Street Fighter 6 + Darkstalkers News! - *Morrigan laugh*

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They're trying. I'll give them that at least.
Is Street Fighter 6 Chun-Li™ doing the anime girl pout face trope?

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Everyone seems to love the dumb platoon ink splatters whenever there's any kind of mechanic or special. I think it looks dumb.

Bring back alpha shadows instead.


Video of someone who got to try the game and specifically wanted to try out the parry system and how it works exactly in this iteration. What I found most interesting is that even regular blocking drains the drive meter, turning it into a guard meter and meaning blocks are limited, but one you also draw upon for EX moves, focus attacks, etc. so if you're using those other mechanics offensively, you're limiting your ability to even block.
 
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Video of someone who got to try the game and specifically wanted to try out the parry system and how it works exactly in this iteration. What I found most interesting is that even regular blocking drains the drive meter, turning it into a guard meter and meaning blocks are limited, but one you also draw upon for EX moves, focus attacks, etc. so if you're using those other mechanics offensively, you're limiting your ability to even block.

I think it is interesting most mechanics are tied to the new "drive bar", the drive bar is also your guard bar, so if you waste resources, or get rushed down without responding, you will get guard crushed.

Clips from the summer games fest.

Chun has a new punch move, Ryu has some kinda of energy attack or fake fireball. I'm not familiar with the other characters. You can also see some of the "drive mechanics" in play,

This guy managed to record all the supers. Curiously Chuns SA2 the clip shows jump cancel afterwards, i wonder if this is canned or has been given the same functionality from 3s?

Also man the built in eSports commentary is painfully annoying, I hope we can turn it off.
 
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they've been doing it since sf4
someone at capcom must REALLY like that ink effect
In SF4 it was really just down to focus attacks and a couple of characters' heavy attacks, and even then it was only some black ink blots that came from charging it higher. I was surprised with how little it featured compared to the trailer.


Since then though? It was all over V, and it looks to have about the same saturation in VI.
 
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Video of someone who got to try the game and specifically wanted to try out the parry system and how it works exactly in this iteration. What I found most interesting is that even regular blocking drains the drive meter, turning it into a guard meter and meaning blocks are limited, but one you also draw upon for EX moves, focus attacks, etc. so if you're using those other mechanics offensively, you're limiting your ability to even block.
That's terrible, SFV already emphasized offense, now they're crippling defense even more.
 
Also man the built in eSports commentary is painfully annoying, I hope we can turn it off.
Unfortunately, this is Capcom at the wheel and it's to be fully expected that they would mess this feature up. Instead of being informative, their aim is to create fake hype.

Where it should be like this:

(Misses punish)" Oh! And the player missed their punish! You know [enemy's attack] is -4 on hit/block so they could've hit them with [move with better startup] at that range, even combo into a [2nd hit combo move]"

Instead we get:

(Misses punish) "WOT?! Player missed the punish? EXPOSED LESSGO OOH OOH OOH!!"

The problem with the idea is it doesn't make people hype at all. Instead of being there in the action, it's just AI-generated comments by a soulless machine trying to emulate people, and it's by terrible voice actors who are only in this for pretend clout.
 
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Everyone seems to love the dumb platoon ink splatters whenever there's any kind of mechanic or special. I think it looks dumb.

Bring back alpha shadows instead.


Video of someone who got to try the game and specifically wanted to try out the parry system and how it works exactly in this iteration. What I found most interesting is that even regular blocking drains the drive meter, turning it into a guard meter and meaning blocks are limited, but one you also draw upon for EX moves, focus attacks, etc. so if you're using those other mechanics offensively, you're limiting your ability to even block.

he talks about the drive bar being a guard meter, but the actual footage shows the opposite. whenever a character blocks attacks, the meter goes up (for both sides) instead of down.
 
he talks about the drive bar being a guard meter, but the actual footage shows the opposite. whenever a character blocks attacks, the meter goes up (for both sides) instead of down.
0:47, jamie blocks ryu's cr.mk xx fireball and seems to take drive/guard bar damage.
 
0:47, jamie blocks ryu's cr.mk xx fireball and seems to take drive/guard bar damage.
oooh it's the little bars right under the hp bar? i was looking at the meter at the bottom of the screen the entire time cause that's where ultra meter and vtrigger gauge used to be. yeah you're right, blocks seem to drain it. that sucks big time, hope this doesn't make it into release.
 
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With drive attached to blocking and the burnout state lasting as long as it does, offensive play and hitting parries are going to be top priority.

Its not as bad as A3 guard meter being chipped off till you can barely block anymore, but defensive play is still taking a backseat.
 
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