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


Captain Kelsten

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I very much appreciate the games this evening - very educational, and while I wasn't able to stop myself doing Wakeup DPs every single time once it became apparent that they never ever land against JLM, I do at least recognise that this is a Bronze level habit that I need to start working myself out of as soon as I can. I have absolutely no idea what I'm doing against Imp's Kimberly. The best I could really do was to start to anticipate and block that dive in cross-up, but that move seems to be able to go about 3 different ways, so not really there yet.

 

I really struggle to maintain any sort of offense in the game, of course. While it's definitely a skill issue it feels as though other people can counterpunch all day, but my attempt to do it just gets blocked each time, although thinking logically, it's likely more that I get absolutely consumed on trying to move forward and while I could be doing that to them, I just don't think to. I don't capitalise on confirmed hits because anything that leads into a combo is such a surprise to me landing that I sort of freeze up.

Still, it's great to be able to play some longer sequences of games against some much more talented players. I just need to work on my stuff a bit!

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24 minutes ago, Lying Cat said:

I very much appreciate the games this evening - very educational, and while I wasn't able to stop myself doing Wakeup DPs every single time once it became apparent that they never ever land against JLM, I do at least recognise that this is a Bronze level habit that I need to start working myself out of as soon as I can. I have absolutely no idea what I'm doing against Imp's Kimberly. The best I could really do was to start to anticipate and block that dive in cross-up, but that move seems to be able to go about 3 different ways, so not really there yet.

 

I really struggle to maintain any sort of offense in the game, of course. While it's definitely a skill issue it feels as though other people can counterpunch all day, but my attempt to do it just gets blocked each time, although thinking logically, it's likely more that I get absolutely consumed on trying to move forward and while I could be doing that to them, I just don't think to. I don't capitalise on confirmed hits because anything that leads into a combo is such a surprise to me landing that I sort of freeze up.

Still, it's great to be able to play some longer sequences of games against some much more talented players. I just need to work on my stuff a bit!

 

Man, I had a great time playing you. I'd played a really long set (and got absolutely taken to pieces) by a really good Luke earlier in the evening, so was probably hyper attuned to when Luke is safe and when he isn't. It looked to me like you've got some solid basics down and the flashier stuff will come in time. Against Kimberley's hop thing, if Luke does a delayed crouching hard punch after she steps on you (heh) I think it beats her if she goes for the neutral jump or the crossup. I actually thought you'd left, but if you fancied hopping in to the action while JLM and I were playing the long set do feel free to just join the queue on the cabinet to get a turn!

 

JLM, it was super to play you. The tech on display was absurd, I was loving every extended combo. Also, is Ryu your main until Deejay? I have to say, for a man with such exceptional fundamentals, Ryu seems like a pretty dang good look for you right now!

 

Also, fucking hell, my left hand is so achey after this weekend. Building tendons for hitbox is hard, man.

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1 minute ago, imp said:

 

Man, I had a great time playing you. I'd played a really long set (and got absolutely taken to pieces) by a really good Luke earlier in the evening, so was probably hyper attuned to when Luke is safe and when he isn't. It looked to me like you've got some solid basics down and the flashier stuff will come in time. Against Kimberley's hop thing, if Luke does a delayed crouching hard punch after she steps on you (heh) I think it beats her if she goes for the neutral jump or the crossup. I actually thought you'd left, but if you fancied hopping in to the action while JLM and I were playing the long set do feel free to just join the queue on the cabinet to get a turn!


Well, if you had fun I guess we should do it again at some point! just sort of fancied watching you guys play as by the point JLM came back I’d OD’d on Lemsip and my head was killing me, so I didn’t queue.

 

I’m doing okay on the fundamentals, I think I did at least okay with JLM in the pokey-pokey neutral game despite the skill disparity - it’s just when I got thrown  in the corner the pain really started! I need to suss out how the Drive Rush works too - I see other people carrying a lot of momentum with it and I believe it puts you on plus. Again, it’s just something I don’t capitalise on.

 

Anyway, I had a great time. Will very much look forward to next beta and/or release.

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7 hours ago, Lying Cat said:

I very much appreciate the games this evening - very educational, and while I wasn't able to stop myself doing Wakeup DPs every single time once it became apparent that they never ever land against JLM, I do at least recognise that this is a Bronze level habit that I need to start working myself out of as soon as I can.


The nice thing about this is, you'll adjust and it will work and then within a round or less he will start throwing you where you used to be DPing. And at that point you've unlocked the other bit of the game.

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11 hours ago, Lying Cat said:

 

It takes a long time to drill combos into your muscle memory, especially as in SF you can't just mash them in as fast as you can - you've got to play the rhythm action game that goes alongside them. When you're just starting out it's best to just get down the target combos and use them for punishes. I think one of Ryu's is s.MP > s.MK > s.HK. It's pretty chunky and very satisfying to use.

 

SF has never been a particularly combo heavy game, it's more about knowing what you can cancel into special moves and the like. Especially with SF6, I'm finding that putting in special moves on their own is just asking to get your head kicked in.

 

I also very much recognise your "wanted to do a fireball, but punched the air" feelings. It got a lot better after I moved onto to using a Hitbox, being the cheap piece of shit that I am.

I know it's not combo heavy but I try to do a jumping kick into crouching kick into shoryuken and end up doing a dengin charge in someone's face I feel like a plum. Saying that pulling off ex donkey kick and managing to catch them with a level 3 super is so satisfying. If we ignore the moments I donkey kick the air after they hit the wall and the times I try it and just use up overdrive meter kicking the air...

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Hoped to get another go on this yesterday or maybe this morning but ended up too busy then they ended it at 8am prompt.

 

Had fun seeing folks' snippets of tech and finally finding out the intended use of Drive Reversal is for shutting down the opponents Drive Rush cancels so they waste their meter. Unlike Street Fighter V's VReversal It's strike and throw invulnerable.

 

They accidentally refer to it as Drive Impact in this tweet but here's some examples of it in action:

 Had loads of fun with it, I'm excited for the full game. Wish I'd spend more time with Luke since World Tour appears to start with their moveset and it'd be nice to feel immediately comfortable.

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I played til 3am, didn't want it to end. Had so many good sets with randoms in casual and feeling much more comfortable with chun, havent messed about with any green stuff in actual matches yet, just getting the fundamentals down.

It's going to be a long 6 months.

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GGs Mr. Cat and Mr. Imp. Lovely to play some RLLMUKers at Streetfighter again, has been far too long!

 

Absolutely love Ryu in this game. It's definitely easier to DP anti-air than it was in SFV and everything else he has is so delightful. It's like an apology for how underwhelming he was in SFV. I will be switching to Dee Jay at launch but have had so much fun using ordinary guy during these betas. 

 

Ersatz yeah, would try to block more often on wake up, as DP and waking up with buttons are both very risky. When I knocked you down I was usually cycling the same two options. I was either doing low short - > low jab and then hit confirming into a special if it hit, or if not I was blocking to see if you did wake up DP. If you block the low short - > low jab my turn is over. The light attacks push you out of throw range and I'm at disadvantage after blocked jabs so can't take any more pressure. I have to spend drive meter on an EX move or a drive rush to keep pressure going after that, which I won't want to do every time as the drive meter is so important. You have to EX DP sometimes so I don't feel like I can pressure you every single time I score a knockdown, but if I'm blocking or only doing light pressure when you're knocked down, try to block it out fairly often as it's much much safer for you. 

 

As Joffo and Alistarr have said, that's where the mindgames then come in. If you block 9 times out of 10 then I might get comfortable pressuring you every time, which then means you can introduce the wake up DP. If you've done the wake up DP and it hit, I might be more cautious next time, in which case you can try blocking. If you see I've been put off by the DP and I'm blocking on your wake up, you could try waking up with a fast normal attack to steal the turn, you could try and throw me, or you could back dash to get out of the situation etc. 

 

Try to train me with your decisions and then get a read on how I'm responding to them. 

 

Would also try to cut down on the number of sweeps. Luke's stand MK is a tremendous poke and is especially good against low pokes like Ryu's crouching medium kick. If you're wanting to play a safe pokey game with Luke you can use that and crouching MK as much lower risk options than sweep, which is massively punishable if blocked.  They're also lower commitment pokes if you're trying to manage mental stack. Throwing out a big, slow move gives both you as a player and your character less time to respond to what the opponent is doing. Like if you do standing medium kick you might still have time to block or DP anti air if I unexpectedly jump. If you've thrown out a sweep you will be in trouble. 

 

With Luke you can also try to stand outside of my poke range and then use his various normals that make him move forwards to try and hit my whiffed attacks. The forward moving normals are one of Luke's biggest strengths and can make up for him having less range than Ryu on his pokes. 

 

Is it June yet? I want more lobbies. 

 

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5 minutes ago, JLM said:

Excellent Advice

 

 

Thank you! I shall absorb this and get to implementing it for next time. Just needs more time - so much of what you say makes complete sense, but I'm only at the point of realising where I screwed up a microsecond after doing so. My other major Luke issue is burning way too much Drive on EX moves, especially as it's three bars if you want the very effective second stage of his EXs.

 

I'll put up more of a fight next time.

 

We should create a RLLMUK club when the game actually launches and act all cool and and hang up a "no nerds" sign on the door or something.

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Yeah Luke having to spend 3 bars on those is a lot when the drive gauge is such an important resource. It does give him an interesting and different way to spend it though, so guess it'll be part of his strategy once people figure out the risk/reward on it.

 

Luke overall feels slightly underwhelming in this beta. It might just be because he is the best character in the game in SF5, but he does feel slightly weak.

 

I think he loses to Ryu in the match up. If Ryu has denjin stocked I don't know what Luke is meant to do in the neutral. He can only contest it with EX sand blast, which is very expensive to be throwing out all the time. Other than that he really has to try and pick his way in against a character with a fireball that completely dominates his and more range on all of their pokes. I guess his goal is to get in patiently and then press the offense, just a bit jarring seeing him outgunned in neutral when in SFV he is in control at pretty much any range against most of the cast. 

 

Obviously extremely early to make any such calls though, with such a small portion of the roster available and this being six months before release. 

 

 

 

 

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Also Kimblerley is a nightmare. She is going to be such a problem at launch as she is a huge knowledge check character. It's like fighting Decapre and Guy at the same time, with a bit of anime-style projectile lockdown oki thrown in for good measure. If you're not familiar with the match up she will ruin you, and people will have had multiple betas (and cracked beta training) to get all sorts of sauce prepared by June. I'm sure the launch version of her will be different, but still, month one Kimblerley is going to be a monster. 

 

Run - > Slide is very risky but it's also incredibly fast. It's like G and Balrog's low rush in SF5, where you have to already be looking for it to block it. Even at near full screen it was hard to see her start running and block in time. So in neutral I'm at least slightly focused on that. Then you have run into the other enders, teleport into high/low, teleport into grab or button, hop kick into flip mix up, jump, jump into elbow to bait anti air, drive rush into button/grab, forward dash, drive impact. Then she can use her standing MK to fish like Abel in SF4 and get in that way too. That is a LOT of approach options to worry about. Even when I'm literally just sat in down back trying to watch what she's doing it's hard to be ready for all of those options. Terrifying character. 

 

 

 

 

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I was watching a video from Majin Obama on 'pick a mid-tier' last night and was thinking Kim (we're on those terms) is sticking her head out of the beta making too much noise (justified or not) to survive the first round of post-launch balancing as she is. Hopefully Capcom will be hands-off for a good while to allow balancing and the madness to shake out.

 

 

 

 

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I played against a Kim who did nothing but walk to the furthest distance she could go and then slide in. I literally went 2-0 by holding down-back, throwing her on arrival and letting her walk back to full screen.

 

I look forward to Capcom viewing only my fight and deciding she needs an enormous buff.

 

#LowRankExperiences

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23 hours ago, JLM said:

Also Kimblerley is a nightmare. She is going to be such a problem at launch as she is a huge knowledge check character. It's like fighting Decapre and Guy at the same time, with a bit of anime-style projectile lockdown oki thrown in for good measure. If you're not familiar with the match up she will ruin you, and people will have had multiple betas (and cracked beta training) to get all sorts of sauce prepared by June. I'm sure the launch version of her will be different, but still, month one Kimblerley is going to be a monster. 

 

Run - > Slide is very risky but it's also incredibly fast. It's like G and Balrog's low rush in SF5, where you have to already be looking for it to block it. Even at near full screen it was hard to see her start running and block in time. So in neutral I'm at least slightly focused on that. Then you have run into the other enders, teleport into high/low, teleport into grab or button, hop kick into flip mix up, jump, jump into elbow to bait anti air, drive rush into button/grab, forward dash, drive impact. Then she can use her standing MK to fish like Abel in SF4 and get in that way too. That is a LOT of approach options to worry about. Even when I'm literally just sat in down back trying to watch what she's doing it's hard to be ready for all of those options. Terrifying character. 

 

 

 

 

 

I feel like playing Lancelot in Granblue has prepared me pretty well for Kimberly. Full screen low-hitting slide? Check! Front or back air mixups? Check! Teleport nonsense? Check! Knockdowns into looping oki? A move that changes angle during air approach? Check and check! Extended nasty corner pressure and combos? BIG CHECK!

 

At least they didn't give her a rekka too!

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Tampa Never Sleeps SF6 was pretty good stuff:

 

 

 

Punk whiff punishing everything with Jamie's sweep, ChrisT's Ken looking ferocious. Also lovely to see Nuckeldu back playing fighting games and back playing Guile. He went from full retirement to entering tournaments for SF4, SF5 *and* SF6 in the same month. 

 

I like Graham Wolfe using neutral drive rush into knee bazooka to start offense with Guile. Good example of the flexibility/creativity allowed by the mechanic. Ice and Du playing textbook Guile, Wolfe playing rushdown Guile and using his meter in different ways to facilitate that. 

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2 hours ago, joffocakes said:

They're still talking about Mega Man Battle Network but we should see more Marisa, Manon, Dee Jay and JP Street Fighter 6 gameplay here in a few minutes:

 

 

 

The actual new footage starts from 1:48:08 though it's inexperienced players using Dynamic Controls so don't expect to get much insight into each characters' effectiveness. They're all looking great though, a bit of Honda and Dhalsim too.

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Nice wee twitter thread Ryan Harvey has translated which details some of the nuance in system changes between SFV and SF6, particularly in terms of priority and knockdown pressure.

 

I kinda agree with criticisms from earlier in the thread about how what we've seen of the game so far (besides the glimpses of World Tour mode) and discussion around it has been more esports/enthusiast focused. Suits me fine of course, and I guess that's too be expected in a genre that needs to be put through it's paces for a while to tighten things up for release but a few story snippets or insights into the new and returning characters reasons for fighting might be nice to break up the demonstrations of what their cr.mp can link into when they spend meter to Drive Rush.

 

It's still six months away though, I expect the tone of the marketing will shift to draw in a wider audience when its nearer to launch. I just wanna see a load more of World Tour mode.

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