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


Captain Kelsten
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3 minutes ago, Pug said:

I'm in the beta this time. Before I try it,  is there any offline mode. I'm not interested in online play.

 

Not really any offline modes in the beta, matchmaking is constantly active whenever you're in Training mode.

 

You can play the classic Capcom games (Final Fight, SSFII Turbo etc, one at a time on rotation) on a selection of arcade cabinets in the Battle Hub uninterrupted iirc.

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Remembered to sign up this time, and got in. Had half an hour on it after lunch. Very relieved to learn that my old PS4 stick works on PS5.

 

Still very impressed with it, but had an infuriating first few matches until I realised that picking Classic controls in the settings menu doesn't do anything, and you have to set it through your player card thing. Not ideal, that. 

 

To those on stick, is there a way of getting the camera to turn with your character? There's a toggle switch on the stick to switch between left stick, d-pad and right stick, but it's a proper old faff.

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You can hold down R1/R2 and use the fave buttons to rotate the camera.

 

If your stick has an R3 button I believe you can hit that to move the camera behind you as well. No idea what the other camera assist options do.

 

Iirc you can play on stick for fights while using a regular pad for World Tour traversal? May have made this up.

 

 

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It's really weird that Modern controls are the default but I guess it makes sense since those who'd prefer classic controls are more likely to dig around in the menus.

 

Actually changing it is obtuse too because it looks like the option is greyed out but it's just a different menu you need to use, and then it only changes it for a single character unless you notice the prompt asking to set the same for all.

 

It should have just been a pop-up first time you play asking which control type you'd like, then which character you wanna use. Last time it was lobbies full of frustrated Luke mirrors, confused by the buttons.

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First impressions are this is horrific. What have they done to my Street Fighter??

 

I hope my feelings change but right now this is one big disappointing confusing mess. What's wrong with having clear menus?? Why have one button specials as default? Why is the option to change the controls for all characters buried away?  Why can't you select your fighter in a match and instead you have to do it before? Why am I forced to run around a virtual arcade with an avatar I had to create? 

 

I get they are trying to modernise and appeal to the Fortnite generation, but this all just smacks of desperation. 

 

I think I've just been sick in my mouth. 

 

 

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Isn’t the fighting grounds the more “menu based” multiplayer mode? We just can’t use it here because Capcom wants us to test the hub?

 

I struggle quite a bit with Jamie in multiplayer. It’s hard to tell at which point in the endless whirling that it’s safe for me to press my attack buttons. But now I’ve written that I guess I could be making more use of the Drive reversal thing.

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2 hours ago, joffocakes said:

It's really weird that Modern controls are the default but I guess it makes sense since those who'd prefer classic controls are more likely to dig around in the menus.

 

Actually changing it is obtuse too because it looks like the option is greyed out but it's just a different menu you need to use, and then it only changes it for a single character unless you notice the prompt asking to set the same for all.

 

It should have just been a pop-up first time you play asking which control type you'd like, then which character you wanna use. Last time it was lobbies full of frustrated Luke mirrors, confused by the buttons.

It's absolutely bizarre how challenging it is to get into a match with the right button config. I feel like I had to change the settings in like.. 5 different places for it to finally work as planned. It's even a tiny little button prompt to actually change your character before a match!

 

The actual lobby and in match stuff is still absolutely fantastic though. It makes me swoon a bit.

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Absolutely grinning like a bastard at how excellent it is wandering up to a cabinet and challenging a stranger to what quickly becomes a first-to-however many you both feel like until you decide to stand up and find someone else, even though I'm muddling through on pad.

 

And this happened and it was the best.

 

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I had a go at one of the regular in-game tournaments that pop-up every few hours. It's quite cleverly done - you get the trees and plonked on a machine to fight the right person and all. It's actually probably the best use of the Hub I've seen because it means people can actually wander around and watch the games being played. Obviously, it would work just as well as a menu-driven thing and get around the pain of trying to navigate with an arcade stick, but yeah, pretty nifty.

 

Obviously I didn't win, but I didn't come last either, so whoop.

 

The only thing I will say is that the instant DQs for being in any sort of menu when the tournament begins is a little harsh, but outside of forcibly closing down what you're doing and putting you into your game, I'm not sure exactly what they could have done.

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12 hours ago, Qazimod said:

Apologies for my cursed connection! :( 

 

Selfies! @wretcherd @imp @joffocakes

 

Ibi4RtD.png

 

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Lovely stuff, was nice to play a few mukkers again after all being scattered to the winds by SFV. @joffocakes please teach me some combos, I only know cr.MP into target combo into slide! I don’t even know what I should be pressuring with afterwards.

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I really wish there was just a standard training area you can go into so you don't get asked for games. I really want to main Kimberly because she's just so fun to play but keep getting my ass handed to me.

 

This lapsed SF fan needs to learn some combos. :(

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I managed to grab most of this kimberley mirror. The spectator mode frame data popping up like Hifight breakdowns is a wonderful touch.

 

 

Stay til the end for cameos.

 

Edit: @Gambit I had a good hour in training at a cabinet last night just because most people had emptied out of the lobby, it's definitely possible.

Spent all that time trying to get the hang of one chun stance cancel > HK launcher > stomps ex legs/air kikosho, christ she's technical in this.

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43 minutes ago, imp said:


Lovely stuff, was nice to play a few mukkers again after all being scattered to the winds by SFV. @joffocakes please teach me some combos, I only know cr.MP into target combo into slide! I don’t even know what I should be pressuring with afterwards.

 

Ggs folks! And you did a beast of a Drive Rush overhead confirm into level 3 on me, you had plenty combos!

 

After a forward throw Kimberly can forward dash into meaty throw or low.

 

The most potent day-one thing is probably that when you do target combo into slide in the corner and immediately lay down her medium spraycan you can throw them on wakeup and they'll splash into the explosion for followups (OD air grab then Drive Rush cr.HP x run's light kick ender, light qcf+punch into level 3 super for the big damage punish, or just end the air grab with forward+HK, jump cancel into whatever for a meterless followup). You can also meaty with lows or her overhead. It's scary.

 

[EDIT: Oh! After target combo x run slide in the corner you can tag on MK tatsu for damage. Or OD Tatsu for even more]

 

I like trying (mostly failing) to whiff punish with her standing HP, holding the button down and doing her run. Holding the punch stops the run as soon as possible. If it's a Punish Counter you can follow it with Hard Kick, which links into medium punch for her target combo etc. This can push then all the way to the corner from about half-screen for the spraycan setups.

 

If it's regular counter hit you can still combo into lights (maybe medium?) for more damage. If they block, you'll run but you're still safe, I think -3? [EDIT: that bit was wrong, you're safe but on regular hit, it's punishible on block]. So it's pretty good. Less range than it looks, though.

 

I havent used Drive Impact much yet other than getting hit by it however a universal thing that's good to know is that countering with your own Drive Impact for the crumble then doing a combo that ends in Drive Impact will eat a lot of their Drive Guage, pushing them toward burnout.

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51 minutes ago, joffocakes said:

 

Ggs folks! And you did a beast of a Drive Rush overhead confirm into level 3 on me, you had plenty combos!

 

After a forward throw Kimberly can forward dash into meaty throw or low.

 

The most potent day-one thing is probably that when you do target combo into slide in the corner and immediately lay down her medium spraycan you can throw them on wakeup and they'll splash into the explosion for followups (OD air grab then Drive Rush cr.HP x run's light kick ender, light qcf+punch into level 3 super for the big damage punish, or just end the air grab with forward+HK, jump cancel into whatever for a meterless followup). You can also meaty with lows or her overhead. It's scary.

 

[EDIT: Oh! After target combo x run slide in the corner you can tag on MK tatsu for damage. Or OD Tatsu for even more]

 

I like trying (mostly failing) to whiff punish with her standing HP, holding the button down and doing her run. Holding the punch stops the run as soon as possible. If it's a Punish Counter you can follow it with Hard Kick, which links into medium punch for her target combo etc. This can push then all the way to the corner from about half-screen for the spraycan setups.

 

If it's regular counter hit you can still combo into lights (maybe medium?) for more damage. If they block, you'll run but you're still safe, I think -3? [EDIT: that bit was wrong, you're safe but on regular hit, it's punishible on block]. So it's pretty good. Less range than it looks, though.

 

I havent used Drive Impact much yet other than getting hit by it however a universal thing that's good to know is that countering with your own Drive Impact for the crumble then doing a combo that ends in Drive Impact will eat a lot of their Drive Guage, pushing them toward burnout.


Ooooh, thanks so much for all of that. The run cancel thing from sHP definitely sounds like something that’ll get me killed but I won’t be able to resist trying all the time anyway, I love that stuff! Thanks for the corner pressure stuff too, what a tremendous early Christmas present! 

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2 hours ago, joffocakes said:

The most potent day-one thing is probably that when you do target combo into slide in the corner and immediately lay down her medium spraycan you can throw them on wakeup and they'll splash into the explosion for followups

Gradually cottoned on to this after like the third time and was pleased to manage to tech the throw, parry the explosion, block for a bit then run under a jump.

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@joffocakes I love that day 1 corner nonsense. I’m finding I’m more consistent getting the air grab if I TK it btw. Also it’s really nice you can just hold MP+MK during the animation of the throw and mash forward to get the PD rush cr.HP as soon as possible. 
 

I have just noticed that MP+MK is called a Drive Parry while the cancel out is called a Parry Drive Rush. Bloody hell Capcom.

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Oh yeah I always tk that air grab for consistency. You can also get a weird crossup if you do a tk air OD tatsu from point-blank range but I don't have any setups for the position/timing. Not sure how useful that will end up being.

 

And yeah, I basically always hold down MP+MK when doing drive rush, even just from normals, because of the SFIV FADC muscle memory.

 

I'd like to know some mid-screen anti-air crHP parry drive rush combos. Can she get an air throw? Who knows.

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@imp

 

Another nice oki tip off her main antiair. Hard tatsu then teleport crouching light punch beats wakeup buttons.

 

Working all weekend so won't get on until late tonight and maybe early Monday if it hasn't ended so mostly trying to find stuff to try.

 

Can't wait to go into a match with all these fresh gimmicks only to freeze when making the decision and punish mistakes with the most meek slaps possible.

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I really enjoy the discovery and testing process, noodling about in training and working out what works and piecing bits together.

Managed to put together Chun's level 2 into air level 1 combo but I'm miles away from being comfortable in a match with her.

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