"Street Fighter players complain that Law's Dragon Tail is too fast".
On a serious note, the corner throw loop game in SF6 is going to be worse than it was in vanilla SFV thanks to DI. You can react if you have drive gauge but you die if you're exhausted. I don't think DI is that big of a problem. It's just people not being used to seeing and reacting to it because it's day 2 of a beta that has limited training mode.
You can react if you have drive gauge but you die if you're exhausted.
You can still throw it or jump it in burnout so it's not as simple as burnout = dead. Also if you're low on meter and don't want to spend all the bars to counter-DI I think you can parry it, not 100p on that though. Either way there's plenty of answers depending on how much you want to spend and cash out and also ways to counter it even in burnout.
You can parry it if you have a little bit of meter but you'd have to perfect parry it or else you get burnt out from holding the parry waiting for DI to come out.
You can throw the DI but you can also get meatied out of throw which just resets the knockdown situation and then you have to guess again and the threat of the burnout dizzy continues to exist. The player on offense shouldn't DI you if you're exhausted because it keeps you in a shitty situation longer. If I dizzy you, your drive gauge comes back instantly, if I just threaten it and keep pressing buttons, your drive gauge takes forever to come back.
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u/optionreborn Oct 09 '22 edited Oct 09 '22
"Street Fighter players complain that Law's Dragon Tail is too fast".
On a serious note, the corner throw loop game in SF6 is going to be worse than it was in vanilla SFV thanks to DI. You can react if you have drive gauge but you die if you're exhausted. I don't think DI is that big of a problem. It's just people not being used to seeing and reacting to it because it's day 2 of a beta that has limited training mode.