The Official Street Fighter 6 thread! We Open world fighting now?!

Khalil's_Black_Excellence

The King of Fighters
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Every character the FGC hates they just turn into a woman and all is forgiven.

Seth = Seth
Marisa = Abigail
AKI = FANG
Poison = Poison :dame:
T. Hawk = Lily
Raven = Master Raven
Bruce = Josie
Guy = Kimberly

Even Manon was originally thought to be an off-shoot of Abel. Definitely his national representative replacement.
 

EndGame

Superstar
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Animations are so beautiful, not like some other fighting game nikkas where sht looks like action figures kicking each other.
 

Batsute

The Lion Choker
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#Hololive
Animations are so beautiful, not like some other fighting game nikkas where sht looks like action figures kicking each other.

:lolbron:

ddcddf6e55ed2b7b321e42e4cd203b14.gif
 

Versa

American Weirdo
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Jersey
Some changes I've come up with going into Season 2

Universal System Changes

- throw looping requires drive rush always

- drive impact meaty does not cause a wall splat if blocked

- drive rush is deactivated anytime a character's fireball is on screen.

- loosen inputs to make it easier to do super without messing up

- reduce hit box on all crouching medium kicks that can be drive rush cancelled

Character Changes

JP
- OD amnesia spheres disappear if JP is hit
- OD amnesia no longer invincible on frame 1
- Reduce juggle ability from drive rush
- Shorten cr. mp hitbox
- jumping heavy punch hurt box expanded
- standing heavy punch hurtbox expanded

Ken
- Dragon lance at worst -3 on block and 0 on block at best
- Run -> dragon lance does not side switch unless meter it is OD.
- jumping fierce hit box reduced and hurtbox expanded
- Standing light punch pushback on block increased

Guile
- Flash kick range reduction
- cr.mk plus frames on hit reduced

Deejay

- jumping light kick puts deejay in floating combo state if he is hit
- reduced recovery on just cool -> light kick
- crouching heavy kick recovery increased
- Drive rush speed reduced

Cammy
- standing light punch hit box reduction
- dive kick damage reduction

Chun Li
- increased recovery on Kikoken
-

Juri

- st.mp reduced from +2 to +1
- st mp pushes further out on block


Blanka
- Blanka Chan dolls do not reset between rounds
- Perfect Parry makes Blanka recover closer to the opponent after blanka ball
- SA2 damage reduction

Luke
- invincibility on Super Art 1 removed
- crouching fierce hitbox reduced
- Jumping heavy punch hitbox reduced and hurtbox expanded

Marisa
- Command grab damage reduced by 10%

Kimberly
- Super Art 1 is a frame 1 reversal
- standing fierce hitbox expansion
- Bomb stash recovers between rounds

Jamie
- Damage penalty without drinks removed
- Jamie loses 2 drinks between rounds but keeps whatever is left over
- crouching heavy kick increased recovery

Lily
- Loses 1 wind stock between rounds but keeps whatever is left over
- tomahawk buster hitbox expanded to give her consistent combo ender without wind
- Give Super Art 3 attack throw properties to make it easier to combo into

Manon
- Drive rush sped up
- command grab sends opponent further away, making oki(offensive pressure afterwards) impossible
- cr.mk special cancellable

Ryu
- standing medium punch increased from -1 on block to +1
- Denjin Charge sped up

Honda
- EX headbutt no longer vulnerable to throw
- Buttsplash is now -3 on block across the board


Dhalsim
- no changes

Rashid
- no changes

Zangief

- Super Ar 1 invincible on frame 1
- lariat hitbox expanded to hit from both sides
 

O.Red

Veteran
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NULL
Some changes I've come up with going into Season 2

Universal System Changes

- throw looping requires drive rush always

- drive impact meaty does not cause a wall splat if blocked

- drive rush is deactivated anytime a character's fireball is on screen.

- loosen inputs to make it easier to do super without messing up

- reduce hit box on all crouching medium kicks that can be drive rush cancelled

Character Changes

JP
- OD amnesia spheres disappear if JP is hit
- OD amnesia no longer invincible on frame 1
- Reduce juggle ability from drive rush
- Shorten cr. mp hitbox
- jumping heavy punch hurt box expanded
- standing heavy punch hurtbox expanded

Ken
- Dragon lance at worst -3 on block and 0 on block at best
- Run -> dragon lance does not side switch unless meter it is OD.
- jumping fierce hit box reduced and hurtbox expanded
- Standing light punch pushback on block increased

Guile
- Flash kick range reduction
- cr.mk plus frames on hit reduced

Deejay

- jumping light kick puts deejay in floating combo state if he is hit
- reduced recovery on just cool -> light kick
- crouching heavy kick recovery increased
- Drive rush speed reduced

Cammy
- standing light punch hit box reduction
- dive kick damage reduction

Chun Li
- increased recovery on Kikoken
-

Juri

- st.mp reduced from +2 to +1
- st mp pushes further out on block


Blanka
- Blanka Chan dolls do not reset between rounds
- Perfect Parry makes Blanka recover closer to the opponent after blanka ball
- SA2 damage reduction

Luke
- invincibility on Super Art 1 removed
- crouching fierce hitbox reduced
- Jumping heavy punch hitbox reduced and hurtbox expanded

Marisa
- Command grab damage reduced by 10%

Kimberly
- Super Art 1 is a frame 1 reversal
- standing fierce hitbox expansion
- Bomb stash recovers between rounds

Jamie
- Damage penalty without drinks removed
- Jamie loses 2 drinks between rounds but keeps whatever is left over
- crouching heavy kick increased recovery

Lily
- Loses 1 wind stock between rounds but keeps whatever is left over
- tomahawk buster hitbox expanded to give her consistent combo ender without wind
- Give Super Art 3 attack throw properties to make it easier to combo into

Manon
- Drive rush sped up
- command grab sends opponent further away, making oki(offensive pressure afterwards) impossible
- cr.mk special cancellable

Ryu
- standing medium punch increased from -1 on block to +1
- Denjin Charge sped up

Honda
- EX headbutt no longer vulnerable to throw
- Buttsplash is now -3 on block across the board


Dhalsim
- no changes

Rashid
- no changes

Zangief

- Super Ar 1 invincible on frame 1
- lariat hitbox expanded to hit from both sides
:dahell: nikka I read this whole list thinking it was real then saw your first line when I scrolled back up :stopitslime:
 
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