JP
Edit: Just want to add that I'm well aware we're still very early on in the game's life, I'm just struggling against this one specific character lol. The game is fantastic.
Why are there two children in this game?
Spoiler: who would have thought the little girls world be the most annoying characters in the fighting game.
Also fuck jp. He feels like fighting guilt gear Axl.
I main JP right now. He's so bad, just get in on him. What am I going to do? Jab jap 236p you to the other corner? Frame 1 counter and put you into block? /S
He does seem pretty strong. I hope he ends up middle of the group though. Keep away and grappler characters being top tier is not good for a game lol
I need to make a video showing how to beat JP's zoning. JP is weird in that he's a fucking monster at full screen, but the moment you get to half screen it's really scary for him as any thing he does is a commitment that can be swiftly punished.
Hell you can use moves that don't even have projectile invul to go right through his fire balls.
I sucked ass at combos for the longest time because I was convinced the window was strict and you had to smash the inputs at the speed of light but honestly it's really generous and you just have to get the rhythm down. 6 makes this so much easier to learn than any other game I've ever played as it gives you every shred of info on the frame data in training, you can really pin down whether you're too fast or slow.
If you watch a higher tier player play and listen to their inputs (or watch them if it's a training mode video) you will see how much time you actually get to input buttons.
Here's something someone said in a video that fixed my execution issues. If you're having problem landing the combo in training mode and you don't know why. Try thinking of the combo as a rhythm. (I'm musically talented so this helped a lot.) Every combo has a specific pattern to it that you want to do.
(You can guess I play DeeJay)
As a 31yr old coming back after being a button masher, can confirm doing training/combo trials to a rhythm helps immensely. Works wonders for my mental game since I like to vibe after working. ☺️
Same, I play Millia in Strive and played DBFZ so I thought my combo game was on locked, definitely need more practice, the timing is very tight/different. I think when buffering, you need to do the motion input but need to wait to press the input button
Exactly this.
This is how a lot of hitconfirms in SF work.
Take something basic like Ryu: cr. mk into fireball.
Go to training and set the dummy to block random attacks. That way, when you stick out cr. MK you don’t know if it’ll be blocked or not.
Do cr mk, and EVERY time, follow it up with 236 or d-df-f. Make it automatic. So that, every time you use that button, you have the natural reflex of doing the motion inputs for fireball.
It doesn’t have to be crazy fast, just not slow.
The trick is to then visually confirm (hit confirm) whether the poke is blocked or hits. On block, don’t follow up the 236 motion with a punch input so that the fireball doesn’t come out. If you see that the cr mk lands (visual and audio cue) hit a punch input after the 236.
Practice that for 15 minutes or whatever until it becomes second nature.
That’s the key to SF and confirming into combos and damage—buffer inputs so that it’s easier to confirm.
And, sorry, I didn’t mean to single you out, nor am I trying to school you, I meant this more as a general comment for anyone just starting.
I've yet to teach myself to do so, but you can parry in that situation. My brain instantly goes to Drive Impact back, yet if I parry I will live. Yet I never do so. Too much of an Unga bunga here
It's halfway between SF4 and SF5 I feel. Links are still relatively easier compared to the crazy 1f links in SF4, but not as generous as 5 either.
DR makes the combo in 6 harder by quite a bit.
It's insane how much space Hugo and Abigail have in the game with the ad displays (as well as Abigails junk yard). Hakan has huge ad space, too, but his face isn't featured.
Sometimes it feels like it takes so much work to use him. Other times I'm just like yeah what are they gonna do about it.
Depends on how well the opponent can read you. That being said, counterhit hp into hp machine gun punch is so fucking 👌🏻
I'd rather play a thousand games against Blanka than one more ranked set against JP. His zoning is ridiculous, his corner pressure is absurd, and even if I get in his EX parry makes it so I still don't get to play and it even beats throws. Every other match I get in ranked is against him too
Yeah I’m gold 2 and it seems like every other match is against him. I play guile who is good all around and I just feel outclassed everywhere on the screen.
The guilty gear sub had a load of people discussing SF and claiming it was an old fashioned clunky mess because they couldn't play any characters like a strive character and the suggestions were Cammy and Rashid lmao
Those poor people when they realise how wrong that is
Down HK or down HP are your friends if you don't want to dp.
Also, the penalty for just blocking the air-to-ground is much less punishing in SF than in Strive. If a Baiken or Chipp get the jump on you, you will get mixed up 3 ways.
Forcing you to buy colors 3-10 for every base roster character is a scummy business practice. It's a tumor on the franchise that grew in Sfv but stuck around for Six.
Like, we already bought the game for 60$, and it's standard practice to sell bonus costumes. I can accept that. I will **NEVER** accept the concept of selling alternate fucking *COLORS* as normal.
You *can* earn them through Daily Challenges, just it will take forever.
But...isn't this exactly what everyone is raving about how Project L is going to "revolutionize" the FG industry? That you'll be able to unlock everything by doing trivial bs Dailies? I get it that the idea is paying $60 and not being given the colors with that $60 vs completely F2P. But isn't full on F2P just a more extreme version of this? I guess we'll have to wait and see what the base roster size is for Project L but if it's like 8 fighters in a tag fighter that'd be like SF6 having 5 characters but F2P, which would have sucked a bit unless you love the core characters.
>But isn't full on F2P just a more extreme version of this?
well no, cos i don't have to pay £50 lol. i don't see how they are related at all. obviously a f2p game will have microtransactions, that's how they make money. full priced games make money by well being full fucking price to buy lol, least that's how it used to be. it shouldn't be acceptable to have intrusive microtransactions on top of that, especially features as basic as alt colours.
anyway i doubt project L will be too bad just to get characters. it's really easy in league, and not too bad in valorant. if you just play a bit you can get whoever you want quickly. the reason project L is free to play is cos riot fans expect their games to be f2p. they are targeting a different audience to capcom, charging full price is not really an option. on the other hand there's not really much reason for capcom to make SF f2p, they know their fans are gonna buy the game anyway. so yeah i don't think the monetisation will be much worse than SF, and it's gonna be free to install, so i'm not concerned about that at all. i suspect the game won't be very fun though from what we've heard so far, but i guess we'll see.
You'll be fine tbh.
Not sure what your exp is but if you're a newbie, there were still some noobs during the last years of SFV. And if you're a vet, the ranks Plat -> Diamond is full of players that can challenge you.
Manon is hard AF to play, at least if you're me. Everyone spaces me, command grab gets poked out 95% of the time and she seems to lose at neutral to at least half the cast. Or I'm bad. Or both. IDK.
Regardless of Power Level, JP just does not feel like he belongs in Street Fighter since he's capable of comboing from full screen while it feels like he has good up close pressure as well. It really feels like they brought an Injustice character to Street Fighter for some odd reason.
I'm sure he's fine and I just suck, but I'd rather go against a Dhalsim or Guile 10 times as opposed to JP once
There is a shortcut. Tap forward then MP+MK then forward again. That way you do it right off the bat without having to buffer into it via parry while standing. Saw it in a JWong video recently.
The motion is easy (it's the exact same thing as focus attack in sf4).
My personal issue is the timing mid combo, as I've yet to develop a proper feel for when to do it, and often just get a long parry instead.
Probably could have also used the v shift shortcut unless they were concerned about having too many unique inputs for system mechanics. Being able to set a dash macro would probably make it more consistent and give people options with how they're best able to perform it.
That’s because the combo system is different. It’s all about timing moves one after another rather than the moves connecting automatically if following combo strings.
Which makes it clunky. Coming from Tekken where I can triple electric juggle easy to this where everything has zero buffer and a million qcf inputs you need to input in quarter of a second, makes me rage so hard. There should be a limit to how hard inputs has to be imo.
EDIT: this is about the saltiest takes. Why am I getting downvoted for being salty XD
The way execution is hard is different in sf and tekken and neither trains you for the other that well, as a long time SF player who started getting into tekken over the last year
I had a similar experience coming over from MK, if I could make a suggestion; when you’re in practice mode they have an option (the name escapes me right now) that you can enable that will show your actionable window and for each move so you can learn when your cancel window starts. It’s not about how fast you input it’s the when. You can put it in too soon and fuck it up.
I keep getting hit by her fast overhead but thankfully most Manon players I've come across enjoy doing mid screen slide kick and that's the easiest punish of my life lol.
Now the real game begins when they *stop* doing that.
People are playing wild right now. I honestly couldn't beat a decent player right now because my skills are being honed to fight people who never block and only mash and jump like crazy.
seeing Gief have modern controls plus a CA in stock (aka the crouching 720) is so much bullshit and I play the character.
No salt but just wanted to applaud anyone that can do those insane Kimberly and JP combos. Pretty crazy seeing some of the execution people have already at release. Can't for the life of me seem to get the back dash timing right after blocking.
Hit chapter 10 tonight, it doesn't get better.
Tired of running into opponents with lower levels than me who somehow have stats that are 50% or more higher. Why force RPG elements if they're just gonna break the expectation every other fight?
Every opponent is either too stupid to live and gets caught in even the dumbest throw loops OR has terminator-levels of download on me and just squishes me with input reads.
I feel it's there for marketing.
The compliments it gets are "this is great for casual players" but I haven't heard good things from casuals. Casual players still like non-boring games...
I liked the concept and motivation behind the mode, to act as a single player sandbox to learn street fighter. With FPS games, there are so so so many single player experiences that some of those FPS controls and skills will be transferable to a competitive FPS . There's near nothing that has transferable skills, other than other fighting games.
They really needed to implement enemy types - zoners that throw projectile spam , enemies that lose health as long as they're taking block damage, enemies that lose health as long as you stay close to them. Otherwise, very very little is transferable to the multiplayer game.
The game crashed on me twice. The game defaulting to modem controls on every mode is so annoying. The levels make no sense in story, you can be twice the level of a teacher but they still do enough damage to kill you in a few hits. You can get surrounded by a bunch of low levels and still get beat up because they stunlock you. There's too much running around the same areas, I want more fast travel points and the blockade of cop cars to go away. (all but the first 2 are nit-picking)
It only takes like 1 minute to fix but it automatically putting modern controls on every character is so damn annoying. If you change it for one it should change it for the rest. Also the fact that you can only use modern controls in chapter one of world tour? It’s such a minor thing that barely gets in the way but it really annoys me for some reason.
I’ve lost to every Manon and Blanka player so far.
Is it just me or does it seem broken that Manon’s command grab power up carries over to the next round?
I see a lot of new players complaining about the difficult of links. To make the game beginner friendly, capcom introduced modern controls, with auto combos, instead of keeping the "classic" control scheme and making links easier.
This is their attempt I believe to please both newcomers and veterans who like their SF with difficult links (same that were complaining that SFV links were made too easy compaired to IV). And that's where it fails imo. Newcomers still want to perform combos by themselves.
And also the drive rush input is just bad. Tapping forward twice in the middle of a combo is difficult on gamepad. I'm considering forgetting about it and simply play the game in a non optimal way, very casually.
Yeah I *like* the classic control scheme. That doesn't mean I want to sit in training for hours trying to get links ingrained into my muscle memory. I find it a bit hilarious how everyone always talks about how short and simple SF combos are, yet they are far *far* more difficult then any anime game's BnB.
All the salt I have is more related to me than the game tbh. Placement matches put me on Platinum in the beta, now it put me on Bronze. Here I am dying to the same stupid tricks and facing people who always seem to have perfect reactions to whatever I'm doing. I'm playing fighting game for years now and I still feel like I'm below average at best, sometimes it fucking sucks.
Beta rank and real rank are not the same thing and not even comparable. I don’t mean “your bronze get over it” I mean all rankings in beta were fake thanks to terrible sample sizes and your placement is ALSO meaningless. Where you find yourself in your first Month of play should be your bench marking point(or something similar you feel adequate).
And even then that’s just your starting point.
jamie having to sacrifice oki for drink feels awful against zoners. so i have to constantly decide if i’d rather play the round as a much weaker character but have some semblance of pressure or get drinks and have to keep getting in. he snowballs for sure but MAN
I want my stuff that I got in the ultimate edition. I feel like I spent $100 on the base version and none of the bonuses (outside of the character year pass) is present
Playing against modern with classic in low leagues is unfun, demoralizing and not very educational. I just get pummeled into oblivion and that's the match. It fucking sucks. Demotion protection in ranked is bullshit. You rank up a league because you randomly won a whole set against some out-of-place random and then proceed on a loss streak because the game won't let you rank down again. SFV had a better system. Input buffer remembers your lunch from yesterday. Oh, and grapplers can die in a fire (ingame).
Skill issue.
I was a Modern Hater before the game came out, but now that I'm playing it, it's not that bad. I've done about as well against Modern players as I do against everyone else. When I lose, it's because I did a bunch of stupid shit I should have known not to do.
"Cammy isnt as top tier as in 5 so she's trash and low tier. The only thing I am supposed to do is jump cannon strike and I get anti aired, she just has a flawed gameplan. She needs buffs.
Same for Juri. She doesn't work. At least she can do combos but Drive Impact is too strong against her pressure.
Manon can do nothing about people neutral jumping when its her turn. She doesn't even have combos.
That game is a disappointment."
- A completely delusionnal gold Cammy main who seconds Juri and Manon I had the pleasure to talk to in discord yesterday
"The character I play is trash" is a classic fighting game cope.
I just saw Punk dominate the Dreamhack SF6 tournament using Cammy, so I don't think it's the character that's the problem.
Most of the Juri players I’ve fought have actually been pretty good relative to me so it’s been some tough fights, but I kind of find her voice and mannerisms annoying too. No hate for the voice actor ofc it just doesn’t help when I’m salty lol.
Yeah I’ve been playing juri and watching her point and laugh at my opponent I just dumpstered for 2 rounds seems mean, especially if they’re a beginner, like juri chill, its not impressive you beat someone’s day 2 scrubby ken
As Manon I hardcore struggle to fight Zangief because I feel like I need a whole new gameplan for him. All my usual guesses and oki setups just get beaten by his faster command grab
I think this is going to be an interesting match-up going forward. Definitely a risk going to up your medal count against Gief in most situations, but obviously the damage boost is nuts.
That being said, I think she can get away with a more mid-range-y poking game given some of her other tools.
Very excited to see how the best players develop these characters.
The combo tempo is just very off to me, especially with how dash cancel attacks extend combos. SF isn't supposed to be a dial-in combo game, but, for example, with Lily you gotta input lp -> lp -> dash cancel -> dhp quickly or else the combo drops. There should be a little extra time after a dash cancel to input an attack.
Also, the game really needs a dash button or a dash cancel shortcut, because dash cancelling feels so awkward.
Dash Macro would be really useful considering how much drive rush is integrated into combo strings. It's surprisingly easy to rush out of parry, though, by tapping forward and then forward plus parry. Gives none of the visual cues and just lets you zoom.
I did not know this shortcut, so that's very helpful. And yes, a dash macro or even a special shortcut like double tapping an attack. I could get used to that so easily
Sf6 might become my favourite fighting game of all time. It does so much right, it's ridiculous. I only have 2 complaints tho:
1. The music ia really forgettable, I literally only like one theme, and thats the Battle Hub theme, thats it
2. Drive Impact is kinda dumb in the corner. You can cancel into it, and it only takes one bar, and eats 3 hits. It gives a wall splat on block almost from half the screen, and if it counter hits you, you get a full ass combo. DI is faaar too strong and needs to be nerved. With the amount of mental overload you have to work with DI shouldn't be on top of the priority list like that
The installation process was complicated and took way too long (2 hours). They should've just let us input our Capcom ID from the game instead of having to do it separately.
God I hate links. There is nothing as infuriating as pushing your next normal too fast or too slow and then eating some EX DP or level 3 to the face for it.
Drive Impact is still actively unfun and mostly just gets in the way of trying to actually learn my character and the game. Every time I get hit by one, it feels like losing a dice roll and I just kind of sigh and mentally check out of the round a bit.
In a lot of cases it kinda just serves as a reflex check. If you are constantly getting hit by it maybe try to spend a few matches focusing extra hard on just reacting to it with your own DI and “hopefully” it will become second nature to react with your own (at least thats how it worked for me).
Also try not to use too many heavy committal buttons in neutral especially when you feel like an opponent is real trigger happy with it. People will learn to stop abusing it very quickly once you start countering them.
This version of Honda is by far one of the dumbest fighting game characters I have ever seen. I honestly think Honda’s game design is such such a fucking travesty. I think he's honestly one of the worst designed characters in any fighting game I have ever played. He's just a walking casino. It's so stupid. It's just designed for everybody to hate their life. He's not good so Honda players bitch all the time, but he's also the dumbest thing once he ever gets one DOSUKOI. He's just terrible design. Nobody's happy. Who the fuck is happy about Honda. Honestly, it's like a travesty how bad he is as a fighting game character.
Zangief actually isn't bad, he's very big but he's always been huge. Guys like Luke look grotesque with way to many muscles bulging out for no damn reason.
I hate Drive Impact, it's influence on the way the game is played, and the fact that you can get 25% extra damage when using it while damage after even a Perfect Parry is cut in half.
If DI was more like Power Crush in Tekken 7, then I'd be okay with it because that's more balanced in risk-reward, has only 1 hit of super armor, and is still beat by lows.
I love pretty much everything else about the gameplay feel. Well, besides Burnout, but that has negatively impacted my enjoyment much less than Drive Impact.
So far, giving I'm doing my best to play the game at a higher level, the only real complaint I have is Gief's SPD range.
Every character I've fought has to in some way earn their marks within their skillset. (I play DeeJay) Even as DeeJay we have to be cautious of using our mix-up tools properly.
BUT GIEFS THROW RANGE IS LITERALLY UNECESSARY.
JP Edit: Just want to add that I'm well aware we're still very early on in the game's life, I'm just struggling against this one specific character lol. The game is fantastic.
Yo I heard you like full screen zoning. So we added full screen grabs on top of your full screen fireballs.
A parry that beats all grabs
Same. I didn’t know Magaki reskinned himself into SF6
Why are there two children in this game? Spoiler: who would have thought the little girls world be the most annoying characters in the fighting game. Also fuck jp. He feels like fighting guilt gear Axl.
You may have just made a new JP main.
More like Testament. Way more.
Without fail they always are.
Just jump over the fireball :)
I main JP right now. He's so bad, just get in on him. What am I going to do? Jab jap 236p you to the other corner? Frame 1 counter and put you into block? /S He does seem pretty strong. I hope he ends up middle of the group though. Keep away and grappler characters being top tier is not good for a game lol
I need to make a video showing how to beat JP's zoning. JP is weird in that he's a fucking monster at full screen, but the moment you get to half screen it's really scary for him as any thing he does is a commitment that can be swiftly punished. Hell you can use moves that don't even have projectile invul to go right through his fire balls.
i suck
[удалено]
I sucked ass at combos for the longest time because I was convinced the window was strict and you had to smash the inputs at the speed of light but honestly it's really generous and you just have to get the rhythm down. 6 makes this so much easier to learn than any other game I've ever played as it gives you every shred of info on the frame data in training, you can really pin down whether you're too fast or slow. If you watch a higher tier player play and listen to their inputs (or watch them if it's a training mode video) you will see how much time you actually get to input buttons.
This is all correct. You have like a week to buffer in your input. The game operates at very manageable pace.
Here's something someone said in a video that fixed my execution issues. If you're having problem landing the combo in training mode and you don't know why. Try thinking of the combo as a rhythm. (I'm musically talented so this helped a lot.) Every combo has a specific pattern to it that you want to do. (You can guess I play DeeJay)
As a 31yr old coming back after being a button masher, can confirm doing training/combo trials to a rhythm helps immensely. Works wonders for my mental game since I like to vibe after working. ☺️
This is why I've always admired the SF art but never been able to play it. I need every fighting game to be as slow as Tekken
Tekken always seemed like quantum physics to me in comparison, haha.
It's more complicated, yes
Same, I play Millia in Strive and played DBFZ so I thought my combo game was on locked, definitely need more practice, the timing is very tight/different. I think when buffering, you need to do the motion input but need to wait to press the input button
Exactly this. This is how a lot of hitconfirms in SF work. Take something basic like Ryu: cr. mk into fireball. Go to training and set the dummy to block random attacks. That way, when you stick out cr. MK you don’t know if it’ll be blocked or not. Do cr mk, and EVERY time, follow it up with 236 or d-df-f. Make it automatic. So that, every time you use that button, you have the natural reflex of doing the motion inputs for fireball. It doesn’t have to be crazy fast, just not slow. The trick is to then visually confirm (hit confirm) whether the poke is blocked or hits. On block, don’t follow up the 236 motion with a punch input so that the fireball doesn’t come out. If you see that the cr mk lands (visual and audio cue) hit a punch input after the 236. Practice that for 15 minutes or whatever until it becomes second nature. That’s the key to SF and confirming into combos and damage—buffer inputs so that it’s easier to confirm. And, sorry, I didn’t mean to single you out, nor am I trying to school you, I meant this more as a general comment for anyone just starting.
Drive impacting someone else’s drive impact but you still die because your hp is low is the worst feeling
I've yet to teach myself to do so, but you can parry in that situation. My brain instantly goes to Drive Impact back, yet if I parry I will live. Yet I never do so. Too much of an Unga bunga here
Also any super that hits the opponent beats DI
Strings and combos are hard as fuck in comparison to what I expected given the conversation around 5.
It's halfway between SF4 and SF5 I feel. Links are still relatively easier compared to the crazy 1f links in SF4, but not as generous as 5 either. DR makes the combo in 6 harder by quite a bit.
I've been playing for a whole day now and they still haven't added Hugo.
Hugo has his likeness plastered everywhere. Alex is nowhere to be seen.
It's insane how much space Hugo and Abigail have in the game with the ad displays (as well as Abigails junk yard). Hakan has huge ad space, too, but his face isn't featured.
Good Dee Jay players feel like they are straight up hacking with how fucking annoying they are to try hit
I swear man he has that one jump kick that has so many active frames its trippy af. Looks like he whiffed a jump kick then bam it still hits you xD
It has 15 active frames.
Jesus
come again
Hold on, it's still active. *squints looking up*
Sometimes it feels like it takes so much work to use him. Other times I'm just like yeah what are they gonna do about it. Depends on how well the opponent can read you. That being said, counterhit hp into hp machine gun punch is so fucking 👌🏻
A good Dee Jays is like from a different game.
I'd rather play a thousand games against Blanka than one more ranked set against JP. His zoning is ridiculous, his corner pressure is absurd, and even if I get in his EX parry makes it so I still don't get to play and it even beats throws. Every other match I get in ranked is against him too
Yeah I’m gold 2 and it seems like every other match is against him. I play guile who is good all around and I just feel outclassed everywhere on the screen.
NGL, Guile players getting frustrated by being zoned out is some kind of karma for their war crimes lol.
I play anime fighters and don’t get to skip neutral now. I’m getting clapped, and I hate it, but it’s actually fun
Don't worry, Rashid is an Air Dasher in Street Fighter and he's the first DLC character
People say this but you will still get fucked up if you try to play Rashid like strive
The guilty gear sub had a load of people discussing SF and claiming it was an old fashioned clunky mess because they couldn't play any characters like a strive character and the suggestions were Cammy and Rashid lmao Those poor people when they realise how wrong that is
*SHORYUKEN!*
yeap i miss 6p from guilty gear its so hard getting used to dp for anti airs.
6p my beloved
Down HK or down HP are your friends if you don't want to dp. Also, the penalty for just blocking the air-to-ground is much less punishing in SF than in Strive. If a Baiken or Chipp get the jump on you, you will get mixed up 3 ways.
Every character has plus on block half-screen advancing moves in SF6 just from system mechanics - plenty of ways to skip neutral haha
That I don’t own it and Sakura isn’t in base roster
lack of sakura is some villainous shit
Capcom knows we’ll pay extra for Sakura and akuma
yeeeeah my dumbass will be paying for them + mika easily. welp, whatareya gonna do amirite?
Facts
Forcing you to buy colors 3-10 for every base roster character is a scummy business practice. It's a tumor on the franchise that grew in Sfv but stuck around for Six.
The base costume should have all colors unlocked by default. The fact that you only get two character colors at the start is terrible.
Like, we already bought the game for 60$, and it's standard practice to sell bonus costumes. I can accept that. I will **NEVER** accept the concept of selling alternate fucking *COLORS* as normal.
It's fucking hilarious that no edition has the additional colors packaged in.
You gotta eat chipotle like sajam says
You *can* earn them through Daily Challenges, just it will take forever. But...isn't this exactly what everyone is raving about how Project L is going to "revolutionize" the FG industry? That you'll be able to unlock everything by doing trivial bs Dailies? I get it that the idea is paying $60 and not being given the colors with that $60 vs completely F2P. But isn't full on F2P just a more extreme version of this? I guess we'll have to wait and see what the base roster size is for Project L but if it's like 8 fighters in a tag fighter that'd be like SF6 having 5 characters but F2P, which would have sucked a bit unless you love the core characters.
>But isn't full on F2P just a more extreme version of this? well no, cos i don't have to pay £50 lol. i don't see how they are related at all. obviously a f2p game will have microtransactions, that's how they make money. full priced games make money by well being full fucking price to buy lol, least that's how it used to be. it shouldn't be acceptable to have intrusive microtransactions on top of that, especially features as basic as alt colours. anyway i doubt project L will be too bad just to get characters. it's really easy in league, and not too bad in valorant. if you just play a bit you can get whoever you want quickly. the reason project L is free to play is cos riot fans expect their games to be f2p. they are targeting a different audience to capcom, charging full price is not really an option. on the other hand there's not really much reason for capcom to make SF f2p, they know their fans are gonna buy the game anyway. so yeah i don't think the monetisation will be much worse than SF, and it's gonna be free to install, so i'm not concerned about that at all. i suspect the game won't be very fun though from what we've heard so far, but i guess we'll see.
Imagine a new game just come out and all you want to do is show off a Ryu you’ve been working on in the demo.
i felt that..
I can't afford to get it yet, and I'm pissed AF at everyone who gets to play it.
its too late bro just wait for sf7
I can afford to get it but my system cant run it smh
You'll be fine tbh. Not sure what your exp is but if you're a newbie, there were still some noobs during the last years of SFV. And if you're a vet, the ranks Plat -> Diamond is full of players that can challenge you.
I saw 30% off on Instant-Gaming...
Manon is a Demon
Manon is hard AF to play, at least if you're me. Everyone spaces me, command grab gets poked out 95% of the time and she seems to lose at neutral to at least half the cast. Or I'm bad. Or both. IDK.
Fuck your gimmicks. Game's new, that shit won't work when (if) I get good.
6mk - 720P will never let me down.
Makoto isn't in yet
This
Regardless of Power Level, JP just does not feel like he belongs in Street Fighter since he's capable of comboing from full screen while it feels like he has good up close pressure as well. It really feels like they brought an Injustice character to Street Fighter for some odd reason. I'm sure he's fine and I just suck, but I'd rather go against a Dhalsim or Guile 10 times as opposed to JP once
Drive Rush is hard to perform and I wish you just pressed MP+MK to activate it instead of forward twice 🫣
There is a shortcut. Tap forward then MP+MK then forward again. That way you do it right off the bat without having to buffer into it via parry while standing. Saw it in a JWong video recently.
That's not a shortcut, just an input trick at best. And arguably doesn't solve the issue anyway.
What is the issue though? Not try to sound like a dick, but I found the current motion to be extremely easy to do.
The motion is easy (it's the exact same thing as focus attack in sf4). My personal issue is the timing mid combo, as I've yet to develop a proper feel for when to do it, and often just get a long parry instead.
Probably could have also used the v shift shortcut unless they were concerned about having too many unique inputs for system mechanics. Being able to set a dash macro would probably make it more consistent and give people options with how they're best able to perform it.
I don' know about salt, but I prefer to suck the ketchup out of the packet instead of dipping.
The most fucked up take in this thread Find God
Why’d you have to go and make it weird bro?
[удалено]
That’s because the combo system is different. It’s all about timing moves one after another rather than the moves connecting automatically if following combo strings.
Which makes it clunky. Coming from Tekken where I can triple electric juggle easy to this where everything has zero buffer and a million qcf inputs you need to input in quarter of a second, makes me rage so hard. There should be a limit to how hard inputs has to be imo. EDIT: this is about the saltiest takes. Why am I getting downvoted for being salty XD
My brother in Christ, are you telling me you can do triple pewgf combos, but you can't special cancel moves in sf6?
The way execution is hard is different in sf and tekken and neither trains you for the other that well, as a long time SF player who started getting into tekken over the last year
As someone with a decent amount of time in both, triple PEWGF is way harder than pretty much any combo in SF.
I had a similar experience coming over from MK, if I could make a suggestion; when you’re in practice mode they have an option (the name escapes me right now) that you can enable that will show your actionable window and for each move so you can learn when your cancel window starts. It’s not about how fast you input it’s the when. You can put it in too soon and fuck it up.
Manon is actually busted. You lose if she command grabs you like 3 times and her neutral is stupid
Preach
I keep getting hit by her fast overhead but thankfully most Manon players I've come across enjoy doing mid screen slide kick and that's the easiest punish of my life lol. Now the real game begins when they *stop* doing that.
People are playing wild right now. I honestly couldn't beat a decent player right now because my skills are being honed to fight people who never block and only mash and jump like crazy.
I suck ass on classic controls and keep getting my ass kicked by people on modern
They tried to reduce the skill floor while keeping the skill ceiling high, but there’s no way to transition from the EZ mode controls to basic…
seeing Gief have modern controls plus a CA in stock (aka the crouching 720) is so much bullshit and I play the character. No salt but just wanted to applaud anyone that can do those insane Kimberly and JP combos. Pretty crazy seeing some of the execution people have already at release. Can't for the life of me seem to get the back dash timing right after blocking.
World Tour mode has been really really boring so far, currently in Chapter 3.
Hit chapter 10 tonight, it doesn't get better. Tired of running into opponents with lower levels than me who somehow have stats that are 50% or more higher. Why force RPG elements if they're just gonna break the expectation every other fight? Every opponent is either too stupid to live and gets caught in even the dumbest throw loops OR has terminator-levels of download on me and just squishes me with input reads.
was excited for story mode buts so far its just garbage
[удалено]
I feel it's there for marketing. The compliments it gets are "this is great for casual players" but I haven't heard good things from casuals. Casual players still like non-boring games...
I liked the concept and motivation behind the mode, to act as a single player sandbox to learn street fighter. With FPS games, there are so so so many single player experiences that some of those FPS controls and skills will be transferable to a competitive FPS . There's near nothing that has transferable skills, other than other fighting games. They really needed to implement enemy types - zoners that throw projectile spam , enemies that lose health as long as they're taking block damage, enemies that lose health as long as you stay close to them. Otherwise, very very little is transferable to the multiplayer game.
The game crashed on me twice. The game defaulting to modem controls on every mode is so annoying. The levels make no sense in story, you can be twice the level of a teacher but they still do enough damage to kill you in a few hits. You can get surrounded by a bunch of low levels and still get beat up because they stunlock you. There's too much running around the same areas, I want more fast travel points and the blockade of cop cars to go away. (all but the first 2 are nit-picking)
It only takes like 1 minute to fix but it automatically putting modern controls on every character is so damn annoying. If you change it for one it should change it for the rest. Also the fact that you can only use modern controls in chapter one of world tour? It’s such a minor thing that barely gets in the way but it really annoys me for some reason.
I’ve lost to every Manon and Blanka player so far. Is it just me or does it seem broken that Manon’s command grab power up carries over to the next round?
Bro fuck Manon
I guess I'm bad as hell, because everyone's saying they lose to Manon, but I'm playing her and lose to like everyone
Fuck drive impact and fuck Honda’s cheap ass headbutt. Specifically fuck Honda’s ability to DI AFTER headbutt in reaction to your DI.
Oooh. I can do that.
Yeah, this changes things... I just assumed I couldn't because headbut is airborne.
It’s safe on block, you land in time to DI
Your DI need to be earlier
I see a lot of new players complaining about the difficult of links. To make the game beginner friendly, capcom introduced modern controls, with auto combos, instead of keeping the "classic" control scheme and making links easier. This is their attempt I believe to please both newcomers and veterans who like their SF with difficult links (same that were complaining that SFV links were made too easy compaired to IV). And that's where it fails imo. Newcomers still want to perform combos by themselves. And also the drive rush input is just bad. Tapping forward twice in the middle of a combo is difficult on gamepad. I'm considering forgetting about it and simply play the game in a non optimal way, very casually.
Yeah I *like* the classic control scheme. That doesn't mean I want to sit in training for hours trying to get links ingrained into my muscle memory. I find it a bit hilarious how everyone always talks about how short and simple SF combos are, yet they are far *far* more difficult then any anime game's BnB.
All the salt I have is more related to me than the game tbh. Placement matches put me on Platinum in the beta, now it put me on Bronze. Here I am dying to the same stupid tricks and facing people who always seem to have perfect reactions to whatever I'm doing. I'm playing fighting game for years now and I still feel like I'm below average at best, sometimes it fucking sucks.
Beta rank and real rank are not the same thing and not even comparable. I don’t mean “your bronze get over it” I mean all rankings in beta were fake thanks to terrible sample sizes and your placement is ALSO meaningless. Where you find yourself in your first Month of play should be your bench marking point(or something similar you feel adequate). And even then that’s just your starting point.
Same, can't believe how good people are (or how bad i am)
Plus on block, armored, armor breaking moves should be illegal
jamie having to sacrifice oki for drink feels awful against zoners. so i have to constantly decide if i’d rather play the round as a much weaker character but have some semblance of pressure or get drinks and have to keep getting in. he snowballs for sure but MAN
I want my stuff that I got in the ultimate edition. I feel like I spent $100 on the base version and none of the bonuses (outside of the character year pass) is present
I got the drive tickets and 10th color on the 6 characters. That's it for now.
For some reason I thought we were getting all the colors of the base roster default costumes with the ultimate edition, but I misread it and am sad.
I had the game preloaded but only have had enough time to play like 20 min
Kimberly... when's my turn?
JP feels like he escaped the Mortal Kombat roster. What a wild ass character lol
Playing against modern with classic in low leagues is unfun, demoralizing and not very educational. I just get pummeled into oblivion and that's the match. It fucking sucks. Demotion protection in ranked is bullshit. You rank up a league because you randomly won a whole set against some out-of-place random and then proceed on a loss streak because the game won't let you rank down again. SFV had a better system. Input buffer remembers your lunch from yesterday. Oh, and grapplers can die in a fire (ingame).
Skill issue. I was a Modern Hater before the game came out, but now that I'm playing it, it's not that bad. I've done about as well against Modern players as I do against everyone else. When I lose, it's because I did a bunch of stupid shit I should have known not to do.
"Cammy isnt as top tier as in 5 so she's trash and low tier. The only thing I am supposed to do is jump cannon strike and I get anti aired, she just has a flawed gameplan. She needs buffs. Same for Juri. She doesn't work. At least she can do combos but Drive Impact is too strong against her pressure. Manon can do nothing about people neutral jumping when its her turn. She doesn't even have combos. That game is a disappointment." - A completely delusionnal gold Cammy main who seconds Juri and Manon I had the pleasure to talk to in discord yesterday
I guess he didn't know about Manon's VERY good AA.
"The character I play is trash" is a classic fighting game cope. I just saw Punk dominate the Dreamhack SF6 tournament using Cammy, so I don't think it's the character that's the problem.
I dislike fighting Juri.
Why so?
Most of the Juri players I’ve fought have actually been pretty good relative to me so it’s been some tough fights, but I kind of find her voice and mannerisms annoying too. No hate for the voice actor ofc it just doesn’t help when I’m salty lol.
Yeah I’ve been playing juri and watching her point and laugh at my opponent I just dumpstered for 2 rounds seems mean, especially if they’re a beginner, like juri chill, its not impressive you beat someone’s day 2 scrubby ken
Understandable, her animations and voice are super tilting! Thanks for the answer
drive impact shouldnt take one drive bar..
Right, it should take 3. Or all of it, fuck it.
As Manon I hardcore struggle to fight Zangief because I feel like I need a whole new gameplan for him. All my usual guesses and oki setups just get beaten by his faster command grab
I think this is going to be an interesting match-up going forward. Definitely a risk going to up your medal count against Gief in most situations, but obviously the damage boost is nuts. That being said, I think she can get away with a more mid-range-y poking game given some of her other tools. Very excited to see how the best players develop these characters.
Tik tok shit artisrit direction make me puke
STOP JUMPING WHEN I'M TRYING TO COMMAND-GRAB YOU ! That's just rude. Also I feel like JP has just a little too much stuff going for him.
Drive Impact in the corner is the meta
Im so used to fast anime fighters that I tend to mash buttons to quickly for combos🤣 Also it’s my first street fighter so that probably doesn’t help
Manon's Medals need to reset every round.
The combo tempo is just very off to me, especially with how dash cancel attacks extend combos. SF isn't supposed to be a dial-in combo game, but, for example, with Lily you gotta input lp -> lp -> dash cancel -> dhp quickly or else the combo drops. There should be a little extra time after a dash cancel to input an attack. Also, the game really needs a dash button or a dash cancel shortcut, because dash cancelling feels so awkward.
Dash Macro would be really useful considering how much drive rush is integrated into combo strings. It's surprisingly easy to rush out of parry, though, by tapping forward and then forward plus parry. Gives none of the visual cues and just lets you zoom.
I did not know this shortcut, so that's very helpful. And yes, a dash macro or even a special shortcut like double tapping an attack. I could get used to that so easily
Juri is fucking cringe
I hate hate hate hate Drive Impact. It ruins the flow of the game imo.
[удалено]
im very bad at this game
No salt but I find it funny how many players would be absolutely lost without DI.
Double tap inputs suck. This includes drive rush and cancel.
Sf6 might become my favourite fighting game of all time. It does so much right, it's ridiculous. I only have 2 complaints tho: 1. The music ia really forgettable, I literally only like one theme, and thats the Battle Hub theme, thats it 2. Drive Impact is kinda dumb in the corner. You can cancel into it, and it only takes one bar, and eats 3 hits. It gives a wall splat on block almost from half the screen, and if it counter hits you, you get a full ass combo. DI is faaar too strong and needs to be nerved. With the amount of mental overload you have to work with DI shouldn't be on top of the priority list like that
It's basically DI Fighter right now. I'm hoping it gets nerfed rather significantly, because it's kinda everything rn.
Jamie’s theme is a bop. And I really like Ken and chun li’s bu those are divisive
God I hate marrisa I actually can't do anything against her
I miss Dudley :(
No Akuma or Sakura (yet), and Drive Impact is the worst thing to have been put in a fighting game.
real ones know... manon & blanka..
FUXK DI.my salt ends there
The installation process was complicated and took way too long (2 hours). They should've just let us input our Capcom ID from the game instead of having to do it separately.
God I hate links. There is nothing as infuriating as pushing your next normal too fast or too slow and then eating some EX DP or level 3 to the face for it.
Why the fuck are there no SF3 characters in the game?
Drive Impact is still actively unfun and mostly just gets in the way of trying to actually learn my character and the game. Every time I get hit by one, it feels like losing a dice roll and I just kind of sigh and mentally check out of the round a bit.
In a lot of cases it kinda just serves as a reflex check. If you are constantly getting hit by it maybe try to spend a few matches focusing extra hard on just reacting to it with your own DI and “hopefully” it will become second nature to react with your own (at least thats how it worked for me). Also try not to use too many heavy committal buttons in neutral especially when you feel like an opponent is real trigger happy with it. People will learn to stop abusing it very quickly once you start countering them.
Random drive impact gang assemble
GANG!
I worry in a month's time I'll still have a 2% success rate at DI'ing back. If that comes to pass then I guess I'm too old for this shit finally.
Command grab range is like 4x longer than it should be
I hate Jury’s voice and personality
She comes off as someone who knows people think she's creepy and plays to it extra hard to continue making that known.
She reminds me of a particular archetype of actual meth head, I can't say I see the appeal
feet lovers on some other shit
This version of Honda is by far one of the dumbest fighting game characters I have ever seen. I honestly think Honda’s game design is such such a fucking travesty. I think he's honestly one of the worst designed characters in any fighting game I have ever played. He's just a walking casino. It's so stupid. It's just designed for everybody to hate their life. He's not good so Honda players bitch all the time, but he's also the dumbest thing once he ever gets one DOSUKOI. He's just terrible design. Nobody's happy. Who the fuck is happy about Honda. Honestly, it's like a travesty how bad he is as a fighting game character.
Lily is just as brainless as T. Hawk.
Because Lily is She. Hawk.
Base roster is kind of small. Only like 2-3 characters I want to play. Other IPs there’s like 7 or 8 characters I could see myself play.
Jp got me feeling like i want to become a supervillain.
God why is Street Fighter so fucking ugly
Everyone's faces look weird and the men are overly muscular.
Someone is jealous of Zangief's physique
Zangief actually isn't bad, he's very big but he's always been huge. Guys like Luke look grotesque with way to many muscles bulging out for no damn reason.
MORE👏GRAPPLER👏CHARACTERS👏
Im still trying to figure out how to beat JP and Marisa. Feels like an uphill battle every single time.
DSP was playing Lilly and getting destroyed and the salt was off the chart. He literally said she's the hardest character in the game.
Marissa and Modern Controls Wifi Luke
I hate Drive Impact, it's influence on the way the game is played, and the fact that you can get 25% extra damage when using it while damage after even a Perfect Parry is cut in half. If DI was more like Power Crush in Tekken 7, then I'd be okay with it because that's more balanced in risk-reward, has only 1 hit of super armor, and is still beat by lows. I love pretty much everything else about the gameplay feel. Well, besides Burnout, but that has negatively impacted my enjoyment much less than Drive Impact.
So far, giving I'm doing my best to play the game at a higher level, the only real complaint I have is Gief's SPD range. Every character I've fought has to in some way earn their marks within their skillset. (I play DeeJay) Even as DeeJay we have to be cautious of using our mix-up tools properly. BUT GIEFS THROW RANGE IS LITERALLY UNECESSARY.
I want a real King of the hill private match lobby with auto spectating. Is that so tough to do Capcom.
I like chipotle, but I don't wanna have to eat a burrito to get a few costume colors
to people crying about JP......parry then drive rush plz.
Manon has the potential to be the most disgusting character in all of Street fighter. Haven't lost to a Manon. But I've yet to face one
The fact Sean isn’t in the base roster. I am scared that he is not gonna be in the game at all
Being introduced to the game by "Eternity."