covered by the Birds in their tier list video. But this tech adds to why Deejay's pressure in the corner is so good. On the other hand, showing how risky the parry is on corner offense for Marisa is notable. That's why an empty jump out of the corner against her is pretty effective if she's close to you. A lot of pro players outside of Japan have chalked up this "auto guard lock" interaction to lag or other SF6 issue in their causal play but knowing this is actually a "feature" does indeed change how you should use parry on defense.
In Virtua Fighter 5: FS or US.. this is equivalent to “Evade Jail”. If you do a “Successful Evade Crouch Dash Cancel”. You cannot evade again for a split second. If you try it’s a failed evade and you getting counter damage. It’s a punishment for trying to use a strong defensive tactic and giving up your turn. This is nice tech to know though. I’m quite sure it loses to throw.
I've thought about this in how it regards dahlsim. Specifically, how dahlsim can punish you for parrying his fireballs by targeting the recovery of parry. This is a worthwhile gameplan for him because parrying only one of the attacks only resets the drive gauge, instead of recovering it. This in turn may lead them to hold parry and thusly be punished by teleport
My favorite part of SF6, beyond it bringing millions of new or returning players to the FGC, is that they somehow made the game more simple but made the skill ceiling infinite. Evo is proof that we're just scratching the surface of this game, and I'm so here for it.
This video was great. As the game has progressed people have definitely been using parry a lot more and this gives me a lot of good ideas for how to deal with it. Thanks for the video!
Really smart idea to deal with parry, but I'm afraid it's not too useful for Platinum downward when the only two options people use in the corner is jump or invincible reversals. lol Worth keeping in mind when facing an strong opponent though.
At that level to deal with reversals you really want to learn some good safe jumps and bait them out. Safe jumps are a knowledge check that not a lot of people at platinum are going to know.
@@marcrutzou6866 Safe jump is an option select set up that allows you to safely jump attack at your opponent after a knock down. If your opponent does a wake up reversal you will block it as you land from your jump attack. If they just block then they will block your attack and if they attack on wake up they will get hit because the safe jump is a meaty attack too. You need to have 42 frame advantage after knockdown to get get a safe jump. Google or search on TH-cam for safe jump setups for your character and you will see what I mean.
interesting I have been playing SF6 with pc keyboard and I have won many times but this makes me think that in the future I can get new devices and learn more.
This was super insightful stuff! I even already knew about the fact that you were locked into defending properly after letting go of parry, but I hadn't really considered the applications. Thanks so much for this video Nemo San!
12:58 I've been wondering why I don't get my drive impact after tapping parry in the corner, I never actually looked into the idea of it being guaranteed. That is actually very smart. It makes me sad because it just shows how easy it is to beat one of your only defensive options in the corner.
@@Lobster222 yea, I think that argument is kind of ridiculous. It is too easy to walkup grab people who either tap parry or hold parry. I'm not even in favor of taking out throw loops, I just wish the game design allowed for a better defensive option in the corner to better balance the offense and defense.
Parry in this game is a really niche mechanic. It's not that good. It's very risky to throw out because if thrown you lose like 2500k damage, if you mistime the perfect parry of the DI you miss out on just tapping DI back and getting a crumple combo and the damage you get from a perfect parry is really bad. When someone perfect parries me, i do not really care as it takes like 7 perfect parries even if they read every single thing i am doing to take a round. I find its only really useful against honda, blanka, and JP in some scenarios. It's best used on moves that require PP to punish at all.
Hey guys Nemo here! How did you like this tech?
This was tech that I was saving to show after EVO finishes and I haven't seen anyone talk about it so I thought to share with everyone!
Let me know what you think about it in the comments below.
Also, can we get this video over 300 likes? I know you guys can do it!
Good tech and even better situational awareness. Appreciate the time and effort put into this. 💯💪🏾🫡
nemo could you told me a strategy that could worck againts deejay i apretiated thanks
TLDR: There are 29 recovery frames after parry where you CAN block, but you cannot do DI. But the defender in the corner can hold the parry and cancel it into Drive Rush. Which the attacker is able to stick out a button that can stuff the Drive Rush. Alternatively, if they don't drive rush cancel, then the attacker can do a guaranteed DI.
Another deph of mind game huh
rock paper scissors
To complement this, the 29 recovery frames only apply in the case of "empty" parry, where you don't catch anything with it. If you actually block anything then the parry frame data becomes the same as it would be if you just blocked the move.
It is common knowledge but many new players don't realize this
Why does he use the San Andreas menu select sound effect at 1:47 ???
@@runningdecadeix4780the background music in the intro is too, but why not?
I appreciate that Nemo includes english subtitle into his tutorial videos; making it more accessible for the rest of the world is truely appreciated. Thank you
It's not a charity mother theresa kind of decision, you know? It means more reach for him and it also means there is no spot for people to upload his videos with their own made subs, essentialy stealing views from him.
What should rather be appreciated instead, is the fact that he shares his tech&knowledge although he is a competing pro.
I appreciate how he used some song from GTA: San Andreas...
This is why japan has the best players. They always share their wisdom with a very humble way. Thank you for the lesson.
Nemo making some of the most accessible sf6 content. I wish more people knew about this.
12:51 - me I'm the guy who reacts to DI after parrying and wondered why it never came out. Thanks for this vid. I'm playing Dhalsim so a lot of my defense in the corner is trying to perfect parry and there have been so many times where I've mashed on DI and it hasn't come out. Now I know why and will look for opportunites to use this against my opponents.
海外からの視聴者です。ネモさんの攻略のご教示ありがとうございました。
Amazing video. 😮
I hope more players use translations like this so more people can understand them. :) I thought I was watching a translation channel then realized it's Nemo's channel haha.
Unfortunately DeeJay's tech against parry against cornered opponents doesn't work very well against Marisa because she can armor through as an option instead of a parry. This was covered by the Birds in their tier list video. But this tech adds to why Deejay's pressure in the corner is so good.
On the other hand, showing how risky the parry is on corner offense for Marisa is notable. That's why an empty jump out of the corner against her is pretty effective if she's close to you.
A lot of pro players outside of Japan have chalked up this "auto guard lock" interaction to lag or other SF6 issue in their causal play but knowing this is actually a "feature" does indeed change how you should use parry on defense.
Yeah its not a lock, drive parry has recovery frames. Thats all it is. Recovery frames. And the only thing you can do during that recovery is block.
Nemo is a gem! for sharing this tech bcoz u will not not see many players doing the same....most players would not share this kind of info
In Virtua Fighter 5: FS or US.. this is equivalent to “Evade Jail”. If you do a “Successful Evade Crouch Dash Cancel”. You cannot evade again for a split second. If you try it’s a failed evade and you getting counter damage. It’s a punishment for trying to use a strong defensive tactic and giving up your turn.
This is nice tech to know though. I’m quite sure it loses to throw.
appreciated for subtitles
thanks Nemo! appreciate all the tech and the English subs too! it was awesome to watch you play at Evo, best of luck in future tournaments!
僕字幕もう要らないけど他の外国人にして本当に本当に役に立ってる。ありがとうございます
Always good to get more advice from Sensei 🙏
Awesome! And pretty funny with the Big Bird comment 😆
This was very helpful, thanks for taking the time to translate, all the best in your future tournaments
Bro this man is CRACKED, he just perfect parried the crossup! How does he do it!!!!
thank you for translating!
Thanks Nemo for the subs I am still learning Japanese and it is still rough.
I've thought about this in how it regards dahlsim.
Specifically, how dahlsim can punish you for parrying his fireballs by targeting the recovery of parry. This is a worthwhile gameplan for him because parrying only one of the attacks only resets the drive gauge, instead of recovering it. This in turn may lead them to hold parry and thusly be punished by teleport
Say it with me boys. ROCK. PAPER, SCISSORS. Great Video!
Amazing video! Very well explained. Love the GTA San Andreas music and sound effects.
The freeze frome on DR helps you get that DI. and it instant cancels
The San Andreas menu sound effects are dope
This tech is amazing, had no idea parry locked you out of DI
ありがとうございましたニモ様
Not only am I going to try this tech, but I am also going to start trying to use Deejay 5HP to counter DR. I never considered doing that before!
This thumbnail looks like it’s about to be an apology video lmao
S-tier info, had no idea you were stuck in a guard-only state after parry.
My favorite part of SF6, beyond it bringing millions of new or returning players to the FGC, is that they somehow made the game more simple but made the skill ceiling infinite.
Evo is proof that we're just scratching the surface of this game, and I'm so here for it.
Amazing video and very helpful 🔥
He learned this from me. I kept it under wraps, but now it's out there
This video was great. As the game has progressed people have definitely been using parry a lot more and this gives me a lot of good ideas for how to deal with it. Thanks for the video!
yo Nemo thanks man for the tech this was very insightful and helpful hope we play against each other one day
thats actually a pretty deep rps situation I had no idea existed
Thank you Nemo!
Thanks for sharing a cool, as well as making it in English. Look forward to more cool content
life changing - time to practice fuzzy guard vs jinrai
Great content Nemo san!
I miss watching your Rolento in Sf4. Best in the world! ❤
Nova legend Nemo with the tech!
Merci Nemo pour les conseils avec les sous titres anglais on espère la même choses avec d'autres joueurs japonais ou chinois pour le coup.
Very good video and super informative to know! ありがとう御座います!
DeeJay main. thank you Nemo san
Great video! I'm definitely going to keep this tech in mind now on.
amazing video!!
FGC GENIUS. Fantastic find Nemo!
Thank you for the information and the demonstration brother. 👊💪
しっかり外交も欠かさない男
Really smart idea to deal with parry, but I'm afraid it's not too useful for Platinum downward when the only two options people use in the corner is jump or invincible reversals. lol
Worth keeping in mind when facing an strong opponent though.
At that level to deal with reversals you really want to learn some good safe jumps and bait them out. Safe jumps are a knowledge check that not a lot of people at platinum are going to know.
please explain@@ToveriJuri
@@marcrutzou6866
Safe jump is an option select set up that allows you to safely jump attack at your opponent after a knock down. If your opponent does a wake up reversal you will block it as you land from your jump attack. If they just block then they will block your attack and if they attack on wake up they will get hit because the safe jump is a meaty attack too.
You need to have 42 frame advantage after knockdown to get get a safe jump. Google or search on TH-cam for safe jump setups for your character and you will see what I mean.
Very very helpful! Thanks Nemo for sharing this high valuable tech!
This guy was the best capcom (umvc3 & SF4) player in the mid 2010s
Thank you for sharing techs like this Nemo san!
I miss your Gill, Nemo.
Great video as always...
Very good video, i had so many times when i reacted but didnt realise i was locked
Lord Nemo with the TECH
Nemo pulling the algorithm face.
Just to start, the San Andreas music at the start is dope
Thank you nemosama
Thank you, Nemo!
good tech, Nemo.
interesting I have been playing SF6 with pc keyboard and I have won many times but this makes me think that in the future I can get new devices and learn more.
Nice. I learned allot today playing Street Fighter 6 beginner ❤🎉😊! Thank you
did not know this. Thanks for sharing
Thank you for all the awesome work!
Gotta love Nemo not only for showing amazing tech but optimal combos afterwards on what to do. Love the content!
Brilliant video Nemo
Very cool tech, this is really good to know about. Could see this coming up pretty frequently
Never think id see Nemo teach us tech over gta sa music
I’ve been waiting for this moment. Thank you Nemo for the guides and wisdom ❤️
This helps so much...thank you Nemo
Ok I didn’t understand why I couldn’t DI back several times. But with this explanation, the game is getting more difficult 😞
GIMME DAT NEW TECH, FAM. GOBBLE GOBBLE GOBBLE.
Good to have in mind, thanks a lot !
Thanks for sharing!
Nemo goated for this one.
This is drug money Carl, i mean thanks for the tech Nemo. Fifty of you and this game will be OK
funny how at minute 1:47 the sound of gta san andreas makes me give it twice as much attention
Really good tech, you can also stop drive rush by holding a button
This was super insightful stuff! I even already knew about the fact that you were locked into defending properly after letting go of parry, but I hadn't really considered the applications. Thanks so much for this video Nemo San!
Omg this is amazing thank you 😢🙌💯💥🔥✨️
This is great, thanks for sharing, i hate parry!
Some people really abuse it!
Damn, this is huge. Thnx Nemo! ^^
12:58 I've been wondering why I don't get my drive impact after tapping parry in the corner, I never actually looked into the idea of it being guaranteed. That is actually very smart. It makes me sad because it just shows how easy it is to beat one of your only defensive options in the corner.
and then people parrot Sajam's nonsense that we NEED throw loops because otherwise the parry system would be too strong. ridiculous.
@@Lobster222 yea, I think that argument is kind of ridiculous. It is too easy to walkup grab people who either tap parry or hold parry. I'm not even in favor of taking out throw loops, I just wish the game design allowed for a better defensive option in the corner to better balance the offense and defense.
thanks for the vid. good stuff as always.
Are those GTA sound effects you are using when discussing the Frame Meter?
Nemo is brilliant
Thank you very much!
Such deep analysis 👌
Amazing stuff. Thank you.
Great work
thank you so much Nemo san
Parry in this game is a really niche mechanic. It's not that good. It's very risky to throw out because if thrown you lose like 2500k damage, if you mistime the perfect parry of the DI you miss out on just tapping DI back and getting a crumple combo and the damage you get from a perfect parry is really bad.
When someone perfect parries me, i do not really care as it takes like 7 perfect parries even if they read every single thing i am doing to take a round.
I find its only really useful against honda, blanka, and JP in some scenarios. It's best used on moves that require PP to punish at all.
seems easily abusable with jp if you end your block strings with his low/overhead fireball mix.
it was best for me to watch this on 1,5x speed
あありがとうございます
I love how the total frames for parry are 37. Coincidence? 😂 Doubt it!
Thanks a lot for the help :)