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Drive Impact (DI) in Street Fighter 6 is when you glow red, move towards your opponent with armor and attack. It's flashy, has a loud distinctive sound effect and requires 1 bar of drive gauge. It has 2 hits of armor and if you hit the enemy while they did a move they go into a stun state. It has 26 frames (.43 seconds) of startup animation, which means you have almost a full half of a second in order to react someway. You can react to DI with parry, throw (tighter timing restriction), invincible special, super, multiple quick hits to break armor, your own move that has armor, or block if you have enough room. The move is seen as scrubby and near useless at higher levels because it's so beatable and typically your opponent will have a pulse. If you use your own DI the game slows down, gives you a cinematic of you beating their DI with your own and leaves them in a stun state. You can counter-DI any frame of the startup as long as the DI command is input within those 26 frames you'll beat theirs.
I asked Gemini this question.
What % of drive impacts should a 41 year old fighting game veteran be able to react to in sf6 when stuck in lower ranks and constantly complaining about how opponents spam them?
I want you to understand just how long 26 frames is. Yeah, mental stack blah blah blah, but Dale constantly complains about scrubs spamming it, which means he should be expecting it constantly. Here are some other famous timing windows in video games:
Dark Souls parry (most medium shields) are around 6 frames, or 4.3 times as hard to react to as DI. Bucklers get up to 8 frames of active frames.
God of War QTEs are anywhere from 18-30 frames, if you've ever done a God of War QTE you have countered DI.
Elden Ring roll i-frames last for 26 frames, so if you can react with a roll you have an understanding of the timing we're talking about.
Sekiro deflection timing is 12 frames, you have a window less than half as the startup of this move in order to deflect successfully.
Arkham series counters are apparently anywhere from 10-20 frames, which is tighter to react to than DI.
OG RE4 QTEs were 12-30 frames.
Blue Shell reacting in the later Mario Kart timings ranges from 18-30 frames.
I can count the number of times Dale's reacted to DI successfully since he started playing Alex on 2 fingers. I want you to understand a 41 year old who has been playing fighting games for well over a decade is complaining about something often easier to react to any of the above timings. THAT HE IS EXPECTING. Anytime you see the opponent flash red and Dale gets hit and he cries he's failing a literal babby normal video game mechanic everyone without a major disability can do. He's absolutely AWFUL.
Oh and "getting to master" is literally means you got out of the tutorial ranks. Master is where you get your elo score, and is where the game actually starts to match you with similar opponents instead of people grinding similar rank. It's so you can have sufficient time to learn the characters, and if you have a tough time getting to master you are literally being told by the game "you still suck." Getting to master isn't some massive accomplishment like a high ranking, the game PUSHES you towards master with winstreaks and minimum rank caps. Him dropping ranked when he hits master is him dodging the game showing how actual garbage he is and avoiding actually similarly skilled opponents.