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

The Mad Titan

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Hold on now breh we can't be judging balance of a 2 day beta:russ:
Lol, yeah I know it's a wild statement, but I just mean mechanically and based off what we have compared to like the beta (loketest) version of 4 and beta of 5
 

Khalil's_Black_Excellence

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Game feels really good already. Only took me about an hour to acclimate to the new systems. Wish I direct access to the beta myself, but might be dumb to purchase a beta code for Josh one day now. And even if I could, but site where to get out from.
 

superchoops

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I'm a anime/marvel head. I think 3s cool, but I never played it a high level.
don't think this is gonna be your type of game, respectfully...i think this is gonna be like 3rd strike. Heavy emphasis on footsies, people mashing parry between your blockstrings so anything thats not lp/lk has a chance of getting perfect parried/blown up, etc etc.

this feels like the first SFV that has a huge emphasis on defensive options right out the gate. Alpha Counter/Parry/Drive Impact are all very strong in their own ways
While having some elements of SF4/SF5, it's gonna be nothing like that because it feels like you always have an option after a block.

Sidenotes:
I tried Juri since i wasn't seeing a lot of her. I might like her more than Jamie rn

Throw range seems deceptively long or it could just be the fast walkspeeds. not sure which yet
 

Blackfyre

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Yea the music ain't really hittin. Them themes are really lacking melodies.

When you look back on classic SF themes, hell classic music period, there's a melody that sticks out

Anybody in here could hum Guile's classic theme. His SF6 shyt? :flabbynsick:
I feel SFVI OST will just be as underrated as SFV’s and that had so many tracks. Been feeling most of the music so far, they even got me humming the Battle Hub theme.

 
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superchoops

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i miss her already :mjcry:

Errant thoughts while I played Jamie and Juri. I'm usually a big normal/grappler type user eventually (King of Dinosaurs in KOF15, Laura/Alex in SFV, etc etc):

This game wants you to be clean and to not use your specials errantly. Punish Counters are the new crush counters which can happen during the recovery of a move. If you like crush counter fishing from sfv or ending all your shyt in specials and you don't space em off correctly, expect a party to be started on you. It ain't crush counter status but it adds a ton of frame advantage to your shyt. Juri could flat out punish counter with s.mp and combo into s.hp. saw a lot of ryu's punish countering with s.hp and going into stand roundhouse or some shyt too. think it's gotta give you 4-5 more frames to play with

Parries aren't as strong as people thought. Perfect Parries are a diff story which help you steal a turn back, but for the love of god don't get thrown while you're parrying :damn: shyt looked like 15% of your life was gone. Also if you get tagged while exiting parry? punish counter.

You don't know fear til your back's against the corner and you're in burnout mode. Unless you're gonna kill with your Drive Rush cancel/EX move, it aint worth it. Your character lookin weak and scared and malnourished out there, color gone from they body, other nikka just walkin up on you because they know you ain't got it like that. Sittin in the corner like :whoa: because you know they lining up a drive impact to get a full stun on you

Drive Rush in neutral is strong as hell but i'm sure people will get around it. The first 3-4 times a nikka goes from midscreen to in your face with an overhead and combos off it is gonna add some points to your blood pressure. it get like that here

Meter staying through rounds is a nice touch even though it feels like you can get up to 3 meters in one round with good play

Throw range seems bigger than SF5 off first glance, throw whiff recovery might be a little bigger too. you can still get throw looped in the corner by some folk.

Sweeps have their own knockdown animation and them shyts are weird to me.

Lastly, when you get someone in a juggle, a big thing now is that it doesn't seem like you can hit a normal to force them to land and eat a meaty/mixup. Even a counterhit air to air requires a special move to capitalize.




Other Juri's were putting in work with the FSE
 

O.Red

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Parries aren't as strong as people thought. Perfect Parries are a diff story which help you steal a turn back, but for the love of god don't get thrown while you're parrying :damn: shyt looked like 15% of your life was gone. Also if you get tagged while exiting parry? punish counter.

You don't know fear til your back's against the corner and you're in burnout mode. Unless you're gonna kill with your Drive Rush cancel/EX move, it aint worth it. Your character lookin weak and scared and malnourished out there, color gone from they body, other nikka just walkin up on you because they know you ain't got it like that. Sittin in the corner like :whoa: because you know they lining up a drive impact to get a full stun on you
Parry so far has proven to be the worst mechanic presented and is not gonna be used if they keep it that way

Why would I take the risk of a perfect parry just to get a super scaled punish? Especially when Drive Impact exists:russ:
And yea those double drive rush combos are just for show don't throw your life away trying to be cool:mjlol:
 

Black Magisterialness

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Game feels really good already. Only took me about an hour to acclimate to the new systems. Wish I direct access to the beta myself, but might be dumb to purchase a beta code for Josh one day now. And even if I could, but site where to get out from.

The game felt good. The new system was super easy to get into and MUCH better than the V-System IMO. I'm scrub status, but there's going to be a lot of new people in the game come release. And I personally, think that's a good thing. Stops the online from being bloated at the top and bottom.

If I can make Diamond in this I'd be happy. But I'll be playing this more than SF V I already feel it.
 

superchoops

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Parry so far has proven to be the worst mechanic presented and is not gonna be used if they keep it that way

Why would I take the risk of a perfect parry just to get a super scaled punish? Especially when Drive Impact exists:russ:
And yea those double drive rush combos are just for show don't throw your life away trying to be cool:mjlol:
It's still early, but I really don't think parry/perfect parry is gonna be used the way you think it is.

Perfect Parry is mainly gonna be used for a call out. If you got a mf (like me in the beta) who's doing something like juri's st.mp into cr.mp and we both know that's not a true blockstring, perfect parry is gonna blow your whole shyt up. Ken doing a spaced out cr.mk into fireball? perfect parry it and you recover 16-18 frames sooner. that's probably punish counter territory. Someone harrassing you with jabs/shorts/mediums like Karin in SFV, or Ryu in SFxT? Parry is there for you. Even the regular one, while not giving you an offensive advantage, is gonna let your opponent know that any moves they do right now are moot

Drive Impact is fun and games until you use yours and your opponent uses theirs after you use yours in order to blow your whole shyt up. Additionally, it gets stuffed after 3 hits.

For Chun Li's super, you're better off blocking it since you can prob get a full punish counter combo afterwards. Drive Impact that thing and there's no doubt you're eating the entire thing, losing more of your drive gauge, and giving up positioning. not worth it breh :damn:

As it stands, each defensive option has it's own purposes and none are universally better than the other.

 

Rell84shots

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Yea the music ain't really hittin. Them themes are really lacking melodies.

When you look back on classic SF themes, hell classic music period, there's a melody that sticks out

Anybody in here could hum Guile's classic theme. His SF6 shyt? :flabbynsick:
Looking back the New Generation & Alpha era games had the best music of any fighting game, hell even EX had some classic tunes.
 

O.Red

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It's still early, but I really don't think parry/perfect parry is gonna be used the way you think it is.

Perfect Parry is mainly gonna be used for a call out. If you got a mf (like me in the beta) who's doing something like juri's st.mp into cr.mp and we both know that's not a true blockstring, perfect parry is gonna blow your whole shyt up. Ken doing a spaced out cr.mk into fireball? perfect parry it and you recover 16-18 frames sooner. that's probably punish counter territory. Someone harrassing you with jabs/shorts/mediums like Karin in SFV, or Ryu in SFxT? Parry is there for you. Even the regular one, while not giving you an offensive advantage, is gonna let your opponent know that any moves they do right now are moot
But it's not tho:russ: from what I've seen parries ain't blowing up shyt that the problem

I'll take that lil bytch ass scaled damage and go right back to my bullshyt

Parries by nature are supposed to be high risk high reward. If I'm taking the risk of leaving myself in a vulnerable state trying to counter I should be able to make that shyt count if I guess right. As it stands now Parry just looks like high risk with no justification

I stand to gain more baiting your Parry than you stand attempting it, even with something as simple as throw:mjlol: you guessed wrong now you've lost meter. And that's not even accounting for the possible meter lost from you blocking a previous sequence into that throw.

Then a whiffed parry leaves you in Punish Counter state too?:mjlol::mjlol::mjlol:parry away breh PLEASE:mjlol:

Drive Impact is risky but I see enough incentive to use it. I see no such incentives with Parry
 
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