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


Captain Kelsten
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1 hour ago, wretcherd said:

@joffocakes The past decade not done anything for your bars then?

 

Haha, I had Hyperoptic for a while with ~250Mbps upload and it was great but I've moved and had to switch to BT and the router is in a cupboard so I'm using cheap powerline adapters and they are bad.

 

I think most folk were having issues with connectivity during this unannounced beta session though.

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Very excited by people's reactions to the beta, even though I didn't play it. Seems an absolute world away from the tepid mis-steps of SFV. I felt like I was always forcing myself to like that game, and not very successfully either. Like cooking sprouts with pancetta.

 

Also, and sorry if this is a tedious brag, I finally bought my first flat. So for SFVI I will have unfettered couch access and a wired internet connection. Yes bloody please.

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The latest "version" of the Beta activated the Team Battle mode, 2v2 or 3v3. It's a little basic and probably extremely incomplete - there doesn't appear to be any jumping in or assists or any of that hugely complicated stuff that fills the screen with things. I've been spending a lot of time in practice mode recently just focusing on one or two things. Even really simple stuff eludes me a little like Ken's Chin Buster > EX Dragon Lash combo, but it's really all down to timing, and the inherent panic of trying to do a Dragon Punch motion on confirm.

 

But I think in this I'm rediscovering the joy of the genre - forging those neural pathways so I don't have to think so much playing.

 

All in all, I think the beta has been absolutely superb and I think Capcom is going to have to work exceptionally hard to fuck it up at this point.

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Congratulations @joeplus!

 

There's a video of the Team Battle mode over on resetera. 3v3, the KO'd character stays on screen and their team mate quickly takes their place with no fadeout/ transition to a new round. Should make for pretty pacy matches (I hope it's supported for both solo and 3-player teams online).

 

Post in thread 'Street Fighter 6 Discussion Thread 2 | 2nd Drive Impact' https://www.resetera.com/threads/street-fighter-6-discussion-thread-2-2nd-drive-impact.637746/post-95672028

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I've wanted 2v2 for separate online players in Tekken for years, so if that and 3v3 are supported I'm definitely in. Ideally for 2-6 players to maximise the pool, so in a 3v3 you could have one, two or three players per side.

 

In the event of two teammates in a 3v3 you'd agree who played twice, and I'd allow the same character in all slots. I think this'd be great for those of us who aren't so good coming into it, letting others carry us without holding them back too much. Or if you enjoy team battles but prefer playing solo, go for it!

 

Other genres have embraced coop and flourished for it, but Street Fighter X Tekken's still the only fighter to really try, sadly undone by its gaudy visuals, gems and netcode.

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It looks like a Tag Crash in Joffo's link. https://tekken.fandom.com/wiki/Tag_Crash

 

Chun throws a punch as she comes in at 2:58, and Guile a kick at 3:22, so with hitboxes active it raises the question of hurtboxes re: antiairs, and whether the incomer has any angle or timing options to throw off attempts. Crash properties seem most likely, where the incomer's invulnerable with an optional attack on their way down.

 

I wonder if those forfeit armour for potential trades, or if they're just weak against parries or something and rarely used. I would like angle adjustment to escape corner pressure with crossups (towards, away or neutral), and maybe a delay for as long as you hold a button for up to xx frames.

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Been playing this a lot over the past week. Been lovely having house sessions for a new Streetfighter game again, especially with some of my fellow grumpy old man SF4 players who didn't like SF5 as much. I still think Drive Impact is the worst thing about the game, but I absolutely love everything else about it so I can put up with it. 

 

Also found this bit of sauce with Ryu off a drive rush overhead:

 

 

 

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Recording is a bit choppy on my laptop but here's a wee sequence with Kimberley that catches opponents who press buttons on wakeup every time, carrying them from midscreen to the corner for bomb nonsense. Doing the medium punch > hard punch x run x mk slide combo into medium or hard bomb leaves you plus enough for a meaty throw (or normal) so that'll probably be one of her common bomb setup starters in the corner.

 

 

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Here's someone else's example of Drive Rush allowing for otherwise impossible juggles with Kimberly.

 


It's cool to see the things you can do if you're fully prepared to spend all of your resources in one go. Damage is a wee bit high in that example because she has an active damage buff from having already used a level 3 Super plus her own health is low enough for the level 3 to be the higher-damage Critical Art.

 

I really want them to reveal Zangief or Manon soon. I wanna see some grabblers.

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26 minutes ago, joffocakes said:

Here's someone else's example of Drive Rush allowing for otherwise impossible juggles with Kimberly.

 


It's cool to see the things you can do if you're fully prepared to spend all of your resources in one go. Damage is a wee bit high in that example because she has an active damage buff from having already used a level 3 Super plus her own health is low enough for the level 3 to be the higher-damage Critical Art.

 

I really want them to reveal Zangief or Manon soon. I wanna see some grabblers.


Nice!

 

My original thought after seeing drive rush allowing more juggles was could you do it more than once, so seeing this has pretty much confirmed that.

 

Really hope this kinda thing doesn’t get removed in the final version as the choice of multiple extends at the cost (and risk) of using more drive meter really adds to the meta. 

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I'll need a scientist to break down exactly how it works. I don't think Drive Rush resets the juggle count completely because that same combo drops at the second cr.HP for me if I try to start with Bomb, OD air grab rather than just bomb right into Drive Rush. It might be a height/poor timing issue on my part though (I did try using faster normals instead but no joy).

 

Drive Rush from parry being MP+MK and a dash input means all those years of getting FADC combos into muscle memory haven't gone to waste. It's similar to FADC in that you can input the dash very early and it will still come out as soon as possible too. You don't need the MP+MK when using Drive Rush from a normal but I do it anyway out of habit.

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Just watched a video of some SF VI E. Honda gameplay and was painfully reminded how I was told off by quite a few rllmuk members (nearly two decades ago) when I pointed out the glaring error on the box of SNES SFII Turbo, that -believe it or not- no-one could actually find back then. 

 

Spoiler

H2x1_SNES_StreetFighterIITurboHyperFight

 

Spoiler

Answer: E. Honda always uses both hands in his special move, and not just the one as suggested by the art work. Major amateur's error imo.

 

 

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Oh wow I have never seen that image in high enough resolution to spot Dhalsim before. Also it is highly inaccurate as Honda/Sagat is 7-3 in Sagat's favour. It should depict Honda being far away getting pied in the face with tiger shots until dead. 

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17 hours ago, Keyboard Koala said:

Just watched a video of some SF VI E. Honda gameplay and was painfully reminded how I was told off by quite a few rllmuk members (nearly two decades ago) when I pointed out the glaring error on the box of SNES SFII Turbo, that -believe it or not- no-one could actually find back then. 

 

  Reveal hidden contents

H2x1_SNES_StreetFighterIITurboHyperFight

 

  Reveal hidden contents

Answer: E. Honda always uses both hands in his special move, and not just the one as suggested by the art work. Major amateur's error imo.

 

 

 

What I like about this is that you are still bitter, twenty years later.

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2 hours ago, joffocakes said:

It also has Dhalsim on there but no three-player modes.

 

That is marvellous! :lol: So sneaky/lazy of the artist to insert it there and lower it's opacity. I presume to just to quickly add a kind of blur. Probably from some producer's feedback! Usually them.

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Pretty cool Game Informer video demonstrating the Dynamic Controls. These are local play only but take things further than the Modern control scheme. You can just mash on a button and the game will decide the movement and appropriate attacks for the current situation. Wee glimpse of Ken and Ryu's classic costumes in the thumbnail too.

 

 

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