I reckon the logo is aiming to be similar to that of a UFC logo. Looking at Luke's look and style of fighting in SFV that kinda checks out?
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Like Maxamilion dood said in his what SF6 needs I think it needs a mechanic like Parry from III or IV and its focus attack. Not sure how I feel about RE engine models I mean how is Chun Li,Cammy and Blanka, Guile first ones that come into my head gonna look if realistically modelled!? But we shall see.Last edited by JU!; 21-02-2022, 18:49.
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Originally posted by JU! View PostLike Maxamilion dood said in his what SF6 needs I think it needs a mechanic like Parry from III or IV and its focus attack. Not sure how I feel about RE engine models I mean how is Chun Li,Cammy and Blanka, Guile first ones that come into my head gonna look if realistically modelled!? But we shall see.
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V-Trigger is a double edged sword in my opinion. Basically a come back/last chance mechanic. I like it and I don't. I've been playing as Rose lately and you could be getting battered, but with one hit confirm I could potentially take 40-50% health from my opponent using her Alpha style custom combo V-Trigger. Every character has 2 and they're all mostly different applications for the most part, but they can all turn the tide in a battle.
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Originally posted by Cassius_Smoke View Post
With the cheapening out Capcom has done for their recent fighters, bare bones SFV launch and MVC infinity ****e my confidence in this is pretty low now.
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Originally posted by hudson View PostV-Trigger is a double edged sword in my opinion. Basically a come back/last chance mechanic. I like it and I don't. I've been playing as Rose lately and you could be getting battered, but with one hit confirm I could potentially take 40-50% health from my opponent using her Alpha style custom combo V-Trigger. Every character has 2 and they're all mostly different applications for the most part, but they can all turn the tide in a battle.
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Originally posted by Asura View PostOh, so it's more like those fighters where every character has a unique mechanic, like Shun Di's drinking in Virtua Fighter or Gen's stance-changes in most of his SF appearances? Doesn't BlazBlue work like that?
I like it. I've said loads of times in here that the last couple of seasons of SFV have made the game on of my favorites over the years.
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I've always felt that, other than being a 2D fighter at the dawn of 3D, the parry system was one of the things that put people off SF3 at the time. Whilst it looks great as a head to head mechanic and is tactical, I think as most play it in single player it just made the CPU feel cheap whenever it happened whether fairly or unfairly.
I kind of feel Street Fighters gimmick might be best if it were the lack of one, a more back to basics approach. As much as the e-sports and core fans fixate and debate about V-Triggers, Red Focuses, Ultras etc I think they very quickly become over focused and off putting. Though SF4 had them, it's likely no coincidence that the entry most designed to hark to SF2 did the best. It comes back around to the SF5 complaint, Capcom should be largely ignoring the esports/core crowd for now and focusing on the general masses. The Super/Ultra eras are where the smaller, dedicated fanbases should get greater attention so as to avoid another damp launch like SF5 had.
Leading with Luke is a mistake as well, he's still a very weak design and audiences rarely seem to take to prominent new characters. Instead they build them up over time if received well.
The logo, well, it plainly sucks and is a bad attempt at refreshing the series image which only needs refreshing if your Capcom and you've misread why SF5 struggled. Hell, you can even merge the classic logo with the new one and make a better looking variant but no... even the 6 doesn't look like a pleasured giraffe. No joy for fans at all.
Honestly, it's still kind of the vibe that Street Fighter IV was something of a fluke and Capcom doesn't really know how to handle its fighters these days
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Originally posted by Neon Ignition View PostI've always felt that, other than being a 2D fighter at the dawn of 3D, the parry system was one of the things that put people off SF3 at the time. Whilst it looks great as a head to head mechanic and is tactical, I think as most play it in single player it just made the CPU feel cheap whenever it happened whether fairly or unfairly.
But now I'm in my 30s, and I've accepted I just don't have those reflexes anymore. I'm out of practice, admittedly, but I know from games in general that I could never be like that again.
But the Focus System was really good, because the time window it creates made up for that, while offering a similar experience. And I loved the metagame of how some things "break armour", or have 2 hits which breaks the focus.
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Looking at the latest Devil May Cry and Resident Evil games, SF 4 and 5 had a consciously terrible art style. The fifth game had some lovely use of colours in a few stages, but their character designs peaked with Sf2 and zero / alpha. SF 2 still has some of the most memorable music to feature in any game series.
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