Stage Select

Shahenzan

Member
  • Posts

    228
  • Joined

  • Last visited

Reputation Activity

  1. Insightful
    Shahenzan got a reaction from TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  2. +1
    Shahenzan got a reaction from Shakunetsu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  3. +1
    Shahenzan got a reaction from Pair of Rooks in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  4. Insightful
    Shahenzan got a reaction from HeavensCloud in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  5. +1
    Shahenzan got a reaction from BornWinner in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  6. +1
    Shahenzan got a reaction from Sonero in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk.
     
    If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated.
     
    Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk.
     
    Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  7. +1
    Shahenzan reacted to Pair of Rooks in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Floor 5, with a yo-yo and a dream. 😤
     
    Pretty awesome that the whole game including all DLC is f2p for the crossplay test.   That's smart, and I appreciate the ability to try before i buy on some of these characters. 
     
    I got the game's music off so I'm doing training and ranked modes with some chill lo-fi.   Is nice. 
     
     
  8. +1
    Shahenzan got a reaction from TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    That's the model from the game without any kind of editing, just how it is stock
     
    Re engine kinda buff...
  9. Insightful
    Shahenzan got a reaction from HD-Man in Street Fighter 6 Lounge: The FGC has a crack problem.   
    That's the model from the game without any kind of editing, just how it is stock
     
    Re engine kinda buff...
  10. +1
    Shahenzan got a reaction from Mattatsu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Parry is active frame 1 and active as long as you have drive meter to hold it down. You could parry to neutralize the fireball, then drive rush in if you wanted to try and gain space. You could gamble on DI if your DI has a long range, that also absorbs hits from frame 1. In that particular clip though chun didnt have those options even if she wanted to use them bc she was in burnout. Chun might also have character specific anti-fireball options that dont use meter but I have no idea what they are
     
    fireball characters being able to call out neutral jump from that range is definitely pretty strong but...idk just gotta mind the game when you dont have drive and they do
  11. +1
    Shahenzan got a reaction from -PVL93- in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Parry is active frame 1 and active as long as you have drive meter to hold it down. You could parry to neutralize the fireball, then drive rush in if you wanted to try and gain space. You could gamble on DI if your DI has a long range, that also absorbs hits from frame 1. In that particular clip though chun didnt have those options even if she wanted to use them bc she was in burnout. Chun might also have character specific anti-fireball options that dont use meter but I have no idea what they are
     
    fireball characters being able to call out neutral jump from that range is definitely pretty strong but...idk just gotta mind the game when you dont have drive and they do
  12. Insightful
    Shahenzan got a reaction from Shakunetsu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    More games always = more better for determining who the better player is
     
    Hoooowever i can't help but feel there is some sort of valuable resource that is expended with longer sets..... something perhaps very important to people trying to balance some kind of tight, easily disrupted schedule....hmmmm.....
  13. +1
    Shahenzan reacted to ToreyBeans in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Here are the move reference videos! I got most of the moves for everyone captured, with few exceptions like the Denjin Charge version of the Hashogeki Hope y’all enjoy!!
     
     
     
     
     
     
     
     
  14. +1
    Shahenzan got a reaction from Mattatsu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. 
     
    Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will  be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. 
     
    I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  15. Insightful
    Shahenzan got a reaction from Mattatsu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Beta was good, very impressed at how functional everything was. Easily the smoothest FG beta I think, ever. Training mode extremely good, just missing hitboxes/hurtboxes...netcode was rock solid...only real concern on technical matters are the reports that input delay is a nasty 6f.
     
    As far as the game itself, I liked a lot of the changes. The way plus frames are kind of scarce to make you want to drive rush, the fact that counter hits and punish counters enable different combos, the drive system overall feels well thought out in terms of its economy. Buttons having reach again after V feels great. Only concerns are drive parry and drive impact. Drive parry already has option selects where you parry in a string if they mash and drive rush if they dont to keep pressure, though how strong that is or how often its usable I'm not sure. The parry didn't shine much this beta, but it'll get stronger the more people research it I just hope it doesnt get too strong.

    Drive impact was the big obnoxious mechanic after all. After a couple of days I felt like I could react to it if I was keeping an eye out for it, and the best response to it is definitely DIing back. DI absorbs on frame 1 giving you the most time to react, reacting with throw is good too but harder, jumping is easiest but not always rewarding depending on whether you jumped in time to actually punish. Because DIing back  is the best response to it, I see why it is only 1 bar, because they didnt want the best DI response to be expensive. Because you can cancel into DI from special cancelable normals, I was also getting used to reacting with DI if my poke got absorbed and I thought that was a stable answer buuuuuuuuuut if your poke isnt special cancelable or if it has a really small special cancelable window, it doesnt really work out...Not sure what if anything they need to do to this. Maybe make it worse on block?
     
    anyway cool game, looking forward to next time i get to play it
     
  16. Insightful
    Shahenzan got a reaction from Pair of Rooks in Street Fighter 6 Lounge: The FGC has a crack problem.   
    So the thing is, its annoying right now bc low level players throw it out brainlessly hoping to collect a big ch combo, and if you arent looking for it/arent thinking about DI counterplay and just running neutral/pressure/blocking in the corner you get sniped by it and it feels like shit. But when we get to the point that people are looking for it and reacting to it, which some already were by the end of the beta, why would a good player throw it out randomly when they might get fucked with a big easy combo for what is basically a reaction check?
     
    what im trying to say is, we saw a lot of DI because for a lot of players in the beta it was a low-risk and high return way to beat people in neutral or running pressure
    but because you can actually get fucked for it in a consistently high damage way, better players will prefer more safe options to play neutral and interact up-close. if im right about it (i hope im right about it lol) itll end up being relegated to a risky but highly rewarding slowish mixup that is best used when you have them in the corner/in burnout. we will see people use it as a hail mary but they would be gambling with a really slow commital option if so
     
  17. Insightful
    Shahenzan got a reaction from Pair of Rooks in Street Fighter 6 Lounge: The FGC has a crack problem.   
    I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. 
     
    Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will  be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. 
     
    I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  18. Insightful
    Shahenzan got a reaction from HeavensCloud in Street Fighter 6 Lounge: The FGC has a crack problem.   
    I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. 
     
    Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will  be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. 
     
    I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  19. +1
    Shahenzan got a reaction from HeavensCloud in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Beta was good, very impressed at how functional everything was. Easily the smoothest FG beta I think, ever. Training mode extremely good, just missing hitboxes/hurtboxes...netcode was rock solid...only real concern on technical matters are the reports that input delay is a nasty 6f.
     
    As far as the game itself, I liked a lot of the changes. The way plus frames are kind of scarce to make you want to drive rush, the fact that counter hits and punish counters enable different combos, the drive system overall feels well thought out in terms of its economy. Buttons having reach again after V feels great. Only concerns are drive parry and drive impact. Drive parry already has option selects where you parry in a string if they mash and drive rush if they dont to keep pressure, though how strong that is or how often its usable I'm not sure. The parry didn't shine much this beta, but it'll get stronger the more people research it I just hope it doesnt get too strong.

    Drive impact was the big obnoxious mechanic after all. After a couple of days I felt like I could react to it if I was keeping an eye out for it, and the best response to it is definitely DIing back. DI absorbs on frame 1 giving you the most time to react, reacting with throw is good too but harder, jumping is easiest but not always rewarding depending on whether you jumped in time to actually punish. Because DIing back  is the best response to it, I see why it is only 1 bar, because they didnt want the best DI response to be expensive. Because you can cancel into DI from special cancelable normals, I was also getting used to reacting with DI if my poke got absorbed and I thought that was a stable answer buuuuuuuuuut if your poke isnt special cancelable or if it has a really small special cancelable window, it doesnt really work out...Not sure what if anything they need to do to this. Maybe make it worse on block?
     
    anyway cool game, looking forward to next time i get to play it
     
  20. +1
    Shahenzan got a reaction from Vhozite in Street Fighter 6 Lounge: The FGC has a crack problem.   
    So the thing is, its annoying right now bc low level players throw it out brainlessly hoping to collect a big ch combo, and if you arent looking for it/arent thinking about DI counterplay and just running neutral/pressure/blocking in the corner you get sniped by it and it feels like shit. But when we get to the point that people are looking for it and reacting to it, which some already were by the end of the beta, why would a good player throw it out randomly when they might get fucked with a big easy combo for what is basically a reaction check?
     
    what im trying to say is, we saw a lot of DI because for a lot of players in the beta it was a low-risk and high return way to beat people in neutral or running pressure
    but because you can actually get fucked for it in a consistently high damage way, better players will prefer more safe options to play neutral and interact up-close. if im right about it (i hope im right about it lol) itll end up being relegated to a risky but highly rewarding slowish mixup that is best used when you have them in the corner/in burnout. we will see people use it as a hail mary but they would be gambling with a really slow commital option if so
     
  21. +1
    Shahenzan reacted to TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    You gotta understand that the reason why we were seeing it thrown around so much is because it's the flagship mechanic, it's easy to use and if you didn't have enough time to understand how drive rush extensions work or how to play your character, you have this easy mode damage dealer that requires no complex foot work. At mid to top level people are gonna have counters to DI making it risky to throw it out there just to do it. 
     
    One thing I noticed is that back dashing in this game feels worse than in SFV. I was playing Kim who by and large should be the character with the most braindead speed and even then it felt like backdashing wasn't viable. 
     
    Also in the music front. I think it's okay to say as it currently stands SF6's music is hit or miss. V was also littered with some misses but it still had the Capcomy-ish game feel. That being said I still like some of the songs I heard and I almost never love the full OST to any piece of media.
     
  22. Insightful
    Shahenzan got a reaction from Jocelot in Street Fighter 6 Lounge: The FGC has a crack problem.   
    So the thing is, its annoying right now bc low level players throw it out brainlessly hoping to collect a big ch combo, and if you arent looking for it/arent thinking about DI counterplay and just running neutral/pressure/blocking in the corner you get sniped by it and it feels like shit. But when we get to the point that people are looking for it and reacting to it, which some already were by the end of the beta, why would a good player throw it out randomly when they might get fucked with a big easy combo for what is basically a reaction check?
     
    what im trying to say is, we saw a lot of DI because for a lot of players in the beta it was a low-risk and high return way to beat people in neutral or running pressure
    but because you can actually get fucked for it in a consistently high damage way, better players will prefer more safe options to play neutral and interact up-close. if im right about it (i hope im right about it lol) itll end up being relegated to a risky but highly rewarding slowish mixup that is best used when you have them in the corner/in burnout. we will see people use it as a hail mary but they would be gambling with a really slow commital option if so
     
  23. Insightful
    Shahenzan got a reaction from JustBooming in Street Fighter 6 Lounge: The FGC has a crack problem.   
    I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. 
     
    Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will  be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. 
     
    I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  24. Insightful
    Shahenzan got a reaction from Darc_Requiem in Street Fighter 6 Lounge: The FGC has a crack problem.   
    I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. 
     
    Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will  be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. 
     
    I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  25. +1
    Shahenzan got a reaction from TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    So the thing is, its annoying right now bc low level players throw it out brainlessly hoping to collect a big ch combo, and if you arent looking for it/arent thinking about DI counterplay and just running neutral/pressure/blocking in the corner you get sniped by it and it feels like shit. But when we get to the point that people are looking for it and reacting to it, which some already were by the end of the beta, why would a good player throw it out randomly when they might get fucked with a big easy combo for what is basically a reaction check?
     
    what im trying to say is, we saw a lot of DI because for a lot of players in the beta it was a low-risk and high return way to beat people in neutral or running pressure
    but because you can actually get fucked for it in a consistently high damage way, better players will prefer more safe options to play neutral and interact up-close. if im right about it (i hope im right about it lol) itll end up being relegated to a risky but highly rewarding slowish mixup that is best used when you have them in the corner/in burnout. we will see people use it as a hail mary but they would be gambling with a really slow commital option if so
     
×
  • Create New...
Stage Select