Jump to content

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


Captain Kelsten
 Share

Recommended Posts

21 hours ago, joffocakes said:

Confirmation of something folk speculated on from the trailer; Guile's Sonic Boom has different properties (faster? more hitstun/less recovery?) when input with perfect timing. Luke has similar properties in SFV that carry over to SF6, as did Karin and Dan, god rest their souls. I wonder if it's something they're making universal, or if it's just a way for certain characters to optimise their damage?
 

 

 

By "perfect timing", does that mean "on the very first frame after the charge is ready"?

Link to comment
Share on other sites

12 minutes ago, joffocakes said:

A Japanese snippet of gameplay showed battle damage in Guile, so I guess that'll be a new feature?

 

 

 

 

 

Must be fake. Guile has never taken damage in battle.

Link to comment
Share on other sites

22 minutes ago, Nick R said:

 

By "perfect timing", does that mean "on the very first frame after the charge is ready"?

 

Unless they clarify in that new japanese gameplay video I don't think it's been conformed yet. I expect pressing forward+punch on the same frame (or within a frame or two of each other) makes most sense for consistency's sake.

Link to comment
Share on other sites

53 minutes ago, joffocakes said:

 

Unless they clarify in that new japanese gameplay video I don't think it's been conformed yet. I expect pressing forward+punch on the same frame (or within a frame or two of each other) makes most sense for consistency's sake.

 

Yeah, I'm guessing it'll work like Electric Wind God Fist in Tekken. 

Link to comment
Share on other sites

Dan's VTrigger 2 enchanced uppercut/fireball work the same way. They're not as difficult as EWGF though, there's a leniency of at least 3 frames I'm sure. I reckon the "perfect" moves in SF6 will be the same.

Link to comment
Share on other sites

 

 

This makes me so happy. The stubby range of the vast majority of mid range buttons in SFV was one of the things I disliked the most. More long-ass low forwards please. 

Link to comment
Share on other sites

Have to say I’m not loving these character themes. They’re a bit generic sounding. I’m hoping there will still be classic theme arrangements and remixes as an option, both SF4 and SF5 did a fantastic job with those. 

Link to comment
Share on other sites

Yeah I think they're going for the SF3 type break away from the traditional themes and have music that fits the overall style/tone of the game rather than the classic themes, but these are very bland compared to many of the 3rd strike bangers as well. 

 

But yeah, the option to choose would be fine. 

Link to comment
Share on other sites

They could just do what the recent Tekkens and Soulcalibur VI did: just allow you to buy music packs from the older games and customise each stage's OST to your liking. With all the games and various mixes of each soundtrack over the years, it could be endless. For example, with SFII alone you have CPS1, CPS2, "Arranged" (from 3DO and Hyper SFII), HD Remix and so on.

 

Even Dead or Alive 5 did it so there's no excuse. It would be free DLC money for Capcom too.

Link to comment
Share on other sites

On 16/06/2022 at 20:35, MW_Jimmy said:

I love that new Ryu theme. It's hella funky breaks and beats. Fits the vibe and style.

I think you'll find yourself in the minority on this.

Link to comment
Share on other sites

The Ryu theme is fanfuckingtastic, BUT I was waiting for it to transition into the melody of his more traditional theme. I'll take that trade off of it means getting that quality and style across the board though. I thought 5's takes on the character themes were pretty stable.

Link to comment
Share on other sites

I only recently graduated from Street Fighter 2 to Street Fighter 3, so it was heartening to read @Nate Dogg III’s recent Hit Points about fighting game onboarding, and how it’s a real problem (and not just one in my head). 

Nate’s writing on the subject is excellent though, really heats up the blood about the possibility and excitement of a new Street Fighter, but I’m absolutely abysmal at all of them. I don’t necessarily need an onboarding guide - something that explains how to block, how to punch, maybe even what buttons to press to do a counter, although admittedly that specific example wouldn’t be un-helpful - my difficulties are more about how to read an opponent; which kind of attack is useful in a certain situation; How to pressure an opponent into making a mistake. 
 

I suspect these are things that can’t be taught, but it would be nice if SF6 could do that. Otherwise it’s back to two fireballs, jumping hard kick into hard kick for me. 

Link to comment
Share on other sites

Jeez, those first three paragraphs could have been written by me. Not as eloquently as @Nate Dogg III obviously, but they're a 100% accurate description of how I approach Street Fighter, how real life circumstances influenced my fighting game enjoyment, and why I bounced of V hella hard.

 

Reading that makes me very hopeful for 6! Excellent write-up, Nate.

Link to comment
Share on other sites

Yes, I can relate to those SF5 sentiments re: it feeling odd and being put off for multiple reasons.

6 looks excellent in every way, the animations in particular are a real step up, especially the supers and the blocking/parrying individual attacks, and I can already see the depth in the drive system.

Link to comment
Share on other sites

The text of this (again, Japanese) interview seems to suggest that even if you've selected the new, Modern control scheme you will still be able to perform the special moves using the traditional command inputs:

 

Quote

"However, even if you select the modern operation, you can perform the same special move by inputting the classic operation."


https://www.4gamer.net/games/635/G063504/20220615009/

 

I guess this means Chun Li may have access to Spinning Bird Kick in Modern Controls (outside of the auto-combo) after all?

 

Ken could hypothetically have access to all strengths of tatsu, considering in SFV his light and heavy tatsus were basically different moves entirely in terms of functionality. 

 

However even from the few characters we've seen there are overlaps in motions (quarter circle forward punch for Luke's Sand Blast, quarter circle forward kick for his forward charge) so I wonder how this would work when they only have access to three normal moves, mapped to light/medium/heavy rather than punch/kick.

 

Street Fighter.

 

Link to comment
Share on other sites

1 hour ago, joffocakes said:

The text of this (again, Japanese) interview seems to suggest that even if you've selected the new, Modern control scheme you will still be able to perform the special moves using the traditional command inputs:

 

According to the video below, it sounds like you can't (at least in the demo build). At about 7:20, he says that he tested whether charge moves still require charging when using Modern controls (they do). And then he says that he tried Ryu's special moves using traditional commands with Modern controls active, and that didn't work. Specifically, he says that he tried to do Ryu's new Hashogeki move (QCB+P) with the Modern control mode, and it didn't work.

 

So it sounds like Modern controls restrict you to the four special moves that have shortcuts.

 

 

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.