Reever
Scholar
- Joined
- Jul 4, 2018
- Messages
- 538
I wouldn't be surprised if they're planning to expand the main story at some point with DLCs so maybe that will sweeten the deal later into it's lifespan.Thanks, I'll get it for $20-25.
I wouldn't be surprised if they're planning to expand the main story at some point with DLCs so maybe that will sweeten the deal later into it's lifespan.Thanks, I'll get it for $20-25.
Thanks, I'll get it for $20-25.I liked it but I'm not sure if I would pay full price just for the story mode. It's a nice Yakuza clone I guess.Is this game worth it if you just want to play the story mode? (Yes, I am serious )
I think my only problem with the story mode is the abysmal ending and the fact that none of the important characters ever do anything in the main story. They just stand around waiting for your MC to talk to them. At least have Ken be involved in the last chapter of the story since JP and his tournament is the whole reason why he's a hobo.
I was on the fence about getting it but, as well as a few other concerns, I just can't get past this abomination.Lmao, i thought this was a custom character when i first saw it like what the fuck:
Check pro games, DI is less of a factor than Drive Rush, which is endemic. Sure, you'll get the odd DI hit as part of a barrage of mixups, but it's not as bad as in ladder.It might be scrub talk, but with EVO coming up, I predict the higher the stakes will get, the more Drive impact will be (ab) used.
The visual que should be more pronounced imo, on reddish stages I have to turn the sound up or I'm fuckedIn my opinion damage you get after DI should be scaled down maybe, or give players a little more time to react.
Agreed on lvl3, the animations are just a tad too long overall and the other supers generally seem pretty situational. Like you said though the game is fun so they probably shouldn't fuck around with it too much just yet or at all (except for the animations, this might sound dumb but shaving of like 2 seconds could do the trick imo).it means you will see LVL3s almost every match, used in a 50-60% combo. Is this good or not? I don't know
A few thoughts after reaching 21500 LP about the game. I think Drive impact is too easy too throw out in neutral. Sure it's risky if the opponent counters it, but you get a full combo off of it. Some normal moves that could be good in neutral become very risky to throw out because od DI if they are not special cancelable. In my opinion damage you get after DI should be scaled down maybe, or give players a little more time to react. I don't know. It might be scrub talk, but with EVO coming up, I predict the higher the stakes will get, the more Drive impact will be (ab) used.
The whole drive meter system is in general really fun and an interesting design but the super meter seems a little tacked on now. Since EX moves are now locked to the Drive meter you only use super meter to use, well... supers. Which means every single match any player will have resources to use his LVL3. And with drive cancels and LVL3s being really easy to combo into... it means you will see LVL3s almost every match, used in a 50-60% combo. Is this good or not? I don't know, I am just getting tired of seeing the animations already. And I think the high damage due to easy combo extends and the DI minigame can lead to some very volatile rounds. Maybe make super meter useful for something else? Or make it fill up slower. Idk. Maybe it's just fine, the game is fun already afterall.
The ranked system is designed to push people onwards even with sub-50% winrates. You always lose 40 when you lose. But when you win you gain 50 at minimum or even more if your opponent had higher points. So just spamming games gets you promoted. Not sure how good that is for actual improvement though. I had like 70% wr before I reached plat. From plat 1 to diamond 3 my winrate dropped to 50%... Atleast it's not as bad as GGs divine tower... but still.
Rashid... not sure if he's top tier or not, but I already hate playing against him.
I initially didn't care much for classic controls, but after playing against 20k points Lukes and Ryus doing 1 button DP... It's just stupid and needs to be changed.
Anyway, excited for EVO. And maybe a new character trailer. And now after almost 2k JP games, I think I might learn a new charatcer. Chun Li maybe.
Hell fucking no dude.Personally I’d be interested in seeing them go all in on the Modern Controls and have all your Specials use meter. You eliminate the move inputs (could still keep inputs like Ryu’s new Denjin Charge/Hado Kakusei and Akume’s Tenma Shurettou, Kongou Kokuretsu Zan, Rasen Shuto Uchi, and Shun Goku Satsu) but you replace it with meter management. Move the Burnout mechanic over to this Super Stamina meter, maybe even have the character pause for a bit in exhaustion like Dragon’s Dogma does when you run out of stamina, (shorter than a guard crush or dizzy animation) and add back in the Art of Fighting/KoF Meter Change Capcom used in the Capcom vs SNK so you can manually refill the Super Stamina meter. I’d also just combine Supers and EX moves so the EX version of all your regular moves became more like a Super. It would eliminate some Super Combo moves, but it would also essentially give you Super Combo versions of every Special move you have.
Check pro games, DI is less of a factor than Drive Rush, which is endemic. Sure, you'll get the odd DI hit as part of a barrage of mixups, but it's not as bad as in ladder.It might be scrub talk, but with EVO coming up, I predict the higher the stakes will get, the more Drive impact will be (ab) used.
As for the super bar, in my scrubby opinion you're given the choice of saving for big damage (lvl 3), saving for 2 combos + instant oki (lvl 2), or having several "get off me" reversals (lvl 1). Ofc there are character-specific ones, like Kim needing lvl 3 or Gief's Super 1 being ass.
Completely agree. Their goal was to make an SF game that could be enjoyed even by people who don't like SF.I initially didn't care much for classic controls, but after playing against 20k points Lukes and Ryus doing 1 button DP... It's just stupid and needs to be changed.
Oh sure, i am dissing the modern 1 button as popamole because we don't have a awesome button emote.Explain yourself, Shadowfang
I think it's fine for the most part and fighting games have had easy inputs since forever whether they want to call them "modern", GG's "stylish" or Tekken's "Special Style" to name a few.I disagree with Capcom, i think its implementation is bad in a series with input as tight as street fighter. Even if its widely used in tournaments (its already a bad sign, because there are people using) it does not matter since i don't, and never will, play at that level.
Is Capcom saying that?My problem is when you have interviews saying that the only reason Classic is even an option is because of the oldheads at the company.
I remember seeing a few posts about that but now that I look up the source it seems like it was a mistranslation (wither unintentional or for clickbait)Is Capcom saying that?
https://www.eventhubs.com/news/2023/jul/27/sf6-director-game-classic-controls/Director Nakayama: To put it bluntly, we could've just made the game without Classic Controls at all if we wanted to. But that would have forced this ideal upon all of the legacy fans and caused a lot of problems that way instead. On the development staff we actually have a lot of 'old players', and a lot of them said 'I don't like you calling it Classic Controls!'. So we figured we'd just have it all in there and let the players settle it in matches which is better.
I remember their website having a similar wording aswell. Like the classic mode was something vestigial. They are lying to those unaware, trying to build their audience, while winking at the old base at the same time hoping to satisfy both.I remember seeing a few posts about that but now that I look up the source it seems like it was a mistranslation (wither unintentional or for clickbait)Is Capcom saying that?
This was the actual quote
https://www.eventhubs.com/news/2023/jul/27/sf6-director-game-classic-controls/Director Nakayama: To put it bluntly, we could've just made the game without Classic Controls at all if we wanted to. But that would have forced this ideal upon all of the legacy fans and caused a lot of problems that way instead. On the development staff we actually have a lot of 'old players', and a lot of them said 'I don't like you calling it Classic Controls!'. So we figured we'd just have it all in there and let the players settle it in matches which is better.
Take it how you will
I remember their website having a similar wording aswell. Like the classic mode was something vestigial. They are lying to those unaware, trying to build their audience, while winking at the old base at the same time hoping to satisfy both.I remember seeing a few posts about that but now that I look up the source it seems like it was a mistranslation (wither unintentional or for clickbait)Is Capcom saying that?
This was the actual quote
https://www.eventhubs.com/news/2023/jul/27/sf6-director-game-classic-controls/Director Nakayama: To put it bluntly, we could've just made the game without Classic Controls at all if we wanted to. But that would have forced this ideal upon all of the legacy fans and caused a lot of problems that way instead. On the development staff we actually have a lot of 'old players', and a lot of them said 'I don't like you calling it Classic Controls!'. So we figured we'd just have it all in there and let the players settle it in matches which is better.
Take it how you will
Fuck'em.