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Yiceman

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Everything posted by Yiceman

  1. Glad I spent $40 on GBVS and the DLC two months ago. Oh well. If anyone wants to try and play it I'm game. I never did much more than the tutorial and a few games with friends.
  2. I don't think the SF6 Critical Arts could be compared to SF4 Ultras. It's just like a 10-15% damage boost to your level 3 super. You still need to actually have three bars, which requires a good amount of restraint and control during the match. It's not like you get the meter for free and can blow it every round.
  3. Pretty much everyone else beforehand has said it plays more like 3S than SFV. I wouldn't say it plays like SFV, I'd say these people are playing it like it is SFV because that's what they're used to.
  4. Finally some SF6 Chun play on this Yipes stream. I think I've seen enough Ryu x Jamie to last me until this game releases.
  5. Rose might not do so hot in SF6, with her big buttons and fireballs. She'll probably need another redesign. Clearly they should give her teleport as a default move. And maybe a grounded long range scarf command grab...
  6. I've always found the combo/juggles in NRS games to be ugly looking. The graphics get more and more realistic, but they still have people bouncing the opponent up over and over with jabs in the corner. It looks stupid. It looks less realistic than other games with more cartoony visual styles. There's a lot to be said for the shorter, simpler air juggles found in SF games when it comes to making a combo look cool.
  7. China even wanted the Statue of Liberty cut from Spider-Man: No Way Home. Thankfully Sony refused to cut out the location for the climax of the film just to appease them. https://www.cbr.com/spider-man-no-way-home-china-statue-of-liberty-sony-refuse/
  8. I doubt Juri can dive kick from a back jump naturally. In the trailer she cancels it from a jump back mp, which has been the exception to that rule in SFV. For example, Rose can't air fireball from a back jump, but if she does jump back mp, she can cancel it into air fireball.
  9. That dash could also be built into the Feng Shui activation, kind of like Ken VT1. So maybe the idea is you hit a max range cr mk, Feng Shui activate and she zips up right in range for her combo chains to hit.
  10. I think having so many tools tied to the Drive Bar just means different players will develop more varied playstyles. Some people might use it all on OD specials for big combos. Others might save it to Drive Rush hit confirm off of a pole. Others might save it for more defensive options like parry or Drive Reversal. A lot of players will go ham, blow all their load, and get punished for it. Keeping supers on their own bar is the closest thing to a comeback mechanic this game has. You're more likely to have more bar near the end. If EX moves were tied to it, there would just be a lot less supers, and a lot less hype because of it.
  11. The thing that interests me there is the last line, "We wonder what those headphones are for." I remember the blog post saying both her spray cans and headphones are used in battle, and this seems to confirm it. So she has some other special move using the headphones that we haven't seen yet.
  12. Juri's win pose having her sit down on the opponent gives me hope that the likes of Abigail will never appear in SF6. They'd need a whole new animation of her climbing up his stupid fat ass to sit on it.
  13. Now some thoughts on Kimberly's run. She has the low slide and the overhead follow-ups...but it's SF6, just start to parry when she runs, right? That's where the move where she runs up off your body comes in. I think that one probably works on block/parry as well; you don't take damage, but she'll run and jump off your body no matter what. From that move, we see she has two follow ups: a dive kick and a command grab. Sit there or hold a parry, you might get command grabbed. Try to jump away, you might get dive kicked. So from her run, she could run-stop, run into a fast kick move thatprobably beats mashing, run into low, run into overhead, or run into body-hop that has another 50/50 built in. Just my hypothesis, but I think that's how you'd make the Bushinryu run work in a game with parry. For reference all the run followups are seen in this video https://giant.gfycat.com/OffbeatWearyDove.mp4
  14. I'll be the first to say, since I know there's some vocal opinions on this one: good riddance to the negative edge fireballs. I hate negative edge. I don't want to lose half my buttons to have a fireball. I'm positive I wasn't the only one who liked that change from 4 to 5.
  15. Ok, I think I noticed something else about Juri... When she does her fuha moves, sometimes they have the black SFV visual effects, and sometimes it's purple. I'm guessing the black effects are the unstored versions, and the purple is the powered-up versions.
  16. "Juri unleashes the power of the Feng Shui Engine embedded in her eye, allowing her to cancel normal moves into other normal moves or even unique moves." Chaining into the overhead is back? Or maybe it just means that launcher in the trailer. Other things I noticed in the Juri trailer: her stand roundhouse more resembles the SF4 one, with a larger hop forward. She also steps forward a bit during the fuha store. Probably a more reliable combo tool.
  17. Damn no wonder she wears pants like that, I don't think that ass would fit in normal ones. 10/10 walk cycle though,
  18. Goddamn. The character pages are up on the site. https://www.streetfighter.com/6/en-us/character/kimberly.html
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