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    I think that 3/5 characters being played at the highest tiers are entirely new sends a great message!

    ... that the other two are Ryu and Ken though...

    Still haven't properly gotten into playing this, but have been watching a lot of FGC YouTubers and tournaments getting their teeth sunk into it. Need to get into it myself before I get totally left behind!

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      You should be arrested if you're playing Ryu or Ken.

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        Still glued to this game. According to my PlayStation records I have played this for 300 hours!

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          I jumped back on this weekend, and I've been so impressed with everything, particularly World Tour. Serious question here: can anyone put forward any suggestions for a better single player offering in a fighting game? I've probably still got a long way to go with it, but it feels like it's doing so much right in terms of how much it adds to the core game, how seriously it takes itself, how it handles teaching you new things, the mini-games... I could tell from previews that a lot of effort had gone into it, but I still wasn't expecting it to be as much fun as it is.

          Also did a bit more practice with Marisa and had my first forays into ranked, which went ok, but have left me with plenty of room to move up in the ranks. No denial that I am still playing this like older SF games and as such am very vulnerable to a lot of basic stuff that I need to train myself to react to better

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            Originally posted by fuse View Post
            I jumped back on this weekend, and I've been so impressed with everything, particularly World Tour. Serious question here: can anyone put forward any suggestions for a better single player offering in a fighting game? I've probably still got a long way to go with it, but it feels like it's doing so much right in terms of how much it adds to the core game, how seriously it takes itself, how it handles teaching you new things, the mini-games... I could tell from previews that a lot of effort had gone into it, but I still wasn't expecting it to be as much fun as it is.
            Yeah, I think it's clearly the best fighting game single-player offering ever. Soul Edge and Calibur had pretty good modes, but I think this clinches it because of just how bonkers it is.

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              Started off crappy last week, playing when tired is bad. The game is so fun I wanted to play but I wasn’t in the right headspace for it. In retrospect I should have just played in casual!

              Started the week with a loss of 1000 points and de-ranked from Platinum 3 to Platinum 2 Took a nights break, came back fresh and not only gained it all back and went into Platinum 3 again, but then ranked up to Plat 4!

              Spent a little bit of time in the lab, just 10 minutes or so, just practicing a few DR pressure combos, really trying to nail a few regular inputs for DR of cancellable normals. It paid off I think.

              Pressure is everything in this game. DR essentially prioritises or maintains “your turn”, and the benefit of even a blocked DR combo is consistently high. Either the pressure forces them into a mistake, and you can further DR a cancellable normal into another combo at the risk/reward of burnout, or even that little bit of extra pressure blocked, is at your advantage of the block string taking away from their drive gauge, limiting their options.

              Scope for individual expression in this game is huge

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                The Drive Rush was a great idea by the devs. The problem with V is that coming in and learning was difficult as you needed to be aware of which moves/setup were plus/punishable. If you tried to play it by just looking at spacing, thinking "NOW! Now it's my turn!", more often than not it was still your opponent's turn. With the DR green stuff, you now have to make your own plus frames. Excellent idea by the team.

                Saying that, some characters still seem to have deceivingly looking meterless strings that look like they have space to take your turn back. Juri, Cammy, Ken etc.

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                  Just found out something, though haven't tried it yet.

                  By default, Street Fighter VI has negative edge turned off. It's apparently an option in the options screen (not the controls screen).

                  As this differs from practically every Street Fighter ever, I'm thinking this might help explain why I keep missing the wakeup window for some attacks.

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                    Why would negative edge affect that? But yes, I don't know why that is disabled by default. Same for reduce input delay...

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                      Originally posted by speedlolita View Post
                      Why would negative edge affect that?
                      It's more that I've had this weird feeling about SF6's controls since the start, even though I've been loving the game. Finding out that it has a control setting - any, pretty much - that makes it function differently to prior games means I really need to give it a go.

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                        I have much more issues with how inputs are read, than with negative edge being on or off tbh.

                        The input buffer is a bit weird and interprets some odd things from inputs.

                        However, that’s not my biggest annoyance- that belongs to my inputs being eaten when an opponent does a DR. The flash/freeze frame of an opponent doing a DR removes your current input, which is really aggrivating to say the least.

                        So basically, if an opponent is on the ground, just do a random raw DR and it will stop them from doing a wake up super, or indeed any move, if their input started before you did the DR. The amount of times I’ve gone for a wake up super, the opponent has DR and I’ve lost my input is silly. (Cammys is a missile and can catch people from full screen and goes through fireballs- it’s a great wake up tool)

                        But the same applies to regular wake up DP too, perhaps that’s why you’re struggling? IMO it’s a little broken with how easy it is to smash out a DR, and considering people are now aware, people are smashing out DR’s in oki to limit your opponents moves. I feel that’s less a feature and more a bug personally

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                          I feel like buffering the directions for a wake-up super doesn't register until your character is up on its feet sometimes. Pretty sure it was more forgiving in V/IV etc. Is this what we're talking about?

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                            I believe that’s the struggle Asura is facing yes. The timing to do a reversal on the ground is Definately more strict in SF6, but I think not tough enough to not be able to do consistently. It’s Definately tougher in this game because oki pressure is so much more.. well, pressured in this game that it leads to mistakes.

                            The input buffer in general across the whole game is a bit wonky, or at least, different- there’s a lot of discussion and investigation of it online, as apparently it is quite different to what’s come before.It doesn’t bother me mostly though, usually it’s my fault.

                            My issue isn’t necessarily ground related, but deffo feels like it matters more there- and that’s a DR from an opponent eating your inputs that you’d started and were midway through when the DR occured.

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                              Originally posted by hudson View Post
                              I feel like buffering the directions for a wake-up super doesn't register until your character is up on its feet sometimes. Pretty sure it was more forgiving in V/IV etc. Is this what we're talking about?
                              Juri's overdrive pinwheel is invincible on startup/wakeup. However, if you do it and miss the window, people can get a meaty attack or throw in (because you stand for x frames, then do the move). Back in Street Fighter 4 I never had this problem, but for some reason in 6 I'm seeing it happen practically every game; where I go down, see the other person foolishly go for a meaty when I have meter... But then doing the input on wakeup and getting hit because it didn't work.

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                                Originally posted by Asura View Post
                                Juri's overdrive pinwheel is invincible on startup/wakeup. However, if you do it and miss the window, people can get a meaty attack or throw in (because you stand for x frames, then do the move). Back in Street Fighter 4 I never had this problem, but for some reason in 6 I'm seeing it happen practically every game; where I go down, see the other person foolishly go for a meaty when I have meter... But then doing the input on wakeup and getting hit because it didn't work.
                                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 think it’s a shorter window and a little bit later. I think after a hard knockdown there’s a ground bounce animation if I recall correctly, and the input frames only start from the second ground hit after the bounce, and not from the first hit.

                                This is all from hazy memory, but deffo worth doing a record in the lab and give it a go.

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