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    Originally posted by MrKirov View Post
    Have you maybe tried labbing it a bit to get the timing down? It Definately is a bit more strict in 6 versus 4 and 5. I get caught with it now and again still.
    I did, early on. I can do it with total consistency, 20 times in a row.

    I'm generally thinking that I'm screwing it up on-execution under pressure, but I need to look at some replays.

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      Originally posted by Asura View Post
      I did, early on. I can do it with total consistency, 20 times in a row.

      I'm generally thinking that I'm screwing it up on-execution under pressure, but I need to look at some replays.
      Totally getcha. I’ve done it a lot. Either missing input, having DP come out as Cannon Spike (QCF) or even doing it unnecessarily as muscle memory. All three end up with me being full combo’ed �� Happens to us all I guess. Pressure, especially corner pressure, in this game is crazzzzzy.

      I’ve found 90% of the time block/parry on wake up to be best option nowadays, when they learn that they start trying to throw and then comes the pain of teching throws No way is it reactable in this game, it’s totally got to be a hard read.

      I started jumping to avoid the throw tech game and a bastard Gief started learning and jump
      Throwing me! This game *waaaah*
      Last edited by MrKirov; 18-07-2023, 13:08.

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        Interesting QOL change
        Last edited by wargame; 18-07-2023, 15:14.

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          Oooooo spicy!

          The input timing is pretty quick, and a double tap on a lever is difficult to nail consistently I find, and is Definately easier on a pad. I think that’s a great addition.

          I’m assuming they’re gonna keep the directional input alongside it, so that’s a winner for a lot of folk id say

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            this will help with my crouched confirms for sure.

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              Apparently it’s been confirmed it only works when in neutral or holding forward, so doesn’t directly benefit charge characters.

              It literally seems like it’s to make crouching mediums more comfortable on the hands. Which is great for me, cos they’re what I struggle with the most. You need super dexterous hands in the tight window. Good that I can still use my existing DR combos, but change to a button press for crouching confirms. This game rocks.

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                Yep crouch DR is a pain, I was messing around with Juri yesterday she a lot of her shenanigans requires crouch DR.

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                  My staple caveman combos haven't even been using DR, so this is a significant change for me! Happy to be dragged out into the sunlight, particularly so if it's not going to enable buffering for charge characters. While we're at it, I'm going to confess right now to making full use of the 8 buttons on my stick. Given the prevalence of modern controls, leverless controllers and the like, I shan't be shamed (much)

                  Anyway, I finished up World Tour today so now it's time to begin the game proper and spend a bit more time in practice mode and battle hub.

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                    Quite like Brian F's video around this, which is jointly about the introduction of Rashid as well as this new change, but specifically in context to it coming out so close to Evo. To demonstrate how effective this is going to be for people throwing out jabs and hoping to convert them with DR he borrows a clip of Tokido's (hitbox) inputs where he's throwing out constant jabs but with a dash buffered behind them in a way that is obviously not easy to begin with, but even harder on a lever.



                    What have I most crucially learned in all of this? I've been doing drive rush cancels wrong this whole bloody time! I thought you had to do the full 'shortcut' that folks use from neutral (Forward, Forward + MP + MK) whereas you only need the Forward, Forward input. This would explain some of the issues I was having with trial mode the other day.

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                      Originally posted by fuse View Post

                      What have I most crucially learned in all of this? I've been doing drive rush cancels wrong this whole bloody time! I thought you had to do the full 'shortcut' that folks use from neutral (Forward, Forward + MP + MK) whereas you only need the Forward, Forward input. This would explain some of the issues I was having with trial mode the other day.

                      Sounds like someone didn't sit the game mechanic tutorials...HmmmmmMMMH?

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                        Originally posted by fuse View Post
                        While we're at it, I'm going to confess right now to making full use of the 8 buttons on my stick. Given the prevalence of modern controls, leverless controllers and the like, I shan't be shamed (much)
                        That's a standard layout on stick, no shame whatsoever especially when pad players have a DI button on one of their shoulder buttons. Unfortunately this does sometimes lead to me doing a DI when I want an uppercut cause I am so cack handed.

                        Originally posted by fuse View Post

                        What have I most crucially learned in all of this? I've been doing drive rush cancels wrong this whole bloody time! I thought you had to do the full 'shortcut' that folks use from neutral (Forward, Forward + MP + MK) whereas you only need the Forward, Forward input. This would explain some of the issues I was having with trial mode the other day.

                        Remember those are two different moves, forward, forward + Parry uses one bar and let's you fly across the screen. This cost 1 bar of OD.

                        Cancelable normal, forward, forward let's you get frame advantage to extend your turn, this costs 3 bars.

                        You may already know this but it took me way longer then it should have to realise this myself.

                        I watched one of Takidos matches from week 2 if SFL Japan and that standing jap of his is leathal.
                        Last edited by wargame; 19-07-2023, 09:59.

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                          When I see stuff like this, I feel like I don't even know how to play this game.

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                            Originally posted by wargame View Post
                            When I see stuff like this, I feel like I don't even know how to play this game.
                            I'm not sure how I feel about it.

                            It was possible in SF4, particularly with Chun-Li, to land combos that dealt ~60-70% damage off a single exchange. But there were two mitigating factors.

                            First was that they often involved using an Ultra, which, by defintion, couldn't be done unless you had taken a lot of damage, and reset each round (so the lead player isn't usually going to be able to do this, only the losing player).

                            Second was that they involved using EX energy to FADC (or sometimes EX moves for their unique properties) which had the compounding effect that it made it impossible to end the combo with a super move, as they fed from the same bar.

                            Both of these things meant, purely in terms of a resource-economy standpoint, getting beasted by a player doing this was much less common.

                            Thirdly, it was much, much, much more difficult to do than it is in SF6, at least, I feel that way. Many SSF4's (or even Alpha-3's) crazier combos on characters like Chun-Li and Gen, were difficult to do even in training. The cohort of players who could reasonably do them actually in matches was really quite small, and also, the damage reduction system meant that it was generally more economical to do shorter, more reliable combos than risk EX energy to FADC a longer combo that you were quite likely to screw up.

                            Even in gold, the proportion of people that can land some really spicy **** with the characters is very high.

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                              Don't get me wrong, the combo is impressive and I'd probably not enjoy getting hit by it, but I also don't think it's representative of the problem you're trying to highlight. On top of not blocking the first hit coming off the neutral jump, that combo and the damage you're seeing there requires that Ken being backed into one corner, already under 25% health, and with a full drive gauge - which it then proceeds to expend entirely, alongside his CA gauge, putting him into burnout. If you're in kill range and you're an execution monster then great, but there's plenty of opportunity for this to backfire spectacularly.

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