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Street Fighter VI |OT| VI is for VICTORY

nikos

Member
Another character that seems mediocre and still no major balance patch. Who knows what that we'll have to deal with for an entire year before the one thereafter?

Having one per year doesn't make sense. Using tournaments as a reason is kind of dumb considering pro players adapt to changes quickly. Kimberly still doesn't have a fucking reversal. I don't really care but that's dumb.

They've kind of killed Street Fighter for me, and it's always been one of my favorite games. It's a shame.
 
Another character that seems mediocre and still no major balance patch. Who knows what that we'll have to deal with for an entire year before the one thereafter?

Having one per year doesn't make sense. Using tournaments as a reason is kind of dumb considering pro players adapt to changes quickly. Kimberly still doesn't have a fucking reversal. I don't really care but that's dumb.

They've kind of killed Street Fighter for me, and it's always been one of my favorite games. It's a shame.
I like Ed a lot, and even more now, but I definitely see where you are coming from. There was a lot of talk about sf6 being such a complete product at launch, but most of the stuff outside of actual vs combat is just fluff. It only had two more characters than SF5 did at launch, and it's just been atrocious as far as post launch affairs. I think the DLC characters have been incredible and fun to play, but waiting a year to fix the most simple stuff like Luke's cr.MP is just stupid. They seem to be catering more to folks that aren't going to stick around long term, which doesn't seem like the best idea for a fighter.
 

Paltheos

Member
Some degree of patience on patching is ok imo. Capcom from 10+ years ago kinda famously knee-jerk nerfed Sentinel's health in MvC3 because players felt was too tough. It was premature and the adjustment itself kinda gross (surely there was a more nuanced approach to adjust him across specific levels of play). Years later people refer to Sentinel as a tin can for having no life and not being very good outside of drone assist. Maybe 8 months (8, right?) is a little too long but I think people, myself included, get too impatient about ridiculous shit in competitive games.

Haven't gotten on yet since the patch. I'll try it out later tonight. The Amnesia nerf to JP is the most obvious change from the patch notes that I think everyone can immediately understand and say 'thank god' (an OD reversal move should not provide that much damage potential, etc.). We'll see how Luke's 2MP nerf goes - Luke is allot more than just that button. As a Manon player I appreciate the fix to the level 2 super - it whiffs all the time. Ryu changes look pretty neat too - Should be fun. I haven't had enough an excuse to futz with Hashogeki outside of juggles and the occasional mixup.
 
I made a 30 minutes version of the ruined lab theme if anyone needs something to listen to in the gym...or if you are plotting the resurrection of Bison I guess.

 

nikos

Member
I like Ed a lot, and even more now, but I definitely see where you are coming from. There was a lot of talk about sf6 being such a complete product at launch, but most of the stuff outside of actual vs combat is just fluff. It only had two more characters than SF5 did at launch, and it's just been atrocious as far as post launch affairs. I think the DLC characters have been incredible and fun to play, but waiting a year to fix the most simple stuff like Luke's cr.MP is just stupid. They seem to be catering more to folks that aren't going to stick around long term, which doesn't seem like the best idea for a fighter.

Agreed 100%. To be fair, I was kind of bitter when I posted this. Tried ed for a few minutes and he does seem fun. I just wish they would handle some things with the game differently.
 
They came out looking clean lol
VavjCbN.jpg
 

Paltheos

Member
Anyone watching the Red Bull event?

Shit is fun as hell

Not live. I let it run a few hours and am now catching up on the matches.

For the first match, I called the 5-0. Manon sucks, and Juri's a tough matchup too in the right hands. Juri outranges, has higher damage confirms (Manon's are just awful though without spending tons of bar; it's not like Juri's medium button combos are high damage), is faster, can get around Manon's AA. I've watched iDom play a bunch and his execution for the character is very solid. The ceiling for the character is just low because of how easy it is to neutralize her gameplan. I enjoy playing Manon too but sometimes it's just painful.
 

The Gamer Triple H

Gold Member
That theme just sounds awful. Akuma deserves a better theme. My biggest gripe with sf6 is that the overall soundtrack is mediocre. They either need to step it up in season 2 or find someone else to compose.
 

Dr. Suchong

Member
That theme just sounds awful. Akuma deserves a better theme. My biggest gripe with sf6 is that the overall soundtrack is mediocre. They either need to step it up in season 2 or find someone else to compose.
Agreed.
Absolutely nothing memorable.
Definitely the weakest aspect of sf6.
They should allow you to use tracks from previous Street fighter games.
Tekken 8 does this brilliantly.
 
So everyone has been talking about this round between Hurricane and Problem X and how Blanka basically Diddy two touched him and it shouldn't be possible. I don't see the issue, because it's not like me just did two combos and that's it. He spends 3 super bars, dumped the drive gauge, and use Blanka chans as well. What's the crew here think about it?

 

Jinzo Prime

Member
So everyone has been talking about this round between Hurricane and Problem X and how Blanka basically Diddy two touched him and it shouldn't be possible. I don't see the issue, because it's not like me just did two combos and that's it. He spends 3 super bars, dumped the drive gauge, and use Blanka chans as well. What's the crew here think about it?


A two touch zero-to-death does seem a bit too strong, but he did have full resources here. Maybe characters with a strong mobility tool like Blanka Ball shouldn't have a good Drive Rush.
 

MagnesD3

Member
So everyone has been talking about this round between Hurricane and Problem X and how Blanka basically Diddy two touched him and it shouldn't be possible. I don't see the issue, because it's not like me just did two combos and that's it. He spends 3 super bars, dumped the drive gauge, and use Blanka chans as well. What's the crew here think about it?


The only problem really is that damage across the board needs to come down, it usually does with some street fighter update among an entries life span but right now its more glaring because the game for the most part is very well balanced. Like a 10-20% damage reduction on everything across the board would do a lot for the game.
 
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MagnesD3

Member
Can't believe there is still none sf3 characters. If there is none in season 2 I will start suspecting Capcom don't own the rights anymore.
They have the rights but sadly they have the impression due to sf3 sales that no one besides the hardcore like sf3 character design (even though they literally are the best ones for the most part) so its not unlikely we dont even get 1 in season 2 which is depressing. If I didnt have JP id be more upset.
 

Inspector Q

Member
Can't believe there is still none sf3 characters. If there is none in season 2 I will start suspecting Capcom don't own the rights anymore.
Tell me about it. The best we could get were some random mentions in World Tour mode complete with some cool art:



Was hoping for some sort of mention of Q, but didn't see or hear anything. Sad times...
 

anthony2690

Member
Genuinely can't wait for the Akuma update!
Really looking forward to messing around with him on the 22nd, this has probably been by far my most played game over the last year 😁
 
Akuma update is live. New stage and costumes are there, and they've added a ton of tracks to the music player as well. They still haven't released the patch notes for some reason.
 

[Sigma]

Member
Glad we at finally get the jukebox and are able to play them during regular matches. Although there are a few decent SF6 tracks, it's still overall horrid to me. Not all that impressed with the Lily changes based on the list. We'll see though when I get it downloaded and test it out(which is going to take a while on my connection). Hopefully the season 2 characters are more to my liking. Nakayama said something about some unexpected characters showing up. Not good prospects for what I was hoping would be Makoto or Dudley although he didn't say all of season 2 would be that. So that basically confirms Ingrid:pie_astonished::goog_lol:. I kid.
 

[Sigma]

Member
Akuma is nuts. So is Shin Akuma who is you can unlock during the match(but it isn't a viable option as your opponent has to stand there and let you do it). Capcom went the extra mile with him.
 
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Aldynes

Member
Having the amazing OST of older SF titles available during matches is amazing, truly a shame that the soundtrack for SF6 is so bad overall.

Ryu got to be the strongest version we ever got of him in SF history with this new season, can't remember him being this good since vanilla SF4 and season 1 SFV.
 

Paltheos

Member
Oh cool. I didn't even know Shin Akuma is playable. Cool. Mix that with the unlockable EX1 color and you've almost got a CVS2 Shin Akuma (kinda).

Unlock method (in-match only it seems, unfortunately):


Having the amazing OST of older SF titles available during matches is amazing, truly a shame that the soundtrack for SF6 is so bad overall.

Ryu got to be the strongest version we ever got of him in SF history with this new season, can't remember him being this good since vanilla SF4 and season 1 SFV.

Strong indeed. Paladin just won TNS with him for the first time ever afaik. Day 1 and he already had tech. Probably the coolest is using a stored Denjin charge in a Hatsugeki mid-combo to get crumple and going into 5HP xx 5HK target combo cancelled again into Denjin Charge to replenish the stock. The stored Denjin mind stack is real now that you don't have to use it.

Gut reaction is that Capcom went too far buffing Ryu but time will tell - They gave him everything: More + frames, more damage, less pushback on hit. On the flip side, hopefully those Luke nerfs don't just drop Luke from #1 to #1.
 

Aldynes

Member
Strong indeed. Paladin just won TNS with him for the first time ever afaik. Day 1 and he already had tech. Probably the coolest is using a stored Denjin charge in a Hatsugeki mid-combo to get crumple and going into 5HP xx 5HK target combo cancelled again into Denjin Charge to replenish the stock. The stored Denjin mind stack is real now that you don't have to use it.

Gut reaction is that Capcom went too far buffing Ryu but time will tell - They gave him everything: More + frames, more damage, less pushback on hit. On the flip side, hopefully those Luke nerfs don't just drop Luke from #1 to #1.
Yeah the Denjin charge is amazing even from lights pressure if you hit a counter you can go to his target combo that also cancels into quick Denjin charge, Ryu needs one opening and there goes 50% of your health gone, then you just zone them and repeat, the thing is like you said he got insane pressure with 6HP now +3 on block and the different Hashogeki on block you can melt away their drive gauge, after a +3 situation (6HP solar plexus) you can sneak a 4HP (7 frames) that will trade counter hit if they press a 4 frame button, you end up recovering faster than the opponent and at +13, you can link 5HP xx HK target combo into Denjin charge cancel and if the intial 4HP is blocked go for a hashogeki and continue pressing, the mind game here is to vary your different hasho, even better if you got a denjin stocked to abuse the + frames, they can either perfect parry and so you will grab them next time (bye bye their dirve gauge) or they will try to drive impact so all you need to do is use medium hasho it will allow you to chip even more their drive gauge and recovers faster to allow you to use drive impact in reaction, the must is to sneak a 2HP here and there i'ts now nearly 1 bar of drive gauge gone if they block it, try using ligh and medium Tatsu to end combos to push them into the corner and have good oki, the dash up light hasho after light tatsu is now +2 on block when they rise up, so either way you can go for 50/50 grab or shimmy or continue pressuring, don't forget to use OD hasho in block sometimes at it will leave you +3 and for whatever reason they always try to steal their turn thinking it's a minus move haha
 

Paltheos

Member
Decided to finally take my JP onto ranked. Things are going much better than with Manon lol. Ironically I went 7-3 in placements and lost to low Diamonds and high Plats, but as this afternoon has proved afterwards, I think my tactics are not as effective against weaker players lol. I placed Diamond 4 as a result but it's been easy sailing since then.

Players hate dealing with Triglav (22P) and don't know how to deal with Departure (214P) that doesn't involve just rushing in. I'm also pretty adept at being as irritating as possible to burn through drive meter by intentionally missing with Triglav. Getting better with the early Departure calls; could improve with the window. My Torbalan cancels (236 hold K) could use some work. 2HP is still a very good AA even after the nerf; you just need to use it early. Jumping MK is my favorite air-to-air button. I've gotten the basic JP money combo down at mid-screen: Jumping HK/DI, 5HK xx 5HP (, 2MP is optimal but I'm not messing with the link in ranked) DR 2HP xx 236HP, 236MK, 22HP xx 236236HK. I've also been learning a corner combo but it's trickier. Jumping HK/DI, 5HK, 2MP DR 6HK xx 236HP, microwalk forward, 5HP xx 236KK, 2PP xx 236236HK is more damage in the corner but the timing after 236HP is a little strict - Too early and either the 5HP or 236KK will whiff. Only pulled this off a couple times in a match so far. I'm also trying to implement 5HP xx 214HP (during juggles like above) into my game when I don't have meter.

Uh, anyway, doing well with JP on ranked. Just reached Diamond 5. Currently on a 19 win streak. Not my ranked record but pretty damn good.

Edit: Streak died after 22 wins. Aki ran on 1-1 :(
 
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Paltheos

Member
That was fast. Single afternoon. Master character numero 3 completed (JP!)

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I'm relying a little much too on raw DR 2MK to get in, but when I'm given reign at full-screen... I'm having a good time anyway. Got another 10 win streak in Diamond 5. The absolute plethora of Akumas generally helped my climb as more often than not they weren't very good and I don't mind the matchup (if I'd tried making this climb after Ed came out the result would have been the opposite lol). Trying to punish some of their pressure better. Raw DI in response to overhead chop is good but not always reliable - sometimes they recover early or they go over me. Raw DR to go under air fireballs is nice but I feel like I get lucky whenever that happens - I'm not reacting or anticipating the fireball. Usually I jump&poke when I think it's coming.
 
After getting characters like Rashid, AKI, and Ed, Akuma really seems dry. He's so easy to use, and feels unrewarding in the end. I thought they would go in a different direction with him this time, but I guess I was mistaken.
 

Celcius

°Temp. member
Finally got Ken up to the Silver league in ranked. Along with Chun-Li that's 2 characters now.
Also, I went to the Battle Hub and saw that you can vote for a character that I assume would be added to the game in the future. I voted for Violent Ken. I don't believe we've seen him since SVC Chaos and I'm here for it.
 
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Jesb

Gold Member
So with this on GFN I’m thinking of grabbing the steam version. Good time to jump into this? I haven’t played a street fighter in so many years so I’ll be overwhelmed I’m sure.
 
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