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Yiceman

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Posts posted by Yiceman

  1. 1 hour ago, ToreyBeans said:

    There is at least one comeback mechanic I think we could consider; namely the critical arts, which now get triggered at 30% life, with max meter stored. Feels sliiiiiightly Ultra Combo/Revenge Gauge-ish. But to your point about SF6 not feeling like SFV? I agree - on paper seems like a very different game compared to V, but I guess the base of it seems like SFV at least. Adding all the new systems, and whatever else the devs are cooking behind the scenes will probably make it feel more like its own thing. I trust that they're putting together a phenomenal product.

    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.

  2. 3 hours ago, Skort said:

    Rose please, i don't plan on playing her but looking at how late she was added in 5's roster for such a popular character it's a major kick in the nuts. She kinda deserves to return early on 6's dlc list.

    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...

  3. 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.

  4. 1 hour ago, Skort said:

    On the Juri topic

     

    They showed it very briefly but Juri appears to have a command dash in SF 6 in the form of her V-skill 1 Kasatushu.

     

    juri-kasatushu.jpg

     

     

    ezgif-4-2ec87e1037.gif

     

     

    The way they showed it here looks to me like it's going to use more as a combo extender where she gets to close the gap and further extend her combos rather than working as a anti fireball tool ( her dive kick has that covered now ).   

     

    I say this because she is hitting Jamie with her kasatushu ( v-skill 1  )  ,it's not displayed as a anti fireball tool. I am curious if this move is only available in the FSE or just enhanced while in the FSE. 

     

    It's a fast dash that hits the opponent and allows Juri to pressure more. Maybe an answer to the thing we have been asking for a while from her OVA ? 

     

    chunli-street-fighter.gif

     

    So, imagine Juri doing some wild stuff like st.mp x st.mk x heavy fuha x medium EX fuha ( ground bounce ) x j.mp x  EX dive that also adds a juggle point x unstored fuha ( 1 hit but leaves them in a juggle based on trailer )  THEN you do her v-skill dash that hits front then you can extend your combo even more as you please. Flashy as fuck, maybe scales a lot if you extend it too much but that would look pretty damn swaggy.

     

     

    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.

  5. 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.

  6. 51 minutes ago, Shakunetsu said:

    I like her tools and gimmicks compare to Ibuki in SFV

     

    lol giant bombs and giant shurikens? Pocket Fighters HAHA

     

     

    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.

  7. 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

  8. "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.

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