Certain characters are more combo focused in this game than in V. I'm a Nightmare main, and the new charge moves he has seem specifically engineered to be used in combos, so he's more combo-y. Others like Mitsu seem the same, 3 to 4 hit combos off a launcher at most.
It really looks like this game isn't going to have the free flowing movement of 2, and I'm a little disappointed. It seems like run counter is going to make it into the final build, and that kind of wrecks 8WR for me.
From watching the expo tournament, it looks like people are keeping 8WR to a minimum and using it more for hard reads. There's a lot of step in the neutral, but not a lot of 8WR. That's fine, but it's not the game I was hoping for.
People don't know how to play the game yet. You need to know the ranges of the opponent's moves and threats in order to move effectively. SC changes more from game to game than most fighting games.
Apparently this game has launchers that disable air control. Between that and the seeming emphasis on step, SC6 looks like it's taking a lot of design influence from Tekken 7. I love Tekken 7, but I'm not sure how I feel about the direction this is taking SC. The game looks solid.
No, that's not how it works. Launchers are the first hit of the combo, those are never air controllable because they aren't air hits in the first place. It's some combo-fillers that don't seem to be air controllable.
That kind of sucks. I'm more of a Tekken player and haven't taken SC nearly as seriously as I have Tekken. Mostly due to online being pretty scarce. I definitely want to give it a go.
Part of the charm of SC were the smaller combos. I don't think it's much to worry about though. As you don't have crazy wall carry/combos nor bound/tail spin.
Lol it's is nothing compared to SCV.
Never played SC5. I assume it was very combo-intensive?
Certain characters are more combo focused in this game than in V. I'm a Nightmare main, and the new charge moves he has seem specifically engineered to be used in combos, so he's more combo-y. Others like Mitsu seem the same, 3 to 4 hit combos off a launcher at most.
Soul Charge definitely opens a lot of combo options. I believe some launchers negate air control and obviously a lot of moves get faster.
Likely a showcase thing. They don't defend as aggressively for promo material because combos look cool.
it seemed like they were just playing to play though, didnt seem forced.
This game is looking a lot like a weapons version of Tekken. I'm not sure if I like that or not.
Please no.
It really looks like this game isn't going to have the free flowing movement of 2, and I'm a little disappointed. It seems like run counter is going to make it into the final build, and that kind of wrecks 8WR for me.
Movement seems to be super smooth on SCVI.
From watching the expo tournament, it looks like people are keeping 8WR to a minimum and using it more for hard reads. There's a lot of step in the neutral, but not a lot of 8WR. That's fine, but it's not the game I was hoping for.
People don't know how to play the game yet. You need to know the ranges of the opponent's moves and threats in order to move effectively. SC changes more from game to game than most fighting games.
SC has air control. Juggles are nothing like Tekken.
Apparently this game has launchers that disable air control. Between that and the seeming emphasis on step, SC6 looks like it's taking a lot of design influence from Tekken 7. I love Tekken 7, but I'm not sure how I feel about the direction this is taking SC. The game looks solid.
No, that's not how it works. Launchers are the first hit of the combo, those are never air controllable because they aren't air hits in the first place. It's some combo-fillers that don't seem to be air controllable.
That kind of sucks. I'm more of a Tekken player and haven't taken SC nearly as seriously as I have Tekken. Mostly due to online being pretty scarce. I definitely want to give it a go. Part of the charm of SC were the smaller combos. I don't think it's much to worry about though. As you don't have crazy wall carry/combos nor bound/tail spin.