Enjoying SF6?
Enjoying SF6?
Didn’t think I’d have this much fun with a SF. 3rd Strike was the last time I had so much fun. I’m very excited for the future of this entry and I hope they don’t rob the game of the fun factor by nerfing everything and everyone down to hell. Im currently Silver for one character and trying to wrap my head around DeeJay which is hella fun and kinda OP before trying out some ranked matches with him.
Between this, ToTK and all the upcoming games + my current backlog, it’s been one hell of a year for gaming and I’m glad SF6 is part of it!
This has got to be my favorite traditional fighting game of all time. I haven’t touched street fighter very much since the SF2 days, aside from just dabbling with some of the games now and then.
For the past several years, I’ve just really wanted to get into fighting games, and I bought like 10 of them, usually on steam sales. The only one that I was really able to get into was Power Rangers battle for the grid, and I eventually got tired of that because at high ranks it’s just 1 or 2 touch kills.
I bought street fighter 6 hoping that it might be “the one”… And it really is! Not only is the gameplay great, but this game is the complete package. So many other fighting games are totally barbones, and don’t ship with basic features. Capcom just really knocked this one out of the park!
Overall yes… however I don’t care for drive rush. I main Blanka and sub Lily. Lily’s drive rush is so stubby… and I still haven’t incorporated it into my offense. I hate being rushed down with drive rush too…
I have always played charge characters so I am still getting used to DP’s with Lily… and having to QCB with Blanka for lightning… I miss the mash inputs for it. I get accidental supers with the new input. :/
The game is fun though! Just hope they eventually bring Bison back
Drive rush is cool even though I haven’t worked it in yet (started world tour mode after hitting gold pretty quickly). My least favorite mechanic is parry. It doesn’t feel satisfying to use or to play into. And now good players are just using it to fish for perfect parry punishes as a safe way to look for openings. The recovery still allowing you to block makes it too safe right now imo.
Overall I think strive is more my type of game but I haven’t played that since the crossplay network issues came up. Sf6 is fun but not my style I guess.
Sf5 was my go to for the last few years. I’m liking the changes but I think some of the uniqueness of different character styles has been lost. Overall it’s more fun.
I’m liking the changes to ranking where you get more points going up than down. Should lead to less fluctuations as you progress.
I love the retro graphics for the super arts or critical arts, combined with old style sound effects but I’m not a fan of some of the characters normal graphics. Too hyper real, which is off-putting mixed with cartoon at the same time. The super arts are long though and get a little repetitive.
Combos seems to be harder than previously to get consistent, but I think it could be me just adjusting as some other players are linking them better on me!
My main is already out but I’m looking forward to the variety of other characters.
All of the modern hate is unfounded too. I tried doing those trials and I found them way harder than classic. Having to alternate between holding the auto and returning controller to neutral is way harder than classic controls.
I get its appeal but not its hate in the lower ranks. I see some occasionally in the platinum mines and expect them to be just as good as the other players.
Game is phenomenal. SFV was my first serious fighting game, and while it was great to learn on, sometimes it felt like the game was “too structured” in a way? Maybe I wasn’t creative enough (only ever reached Ultra Gold after years of playing), but some moments just felt very formulaic.
SF6 feels very fluid, with normals and the Drive system working very smoothly and clearly. I still don’t have Drive Rushes down yet, but my janky Blanka somehow reached Platinum with 1 light combo, 1 heavy Drive Impact combo, a simple hit/grab mixup, and a frame trap on EX electrics. I’m honestly looking forward to getting to do all those cool swaggy Drive Rush combos, and maybe actually learn some doll setplay setups.
I got 35 total hours in SFV. I picked SF6 up on launch but didn’t get the chance to really dive into it as shit hit the fan in my house. The last week that all figured itself out an I already got 27 hours in now. It’s easily gonna overtake my time with Mk11. I got 109 hours in that game. That’s a lot for me.
Manon is the only character I’ve picked up. I love her dance combat routine. Any character I can do full limb circle dance hit moves are my favorite and this game has a great one. So think like Lily from Tekken. Baraka from MK11. Manon is a great addition to the full circle limb swing club. Online is great and I might actually get her to master in ranked. That would be a first for me.
I love all the salt about modern and classic. I keep going back and forth with which side I agree with. Modern is good for the game but it did make lower tier rank play a bit of a special and DI spam cesspool. I also recognize it’s also a skill gap that classic players need to put work into. But it’s not that hard to do. It just takes time.
On the other side I do see the compliants about having one button specials as a cheap hack at getting new players into the game. I’ve lost a fair share of matches against modern players where I whiffed on a special input and they straight up just blip a button and there goes the game. But at the end of the day it’s all mental. If you go into a matchup and see the M mad start getting down on the game, you’ve already lost. It really is the complete guantlet of physical skill and mental skill coming together in a video game. Moreso than any other fighter in recent memory theres actually something different to separate player 1 from player 2. It’s those little Cs mad Ms on the bar that got people so riled up right now.
More than anything fighting games are about making the game slow down for you. When it finally does slow down, that’s when it really opens up into strategic play. Drive rush combos are my next obstacle to tackle. The problem I’m having is that I blurt them out too fast on my hitbox and end up getting punished for it. That’s another thing too. I switched to a hitbox. So learning timing twice is a struggle. Every day I get noticably better. This whole first month of Street Fighter has been some of the best fighting game experiences I’ve ever had in 20+ years of playing fighting games.
I’m loving the gameplay and mode variety.
I absolutely hate the monetization and the FOMO live service crap. The game has too many currencies to keep track of.