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Street fighter 6 looks mid imo

Having played it, watched a lot of it, and reading this thread I’m dumbfounded by a lot of your takes.

PS3 tier graphics ? Get off your 480P device you clowns.

No new mechanics ? Yes because every other fighter is introducing new mechanics. This is a giant shift in how the fundamental game is played with all the changes and additions. Were you butt hurt when SF3 only had parry mechanics ?

Boring roster ? Bro they have a LOT of fresh new characters for the core cast.

Some of you all are smoking shit or are Ed Boon burner accounts.

Fuck out of here.
I have played a lot and watched a lot also. Graphics are very good. I guess Drive rush into or out of moves to extend combos isn't a new mechanic? Even the OG fighters got absolutely ridiculous kit additions. Gief is going to be a nighmare. JP looks OP and fun as fuck and Marisa those two will be my mains. Pocket Gief and AKI. Anyone poo pooing on the roster is tripping balls.
 

kunonabi

Member
I have played a lot and watched a lot also. Graphics are very good. I guess Drive rush into or out of moves to extend combos isn't a new mechanic? Even the OG fighters got absolutely ridiculous kit additions. Gief is going to be a nighmare. JP looks OP and fun as fuck and Marisa those two will be my mains. Pocket Gief and AKI. Anyone poo pooing on the roster is tripping balls.
Dash canceling moves isn't new. Not even to Street Fighter.
 

OneDrop_

Neo Member
Only online have I seen negative views on SF6. Myself and irl friends are all looking forward to it after the mid sf5 release. Day one purchase no doubt.
 

aclar00

Member
DS3 was good but I also like the DS4's dpad.
But for SF I need six face buttons so I couldn't use any Sony or Microsoft pad.

I feel you. I've been playing with a dualshock for so long I don't really know any other way to play. Even arcade sticks are weird for me and I grew up on them.

I also feel like I'm the only person that changes the default button layout.
 

Fess

Member
Beard and hair looks bad and don’t blend into the face.

City area in world tour looks flat and empty.

Besides that I think it looks great. I liked the demo but wish they showed more characters.
 
It's original within the bounds of a street fighter game. No other mainline street fighter game that isn't a crossover has had tag team.

New mechanics are important to keep the series fresh. And there is plenty of new ground to be explored, other series are able to introduce new mechanics every game so SF should be able to as well.

Most other fighting games are not focused on footsies the way SF is. So certain mechanics that negate focus on footsies, wouldn't work in a proper SF game.

I think you're also ignoring the subtleties in what mechanics SF6 is bringing back from prior games. Parries in SF6 function differently from 3rd Strike because in 6 they're complemented by the Drive system and you can't air parry in 6 like you can in 3rd Strike. Drive Rush off a parry or guard may seem similar to Guard Cancels from the Alpha games, but again they have different functionality in 6 because of the other systems they interact with, that weren't present in the Alpha series.

The speed definitely doesn't not look as fast as V. There is a metric shit ton more screenpause on things like drive impact and drive reversal, fall/knockback floatiness, etc.

On certain things like jab strings you can tell 6 is faster than 5 in part because there is no stupid three-frame buffer window in 6. Look at footage of Ryu players doing three crouching jabs into a Special vs., say, Urien doing 3 crouching jabs into EX Headbutt in SFV; the former is faster.

The speed's there in 6 where it still matters, with cancels & links for instance. Hit pause on EX attacks isn't noticeably more than in 5 from what I've seen, I think there are just some ways REEngine handles animations that UE4 did differently, and maybe you are conflating things on that front.

One of the few jarring things with 6 IMO are the grab tech animations; they look like they "snap" from the grab instance to suddenly the characters being far apart having tech'd. I think SFV's animation for that was better, same for 3rd Strike. I don't remember how SFIV's grab tech animation was like. I think for 6 they just need more transitional frames from the point of the tech being engaged to the characters actually pushing away.

Same SFV just feels so clunky compared to IV and surprisingly enough VI somehow manages to surpass V in that regard.

I kind of disagree with this. IV had a few big issues IMO. Visual confirmation for jabs and shorts was barely present; you (literally) got the bare minimum visual feedback to tell if your jabs or shorts were connecting. That combined with another big issue in IV: over-reliance on one-frame links. A lot of the best combos in the game, even a lot of intermediate ones, required you do one-frame links, and lots of them. It was just a huge barrier that IMO felt arbitrary.

3S is usually considered one of the, if not THE, most complex of mainline SF games, and it didn't actually rely a lot on one-frame links at all. Yes, some characters had big combos that required them, but they didn't dominate the meta in the high-level play the way they did in SFIV. 3S also didn't require reliance on techniques like plinking; that's another issue with IV and it pretty much made playing with anything but an arcade stick impossible at high-level play, especially if you were playing characters like Gen or C.Viper (who both relied a ton on one-frame links and tech like plinking, negative edge etc.).

I do like IV's speed though, and I do wish V and VI at least had speed options so you could adjust the speed to match it. But that would probably screw up the balance in frame data.
 
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BadBurger

Many “Whelps”! Handle It!
It looks good to me, better than 5 at least. They even added butt cheek physics for Cammy for those that lust over video game characters.
 

Phase

Member
It feels like a huge chunk of game devs aren't even trying anymore. Majority of AAA games coming out nowadays have trash gameplay. Gameplay in gaming in general has steadily declined over the years. Less smooth, clunkier all around, in every genre. Why don't they understand that fun, smooth gameplay and mechanics trump everything? IT'S A GAME!
 
I want fighting games to evolve just like the shooters and action adventure games did from their simple 2d beginnings. Fighting games are stuck in the past in comparison.

Action adventure and even hack and slash games don’t let us fight like Neo in the matrix. Tom cruise doesn’t just shoot guns in his movies. He punches, kicks, throws, pulls up insane moves we see in fighting games but not in any other game. I want that moveset in a story based campaign like mortal kombat. But i don’t want 1v1 basic fights splitting up fancy cutscenes. I want the whole game to play out like that. Have the actual character fights be boss fights.

It’s been 30 fucking years since sf2 came out. Let’s move on. These increments upgrades and revisions belong in the sports genre. I want these talented devs to take the fighting genre to the next level.

The Spikeout games from Sega kind of did what you're suggesting. Large fighting game-like moveset openly usable in a 3D space against multiple characters, something of a story, in a beat-em-up framing.

The games didn't do super hot financially though. They were released between 1998 and 2005.

It feels like a huge chunk of game devs aren't even trying anymore. Majority of AAA games coming out nowadays have trash gameplay. Gameplay in gaming in general has steadily declined over the years. Less smooth, clunkier all around, in every genre. Why don't they understand that fun, smooth gameplay and mechanics trump everything? IT'S A GAME!

And how does any of this apply to Street Fighter 6?

The FGC is a cancer to fighting games. Just a corrupt, easily bought community.

The same FGC that rejected companies coming in to dilute it by being weary of eSports companies way longer than any other competitive community by far?

You're saying that FGC is corrupt and easily bought? 🤣🤣
 
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I don’t really like the look or music of SF6, but it’s fun to play. The changes they’ve made to the combos will finally open the series up to much needed variety.
 

nikos

Member
After playing the betas, I'm afraid I'm not going to like it for various reasons. I also didn't really like SFV.

SFIV was my main game for pretty much the entire time it was current and I was a massive SF fan prior. Hope I'm wrong, it's a shame.
 

Phase

Member
And how does any of this apply to Street Fighter 6?
From OP's original post:
- No new mechanics at all just a repackaging of tweaked versions of already existing mechanics into one meter.

- Due to the seperation of the super meter and EX moves, now there will be no commitment to using supers so people will just abuse the hell out of them and get free comebacks. Like what happened with Ultra Combos in SF4 or Fatal Blows in MK11.

- Game looks extremely slow with even more emphasis on slo-mo animation pauses compared to 5(which already looked pretty clunky compared to 4) at the expense of speed and fluidity. I mean just look at the animation for the focus attack equivalent, it's drowning in frames.
 
Fighting games need to evolve but the fighting gaming community wants to hold it back to simple 1v1 combat until they die.

You will have to wait till 2080 for all the millennials who were raised in arcades to die off.
Well, I mean, that's what makes them fighting games. There have been many attempts to make them different and many of them have even been quite successful. Veering too much off course, though, would make them cease to be fighting games. And honestly, I'm not sure that there isn't enough room for growth as it is. Games like Smash Bros with it's 2-8 player platform friendly mechanics, Dragon Ball Fighterz with it's heavy reliance on auto-combos, and Dissidia with it's heavy RPG focus have shown that the fighting game genre is certainly not being held back from evolving. That's not even counting the really weird experimental stuff like Capcom's Powerstone and Sega's Virtual On.
 
Most other fighting games are not focused on footsies the way SF is. So certain mechanics that negate focus on footsies, wouldn't work in a proper SF game.

I think you're also ignoring the subtleties in what mechanics SF6 is bringing back from prior games. Parries in SF6 function differently from 3rd Strike because in 6 they're complemented by the Drive system and you can't air parry in 6 like you can in 3rd Strike. Drive Rush off a parry or guard may seem similar to Guard Cancels from the Alpha games, but again they have different functionality in 6 because of the other systems they interact with, that weren't present in the Alpha series.



On certain things like jab strings you can tell 6 is faster than 5 in part because there is no stupid three-frame buffer window in 6. Look at footage of Ryu players doing three crouching jabs into a Special vs., say, Urien doing 3 crouching jabs into EX Headbutt in SFV; the former is faster.

The speed's there in 6 where it still matters, with cancels & links for instance. Hit pause on EX attacks isn't noticeably more than in 5 from what I've seen, I think there are just some ways REEngine handles animations that UE4 did differently, and maybe you are conflating things on that front.

One of the few jarring things with 6 IMO are the grab tech animations; they look like they "snap" from the grab instance to suddenly the characters being far apart having tech'd. I think SFV's animation for that was better, same for 3rd Strike. I don't remember how SFIV's grab tech animation was like. I think for 6 they just need more transitional frames from the point of the tech being engaged to the characters actually pushing away.



I kind of disagree with this. IV had a few big issues IMO. Visual confirmation for jabs and shorts was barely present; you (literally) got the bare minimum visual feedback to tell if your jabs or shorts were connecting. That combined with another big issue in IV: over-reliance on one-frame links. A lot of the best combos in the game, even a lot of intermediate ones, required you do one-frame links, and lots of them. It was just a huge barrier that IMO felt arbitrary.

3S is usually considered one of the, if not THE, most complex of mainline SF games, and it didn't actually rely a lot on one-frame links at all. Yes, some characters had big combos that required them, but they didn't dominate the meta in the high-level play the way they did in SFIV. 3S also didn't require reliance on techniques like plinking; that's another issue with IV and it pretty much made playing with anything but an arcade stick impossible at high-level play, especially if you were playing characters like Gen or C.Viper (who both relied a ton on one-frame links and tech like plinking, negative edge etc.).

I do like IV's speed though, and I do wish V and VI at least had speed options so you could adjust the speed to match it. But that would probably screw up the balance in frame data.
>Most other fighting games are not focused on footsies the way SF is. So certain mechanics that negate focus on footsies, wouldn't work in a proper SF game.

I don't see why SF having a focus on footsies and introducing new mechanics should be mutually exclusive things. That isn't an excuse for a lack of innovation. I guess by that logic there shouldn't have been any new mechanics introduced after SF2.

>On certain things like jab strings you can tell 6 is faster than 5 in part because there is no stupid three-frame buffer window in 6. Look at footage of Ryu players doing three crouching jabs into a Special vs., say, Urien doing 3 crouching jabs into EX Headbutt in SFV; the former is faster. The speed's there in 6 where it still matters, with cancels & links for instance. Hit pause on EX attacks isn't noticeably more than in 5 from what I've seen, I think there are just some ways REEngine handles animations that UE4 did differently, and maybe you are conflating things on that front.

Whatever way you slice it, it is still overall slower than V and has more hitstop than V.

>I kind of disagree with this. IV had a few big issues IMO. Visual confirmation for jabs and shorts was barely present; you (literally) got the bare minimum visual feedback to tell if your jabs or shorts were connecting. That combined with another big issue in IV: over-reliance on one-frame links. A lot of the best combos in the game, even a lot of intermediate ones, required you do one-frame links, and lots of them. It was just a huge barrier that IMO felt arbitrary. 3S is usually considered one of the, if not THE, most complex of mainline SF games, and it didn't actually rely a lot on one-frame links at all. Yes, some characters had big combos that required them, but they didn't dominate the meta in the high-level play the way they did in SFIV. 3S also didn't require reliance on techniques like plinking; that's another issue with IV and it pretty much made playing with anything but an arcade stick impossible at high-level play, especially if you were playing characters like Gen or C.Viper (who both relied a ton on one-frame links and tech like plinking, negative edge etc.).

Most of this is just fluff about SF4 tech which doesn't reflect my original point. I'm not talking about one frame links or plinking i'm talking about animations being smooth and not carrying so much hitstop.

3S was buttery smooth animation wise, more so than IV even and didn't rely on OFL or plinking. So what's stopping VI from having smooth animations too?
 
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>Most other fighting games are not focused on footsies the way SF is. So certain mechanics that negate focus on footsies, wouldn't work in a proper SF game.

I don't see why SF having a focus on footsies and introducing new mechanics should be mutually exclusive things. That isn't an excuse for a lack of innovation. I guess by that logic there shouldn't have been any new mechanics introduced after SF2.

Okay so what new mechanics were you hoping for specifically? Outside of tag, because I don't think tag in a mainline SF would really tonally fit. It's meant to be 1v1, tag mechanic would mess that up and any tag mechanics would be better served in a new VS title.

>On certain things like jab strings you can tell 6 is faster than 5 in part because there is no stupid three-frame buffer window in 6. Look at footage of Ryu players doing three crouching jabs into a Special vs., say, Urien doing 3 crouching jabs into EX Headbutt in SFV; the former is faster. The speed's there in 6 where it still matters, with cancels & links for instance. Hit pause on EX attacks isn't noticeably more than in 5 from what I've seen, I think there are just some ways REEngine handles animations that UE4 did differently, and maybe you are conflating things on that front.

Whatever way you slice it, it is still overall slower than V and has more hitstop than V.

It's not slower than V, though. It's faster in terms of normals. Again, go look at some pros playing with Jamie, Ryu, etc. SF6 has more Specials with emphasis on hitstop, and the Supers may be more cinematic, but I think you're conflating more frames of animation (transitional frames) with it being slower.

Again, 6 doesn't have the three frame built-in buffer window of 5, so even things like jabs are faster because they're actual three-frame jabs.

>I kind of disagree with this. IV had a few big issues IMO. Visual confirmation for jabs and shorts was barely present; you (literally) got the bare minimum visual feedback to tell if your jabs or shorts were connecting. That combined with another big issue in IV: over-reliance on one-frame links. A lot of the best combos in the game, even a lot of intermediate ones, required you do one-frame links, and lots of them. It was just a huge barrier that IMO felt arbitrary. 3S is usually considered one of the, if not THE, most complex of mainline SF games, and it didn't actually rely a lot on one-frame links at all. Yes, some characters had big combos that required them, but they didn't dominate the meta in the high-level play the way they did in SFIV. 3S also didn't require reliance on techniques like plinking; that's another issue with IV and it pretty much made playing with anything but an arcade stick impossible at high-level play, especially if you were playing characters like Gen or C.Viper (who both relied a ton on one-frame links and tech like plinking, negative edge etc.).

Most of this is just fluff about SF4 tech which doesn't reflect my original point. I'm not talking about one frame links or plinking i'm talking about animations being smooth and not carrying so much hitstop.

3S was buttery smooth animation wise, more so than IV even and didn't rely on OFL or plinking. So what's stopping VI from having smooth animations too?

SFIV's animations were "smooth" in that there wasn't a lot of transitional frames of animation in many of the attacks, but positions would shift to simulate movement off key frames and the reduced number of transitional frames. It's a design decision that may've also been informed by technology limitations.

But IV's positives in animation were nullified (IMO) by the gaudy artstyle. That game simply hasn't aged well visually, though some of the backgrounds still look good. I don't get your complaint of 6 not having smooth animations and the ironic thing is 3S and 6 seem to have a similar emphasis on transitional animation frames. 3S had lots of them for attacks in addition to key frames, that's why it looked so smooth. 6 is doing the same thing, it just adds a bit more emphasis on key hits of attacks but again, it's only more noticeable with some attacks and not others. In some cases it also comes down to the style of the character, I'd think.
 

Skyfox

Member
Garbage dpad and 4 face buttons?
MusmGjG.gif
The dualsense dpad is amazing...

Or am I misunderstanding you somehow?
 
I've warmed up on this game a little more after seeing more gameplay footage.

The new parry system is reworked enough to seperate it as an entirely different mechanic from 3s parries. If anything it's looking to be the SF equivalent of Faultless Defense from the Guilty Gear series which is neat.

Whilst supers are seperated from the main meter, you can choose between low level and high level supers depending on the situation so at least it isn't just a braindead comeback mechanic like Ultra Combos were. A little bit concerned combos will be too long being able to burn both multiple low level supers and 6 EX specials or multiple drive rush cancels in a combo simultaneously however.

Also JP looks baller as fuck with his mage like playstyle and portal shenanigans(reminds me of MKX quan chi).
 
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Northeastmonk

Gold Member
I’m not getting the characters I want like Bison, Vega, Balrog, or Sagat off the bat. Most importantly I’m not getting Akuma (Gouki). I spent lots on SFII, III, all the versions of IV, and the majority of V. I feel like we are on the same story track of III where there’s an obvious rival of Ryu, but it’s not the same as a Sagat type of rivalry. It’s Luke and Ryu battling it out with an urban street vibe to everything. If the rivalry is about Luke being 10x faster than Ryu then I’m 100% not interested. Lol

I want to get excited about it. I’m not feeling it yet. Still debating on getting it at launch. I feel like I would get tired of training mode if I got it right away. I bought SFV at launch, dropped it after a couple months and didn’t play it again until 2-3 season passes later. Cool pallet of colors though.
 
I’m not getting the characters I want like Bison, Vega, Balrog, or Sagat off the bat. Most importantly I’m not getting Akuma (Gouki). I spent lots on SFII, III, all the versions of IV, and the majority of V. I feel like we are on the same story track of III where there’s an obvious rival of Ryu, but it’s not the same as a Sagat type of rivalry. It’s Luke and Ryu battling it out with an urban street vibe to everything. If the rivalry is about Luke being 10x faster than Ryu then I’m 100% not interested. Lol

I want to get excited about it. I’m not feeling it yet. Still debating on getting it at launch. I feel like I would get tired of training mode if I got it right away. I bought SFV at launch, dropped it after a couple months and didn’t play it again until 2-3 season passes later. Cool pallet of colors though.
Take a look at JP. He's the closest thing to Bison in this game but way cooler imo.

But other than him I agree, pretty underwhelming roster. I'm very eager to see how Akuma is adapted in this game. He's going to be an absolute beast.
 

RCU005

Member
I don’t play fighting games, but somehow I love following character reveals and overviews.

About the art style, this is the third game in a row with horrible art style. We’re still stuck with a rendition of the terrible (huge) proportions of SF4!

Either go realistic like Mortal Kombat 11, or go back to anime style and do a cell shading game like Strive.

Whoever is designing these characters needs to go, as well as the one who is approving it.
 

yurinka

Member
- No new mechanics at all just a repackaging of tweaked versions of already existing mechanics into one meter.

- Due to the seperation of the super meter and EX moves, now there will be no commitment to using supers so people will just abuse the hell out of them and get free comebacks. Like what happened with Ultra Combos in SF4 or Fatal Blows in MK11.

- Game looks extremely slow with even more emphasis on slo-mo animation pauses compared to 5(which already looked pretty clunky compared to 4) at the expense of speed and fluidity. I mean just look at the animation for the focus attack equivalent, it's drowning in frames.

- New parrying system looks too easily abusable

- Character models look worse than V

- Meh tier starting roster. Emo Ken is cool though.
I suggest you to play it, you'll be surprised and will see you're wrong in mostly everything.

Regarding the character models, they are way better and way more detailed in SF6 (and extra point for muscle deformations etc), even if I personally prefer the SFV/SFIV more cartoonish/anime-ish art style. I'd use instead a cel shaded artsty that would mimic a mixture of SF3, SFA and the SF2 animated movie.

I want the deep fighting combat mechanics in an actual action adventure game. The melee combat systems of souls, dmc and gow are all reliant on weapon melee combat. I want to play melee game where i can do more than just punch and kick and these shooters and action games are just not doing it for me.

Mortal kombat has these great story modes with incredible setpieces and cutscenes. I want to actually play those cutscenes.
I think you'll like the World Tour mode of Street Fighter 6, even if I think will be a relatively short story mode that somehow will be focused on being a fun tutorial to learn to play the game and fighting games and to practice to improve.

Seems like a small Yakuza but with Street Fighter mechanics.
Probably reddit. I mean, they litelary love the boxart:
street-fighter-6-box-art-leaked-v0-33j6wl0xpr4a1.png

The box is awful. Let's hope they change it before the release.
 
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I don’t play fighting games, but somehow I love following character reveals and overviews.

About the art style, this is the third game in a row with horrible art style. We’re still stuck with a rendition of the terrible (huge) proportions of SF4!

Either go realistic like Mortal Kombat 11, or go back to anime style and do a cell shading game like Strive.

Whoever is designing these characters needs to go, as well as the one who is approving it.
SF4 looked awesome, don't lump that in with the boring weird semi-realism style of 5 and 6.
 
I was hype for this game, but after I played a bit of the beta I walked away very disappointed. It all just feels a little unpolished? Especially the open world bit. I keep hoping a fighting game campaign will capture the magic of Soul Calibur 2's.. The music, unlocks, story, presentation... all of it felt so good at the time. This just feels a bit slapped together.

But I'm not really a fan of fighting games at a competitive level, or even really street fighter as a brand. I don't particularly care about the Indepth fighting mechanics, I just wanted to play a fun campaign and this doesn't really seem worth the time. Also for all the talk about the "modern control scheme" it felt a little awkward and confusing to engage with.

Anyway, guess this is a filthy casual response, but I'm going to pass on this game for sure, and I was interested in it before the beta.
 
I suggest you to play it, you'll be surprised and will see you're wrong in mostly everything.

Regarding the character models, they are way better and way more detailed in SF6 (and extra point for muscle deformations etc), even if I personally prefer the SFV/SFIV more cartoonish/anime-ish art style. I'd use instead a cel shaded artsty that would mimic a mixture of SF3, SFA and the SF2 animated movie.
I already retracted my point on parries. The new parry system looks like the SF version of FD from GG.

Still hold my point on character models, some of them objectively look weaker than Vs models like Ryu.
 

yurinka

Member
It feels like a huge chunk of game devs aren't even trying anymore. Majority of AAA games coming out nowadays have trash gameplay. Gameplay in gaming in general has steadily declined over the years. Less smooth, clunkier all around, in every genre. Why don't they understand that fun, smooth gameplay and mechanics trump everything? IT'S A GAME!
From what we seen in the betas and demo Street Fighter 6 has the best gameplay that any Capcom fighting game had at launch at least since the 2D days.

It also has the smoothest gameplay with the best input lag seen in a Capcom game since the CRT days.

I already retracted my point on parries. The new parry system looks like the SF version of FD from GG.
Regarding the mechanics, they are way more deep than they apparently seem. First because several of them have subtle stuff that many people didn't realize and second because of how they interact in different way with the other ones.

As an example: the parries now you mention them. Not only because of the differences between normal and perfect parry (which also adds damage scaling), everything related with them and the drive meter management, how they interact with the parry drive rush, parry drive rush cancel, drive reversal, drive impact... they have a lot of things, allow to do many things and have many implications in many oher things.

Way more deep, way more complex, way more options than in any previous Capcom fighting game. They are very different from the parries we saw in previous SF games. I mean, as an example you can't perfect parry projectiles.

All this applies to many other mechanics. Yes, they are inspired by mechanics from previous SF games in their main concept or idea. But then they have a ton of details and layers that specially when combined with other mechanics and other parts of the gameplay system they keep adding more and more depth because of many possible options and implications.

And we're only scratching the surface. A surface that seems pretty familiar, but when going deep things change a lot.
 
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From what we seen in the betas and demo Street Fighter 6 has the best gameplay that any Capcom fighting game had at launch at least since the 2D days.

It also has the smoothest gameplay with the best input lag seen in a Capcom game since the CRT days.


Regarding the mechanics, they are way more deep than they apparently seem. First because several of them have subtle stuff that many people didn't realize and second because of how they interact in different way with the other ones.

As an example: the parries now you mention them. Not only because of the differences between normal and perfect parry (which also adds damage scaling), everything related with them and the drive meter management, how they interact with the parry drive rush, parry drive rush cancel, drive reversal, drive impact... they have a lot of things, allow to do many things and have many implications in many oher things.

Way more deep, way more complex, way more options than in any previous Capcom fighting game. They are very different from the parries we saw in previous SF games. I mean, as an example you can't perfect parry projectiles.

All this applies to many other mechanics. Yes, they are inspired by mechanics from previous SF games in their main concept or idea. But then they have a ton of details and layers that specially when combined with other mechanics and other parts of the gameplay system they keep adding more and more depth because of many possible options and implications.

And we're only scratching the surface. A surface that seems pretty familiar, but when going deep things change a lot.
Yeah there is a lot of potential here. Meter micromanagement will definitely play a much bigger role than previous games and make it feel more strategic. Then there's also the buffs and unique traits(like Jamie's drink or Ryu's denjin mode) most of the roster has access to.
 

IDKFA

I am Become Bilbo Baggins
Street Fighter x Tekken? Marvel VS series? Tag team SF6 would've been like those just with all SF characters. Not too original outside of window dressing.

I don't know why it needs new mechanics to be good per se; we're at a point where there's not much you can do to with the formula outside making the game fully 3D

And that's what the series has needed for a long time.

It's still just a 1v1 2.5D fighting game.

Imagine if it was fully 3D? Not only that, but an over the shoulder camera. Then make the fighting arenas huge, sprawling areas (a full village, a massive forest etc) with Battlefield levels of destruction. Imagine knocking people through buildings, using trees as bats or setting an elephant on fire and throwing it at your opponent? Also have matches that go from 1v1 to 6v6 max.

In addition to this, make a compelling, dark, twisted and award winning story and hire A list Hollywood actors for voice roles.

Seriously, Capcom should just hire me to design SF7.
 
And that's what the series has needed for a long time.

It's still just a 1v1 2.5D fighting game.

Imagine if it was fully 3D? Not only that, but an over the shoulder camera. Then make the fighting arenas huge, sprawling areas (a full village, a massive forest etc) with Battlefield levels of destruction. Imagine knocking people through buildings, using trees as bats or setting an elephant on fire and throwing it at your opponent? Also have matches that go from 1v1 to 6v6 max.

In addition to this, make a compelling, dark, twisted and award winning story and hire A list Hollywood actors for voice roles.

Seriously, Capcom should just hire me to design SF7.
This is unironically what someone(who posted earlier) on this thread wants lol.
 
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yurinka

Member
They won't, but it will change either way once the major updates start happening like SFV. We'll have to put up with it for now though.
At least in Spain there is a retailer exclusive (Game) steelbok with a different cover which isn't great but at least isn't bad, but sadly this edition doesn't include the DLC other than the preorder bonus costume colors for a few characters (it adds a Juri shikishi) :


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I mean, using that cover for all the editions would be enough for me. In fact, I hate to see that there isn't a physical version of the Ultimate Edition
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dacuk

Member
"They are replacing Ryu, the most boring main character ever...""
- Oh, yes.
"... with the most generic character ever"
- Oh, no.
 
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93xfan

Banned
Having played it, watched a lot of it, and reading this thread I’m dumbfounded by a lot of your takes.

PS3 tier graphics ? Get off your 480P device you clowns.

No new mechanics ? Yes because every other fighter is introducing new mechanics. This is a giant shift in how the fundamental game is played with all the changes and additions. Were you butt hurt when SF3 only had parry mechanics ?

Boring roster ? Bro they have a LOT of fresh new characters for the core cast.

Some of you all are smoking shit or are Ed Boon burner accounts.

Fuck out of here.
100% agree. Game is fantastic fun from the limited demo. Can’t wait for the final release!!!
 

Hot5pur

Member
Crazy how all over the place opinions are.
I keep reviewing more gameplay and I think the gameplay itself is quite solid. Some of the aesthetic choices and singleplayer mode...meh. Graphically the environments could have been significantly better, character models are ok, some are kinda off-putting but overall nice characters.

I can see die hard fgc ppl being hyped but for the average gamer this might be a curiosity.
 

Pejo

Member
I know they're probably trying to avoid IP fatigue and confusion, but I wish we'd get a more stylized faster Street Fighter like a reboot of the Alpha series, with something similar to GG's aesthetics. These 3D models might just be the ugliest in a fighting game since early KoFXIV. Not in a multi-generational gap kind of way but just the characters and art itself is fucking ugly.
 
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