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Shahenzan

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  1. 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
     
  2. +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...
  3. +1
    Shahenzan reacted to TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    SF6 is not SFV. 2 it's not even close. SFV (a game I really like) is so bare bones compared to 6 that it's actually insane to think about. SFV doesn't have a universal mechanic so it lacks any flavor or identity. When people were saying this earlier this year I just couldn't understand it because I thought it was nothing but haters. But having played the beta from sun up to sun down I actually agree with that statement 100%. Burn out is gonna be a fucking disgusting place to be in once people optimize their drive meter set play. It's gonna be so important at the top level. I think about how DNF D has the conversion mechanic and seeing how cracked out top level players are with it and thinking about how the drive system is that but has 50x the utility. People are bitching about DI being 1 bar but that 1 bar is gonna mean the fucking world to you when your ass is in a checkmate situation in the corner. I'm already exhausted thinking about all the shit I'm gonna have to worry about because mental stack is gonna be a fucking nightmare in this game. God I hope Manon is fucking braindead because I fear having to actually think. 😥
  4. +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
     
  5. +1
    Shahenzan got a reaction from ToreyBeans 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
     
  6. Insightful
    Shahenzan got a reaction from Pair of Rooks 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
     
  7. +1
    Shahenzan got a reaction from Doctrine_Dark 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
     
  8. +1
    Shahenzan got a reaction from Shakunetsu 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
     
  9. +1
    Shahenzan got a reaction from JustBooming 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
     
  10. +1
    Shahenzan got a reaction from Vhozite 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
     
  11. Insightful
    Shahenzan got a reaction from Pair of Rooks in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Besides the things mentioned you can also jump out of it, though obviously that comes with its own risks. But if they're spaced out for a DI thats hard to grab and you're in burnout, id gamble on jump bc they probably aren't getting a good starter if they do catch your jump at that range
     
    No DI reaches very high but they all move the character forward to varying degrees so it might take some time to get used to figuring where youre gonna land relative to where they'll be though
  12. Insightful
    Shahenzan got a reaction from JustBooming in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Besides the things mentioned you can also jump out of it, though obviously that comes with its own risks. But if they're spaced out for a DI thats hard to grab and you're in burnout, id gamble on jump bc they probably aren't getting a good starter if they do catch your jump at that range
     
    No DI reaches very high but they all move the character forward to varying degrees so it might take some time to get used to figuring where youre gonna land relative to where they'll be though
  13. +1
    Shahenzan reacted to Darc_Requiem in Street Fighter 6 Lounge: The FGC has a crack problem.   
    IIRC it takes 3 hits to break Drive Impact.
  14. +1
    Shahenzan reacted to Illwill88 in Street Fighter 6 Lounge: The FGC has a crack problem.   
    yeah I saw someone playing last night and apparently you can react with your own to beat their driver impact. 
     
    And here’s a clip of go1 using drive rush to beat the armor of drive impact and get a super.
     
     
  15. Insightful
    Shahenzan got a reaction from Illwill88 in Street Fighter 6 Lounge: The FGC has a crack problem.   
    ok after looking into it drive impact is a little more manageable than i thought. it is reactable at 26 frames, -3 on block though spaced out. its still very obnoxious in neutral because most moves you want to poke with wont recover in time to not get tagged by it but at least when youre being pressured in the corner you can scout it out
     
    feels a little too cost efficient at 1 bar but maybe I just need even more time to understand...
  16. +1
    Shahenzan got a reaction from Bigtochiro in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  17. Love
    Shahenzan got a reaction from Vhozite in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  18. +1
    Shahenzan got a reaction from Hawkingbird in Street Fighter 6 Lounge: The FGC has a crack problem.   
    Nah man im with you
    Feel like every other option has some kind of sensible trade off, parry isn't great at stopping offense unless it's perfect, perfect parry is hard to do, alpha counter unsafe on block
     
    Drive impact though i can't react to and it gets big returns on CH and close (not even all that close sometimes lol) to the wall. Doesn't demand any timing. There are plenty of answers that make it risky like jumping over it, throwing it, doing fast multi hit moves, and it does just hang out there for a long ass time if it whiffs.. so it is probably just a skill issue on my part but right now they feel obnoxious. 
  19. +1
    Shahenzan got a reaction from TWINBLADES in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  20. Love
    Shahenzan got a reaction from Phantom_Miria in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  21. +1
    Shahenzan got a reaction from Edmund in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  22. Insightful
    Shahenzan got a reaction from Dracu in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  23. +1
    Shahenzan got a reaction from Yiceman in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  24. WTF
    Shahenzan got a reaction from Pair of Rooks in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
  25. +1
    Shahenzan got a reaction from BornWinner in Street Fighter 6 Lounge: The FGC has a crack problem.   
    someone just rage quit on me but the game gave me my win in ranked anyway
     
    thank you capcom.....
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