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Street Fighter VI - Here Comes a New Challenger! PS5, XSX, PC in 2023!


Captain Kelsten

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Update June 2022

 

A new gameplay trailer was shown at the PlayStation State of Play on June 2nd:

 

 

 

Old post:

 

Capcom have officially announced Street Fighter VI with an…interesting teaser. 
 

 

It seems gone is the hyper stylised anime style of 4 and 5 for a more realistic look. The logo also looks like something knocked up by a design student in PowerPoint. 
 

So far all we know is that Ryu and Luke will be returning. 


 

Original post:

It seems pretty clear now that the mysterious Capcom countdown timer is pointing to a reveal of the long-in-development Street Fighter 6. 
 

Whilst some thought the countdown was going to lead to a Resident Evil 4 remake reveal, the end of the countdown will coincide with the finals of the latest Capcom Pro Tour tournament which has, in previous years, been used to announce new DLC for Street Fighter V. Given that Capcom has said Street Fighter V will no longer be updated, it seems likely any announcement will be for a new game in the series. 
 

I played and loved Street Fighter IV at launch, skipped V until I bought the Championship Edition yesterday as part of a fighting game revival I seem to be on, but could be interested in where Capcom take VI after the notoriously disastrous launch of V. 
 

What would other people like to see from the next game in the Street Fighter franchise? Where in the famously disjointed timeline should it be (canonically, Street Fighter 3 is actually the last game in the timeline!)? Will new boy Luke be the poster boy for the game? Will my boy Zangief return with his MUSCLE POWER? 

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The main thing I’d like from SFVI is a confirmation that they’re doing proper netcode testing across the globe, and prioritising the feedback they get.* Create a skeletal experience with the gameplay basics, and make sure that the feedback isn’t just between your own testers in Japan, but also with testers who have poor internet. Find out how the game performs in the Americas, or in Europe, and pay attention when Altimor fixes the netcode before your own staff. Or just get your team to play other games that already have good netcode - KI, Skullgirls or Them’s Fightin’ Herds.

 

Then again, I’ve stopped playing online because my own connection is so shameful. So I guess some fun single-player and local game modes would be nice. :) 

 

*not just a Network Test Beta, but having contacts and associates who have more direct communication

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I guess this might not be popular but keep the execution barrier lowish, or at least the input windows lenient.

 

With IV it was too difficult (FADC?) so I couldn’t get into the game were as with V it was possible to be competitive and/or there are more players at my skill level meaning I stuck at the game and learned (some) more fundamental play.

 

Absolutely love SFV and how approachable the game is to us scrubs 😛

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My biggest hope for this is good rollback netcode. I don't really think they have a choice about this though, and am pretty confident it'll happen.

 

Secondly, I hope they revamp the graphical style. SFIV did an excellent job of chopping frames in animations in order to make everything look tight and snappy from the side-on perspective, but there's something about SFV's animation fidelity that I find off-putting. It looks too fluid, making attack animations less legible. It definitely has that very Unreal Engine shiny look to it too.

 

I'm pretty happy with SFV's input complexity, I wouldn't mind if they stayed in that zone as a player, but I feel like SFV was a less interesting game to spectate than SFIV though, so I'd rather they went back in that direction. 

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2 hours ago, yashiro said:

Ditch Unreal for a start. Make sure you don’t ship a bloody fighting game with upto 8 frames of variable input lag. 

 

Speculation is that they'll use the Reach for the Moon Engine for it, which makes sense.

 

Hopefully the success of SFV means 6 will have a decent budget backing it. 

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iv felt like the reinvention of the series. Had that pick up and play feel that anyone could enjoy who loved SF2.  And offered a really deep system for the heads to master. 
 

V was a shitshow at launch it all went offence and not for the better. Net code was a joke and it just felt like a massive step backwards. 
 

The character models were horrific and it all felt massively clunky to me. First Sf I never bothered to learn. Tried a few times but my beloved Guile was not the man I knew when he arrived. 
 

fuck these 2.5 d models and go pixel art again. Something that would shame SF3 and Garou on the animation front is what I’d love. 

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V triggers really put me off SFV. I'm bad enough at learning combos that having to get my head around those that work in the activation state vs those that don't is just too much for me. Plus those that actually use the activate as part of the combo. AND THEN the secondary triggers. Can't do it.

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2 hours ago, Benny said:

No rollback, no sale.

 

Rollback is pretty much a guaranteed, Street Fighter X Tekken, Street Fighter V and Marvel Infinite all had it and both people who played it say Marvel Infinite's implementation was great so hopefully that continues.

 

3 hours ago, imp said:

I'm pretty happy with SFV's input complexity, I wouldn't mind if they stayed in that zone as a player, but I feel like SFV was a less interesting game to spectate than SFIV though, so I'd rather they went back in that direction. 

 

From a spectator's point of view I think I'd like something in between. Having one-frame links in characters' basic combos is ludicrous obviously but having "optimal" combos be more difficult would be great as the risk of even pro players dropping them makes it both more impressive when they land them and more dramatic when they don't.

 

If they could make all newly released characters free and restrict paid DLC to cosmetic stuff then that would be ideal. Let me use the same account across all consoles and PC as well, thanks.

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Really looking forward to SFVI. It will be so nice for everything to be fresh again; the instant ‘broken’ moves, popular characters, which pro is maining who etc. as well as new move sets for characters.

 

Regarding what it needs to be, it’s a tough one. I see both sides of the argument with the easy style play verses the difficulty and depth.

 

I feel like we lost a lot of amazing pro players in SFV and while some new ones came in, the reason for them being there was probably not as epic as SFIV. PR Balrog always springs to mind as a truly amazing boxer player at a level that no one else could really attain. He just couldn’t make it in SFV and it’s sad to lose players like that.

 

Personally I think it needs the depth. You need the top players pushing boundaries of what’s possible to keep it interesting.

 

They absolutely have to ditch the hyper aggressive, auto play of SFV.  though. That shit is just dull. Everything needs a counter/offensive option to deal with a situation. If you read something, you should be rewarded for it not just survive it.

 

Anyone got any thoughts on mains?

 

I know we don’t have a roster yet, but there’s still some thoughts to be had. Are you going new character regardless, reverting to a likely candidate to start, hoping for a certain character at launch etc?

 

I was hoping for Oro but obviously him dropping in the last season of SFV has probably blown him being at the start of SFVI. TBH, I think I’ll end up on a new character as I have a tendency to want to play returning characters like their old iterations and always struggle.

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45 minutes ago, Goemon said:

Anyone got any thoughts on mains?

 

I know we don’t have a roster yet, but there’s still some thoughts to be had. Are you going new character regardless, reverting to a likely candidate to start, hoping for a certain character at launch etc?

 

I feel like IV tried its best to bring back a lot of characters from various games - you've got Guy, Cody, Ibuki, Dudley, Makoto, Rose, even Evil Ryu - and then V went over some of the ones that were left out - Birdie, R. Mika, Charlie, Oro, Alex... So I'd be happy with whatever.

 

I would say that I missed T.Hawk during V, but then Necalli felt like a similar archetype with his throws and Disc's Guidance and Raging Light moves. And I didn't use Necalli that much anyway. Maybe some of those cameo characters like Alpha 3 Maki would be nice. :D 

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The Capcom leaks from last year suggested it's multiplatform. Things can change obviously but I really hope that stays the case.

 

Art style wise I kinda expect something similar to Devil May Cry 5. I dont think they'll go with pixel art or the Arc System Works style since it'll be harder for them to sell costumes that way. I'd be pleasantly surprised if they did use the Guilty Gear style though.

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16 hours ago, winky said:

I guess this might not be popular but keep the execution barrier lowish, or at least the input windows lenient.

 

With IV it was too difficult (FADC?) so I couldn’t get into the game were as with V it was possible to be competitive and/or there are more players at my skill level meaning I stuck at the game and learned (some) more fundamental play.

 

Absolutely love SFV and how approachable the game is to us scrubs 😛

 

I'm in favour of justframes and hard execution, but agree that too many BnBs have been paywalled behind it in the past. I like JFs that are safer to attempt frametraps with, for example. Or ones that add an extra move to the end of a combo, or just do a bit more damage.

 

In terms of juggles, I like execution to offer more options rather than more damage. That way everyone gets the same damage payoff for landing, just maybe not as strong a follow-up position, which is the reward for your risk.

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14 hours ago, Dave White said:

iv felt like the reinvention of the series. Had that pick up and play feel that anyone could enjoy who loved SF2.  And offered a really deep system for the heads to master. 
 

V was a shitshow at launch it all went offence and not for the better. Net code was a joke and it just felt like a massive step backwards. 
 

The character models were horrific and it all felt massively clunky to me. First Sf I never bothered to learn. Tried a few times but my beloved Guile was not the man I knew when he arrived. 
 

fuck these 2.5 d models and go pixel art again. Something that would shame SF3 and Garou on the animation front is what I’d love. 

 

Super Street Fighter 2 X 3 = Street Fighter VI 🤔

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2 hours ago, Benny said:

Just make all the specials one button like Dungeon Fighter Duel. The fallout would be immense.

 

Was gonna mention that (until I forgot!):

 

16 hours ago, imp said:

I'm pretty happy with SFV's input complexity, I wouldn't mind if they stayed in that zone as a player, but I feel like SFV was a less interesting game to spectate than SFIV though, so I'd rather they went back in that direction. 

 

The pro scene's now really important for long-term success online, and that complicates this massively. The majority of players struggle with hard links that most pros, through immense practise, achieve high consistency with. Since it's clearly possible to reach that level, it's then argued against as an arbitrary grind. But if you make a game really accessible in reaction to that, it's probably always in danger of being less exciting for spectators.

 

Pleasing both camps with archetypes is still our best-known answer. Like, if you can't do electrics in Tekken, you're not going far with Kazuya, whereas Paul has justframes that simply improve damage and safety, and plays exactly the same without reliance.

 

I found Viper so rewarding because of how demanding she was, and feel like we've lost a lot of the variety of older Street Fighters. In other games I might do best with one of the simplest characters, and there was enough Gouken love to support that. I do like that Ryu has his own parry now (like Jin, Asuka and Wang), and only dislike them as a universal mechanic.

 

So as well as a broader spectrum of character difficulty, I think more variety between them's welcome. Maybe a few more hybrid styles. Doesn't need as many that way, helping our matchup knowledge.

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The countdown has frozen at "1 hours". They probably deliberately didn't change it to hours:minutes in the final 24 hours so they could manually flip the switch after the Capcom Fighters stream's Street Fighter V matches have finished.

 

I'm pretty excited now, I've had so much tea (two teas).

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