Fighting Games Discussion

A long gameplay breakdown of SF6 by Max.



My takeaway from the mechanics of the game so far is that they want to make parry very easy to do time so everyone can have the Daigo moment. And then balance it by giving it exit frames where you are vulnerable and can be thrown.
Overall, the drive system feels very paper-scissor-stone. While something is very powerful in certain situation, keep spamming it will not work because in most cases there are obvious counters.
I am glad they are getting rid of most of the "comeback mechanics" where players are rewarded with resources when they get hit. The only one that we can see now is lv3 super turn into critical art (more dmg?) when player life gets below a certain point.
 
it doesn’t nullify fireballs but they don’t like it because they preferred the ST flow chart. Having to be creative and open an opponent up was frowned upon by old school heads. The only real issue is character options after parry or red parry.

3rd strike is the most unforgiving game in the franchise. Nobody parries and wins by luck.

It weakens fireballs to huge degree. The traditional zoning game is completely changed by parry.

Not saying it doesn't need skill but it's a personal preference whether someone likes it and to me and many others it fucking sucks.
 
It weakens fireballs to huge degree. The traditional zoning game is completely changed by parry.

Not saying it doesn't need skill but it's a personal preference whether someone likes it and to me and many others it fucking sucks.
Not really, it stops weak block strings but that shit was also stopped in sf4 too. Zoning you can still jump on reaction to fireballs and bait. Not only that fireballs are an inferior tool overall in 3rd strike. The biggest gripe would be it’s a tool to beat jump ins, but you can delay them or fake em. Also depending on characters with or without sggk. Jumping just isn’t a good option in 3rd strike in general though either. The most jumping you’ll see is Dudley vs Chun

Btw 3rd strike is all neutral/traditional zoning. At no point do you just play ignorant in 3rd strike. Even Yun with geneijin can’t play ignorant once people know what the fuck they’re doing.

the biggest factor parry has is what you have to follow up with. A lot of the cast doesn’t have great options even with a good parry.
 
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It weakens fireballs to huge degree. The traditional zoning game is completely changed by parry.

Not saying it doesn't need skill but it's a personal preference whether someone likes it and to me and many others it fucking sucks.

I think it's a little too early to count out zoning in SF6 based on the parry. For one, a whiffed parry will put you into a Punish Counter state on-hit. Punish Counters are a new mechanic that differ from Counter hits. They cause more damage and deplete the drive bar and could extend combos further than counter hits (need more confirmation on that last one). Not to mention, parries have longer recovery frames compared to 3S. This is a world of difference and it leaves room for parry bait and punish. Projectiles also seem faster in SF6 than they were in 3S.

Personally, I'd be more concerned with the tools characters might have to get around zoning like they did in SFV.

I think a good question is, can you do a Drive Rush off a whiffed normal? For instance, Ryu throws FB, Chun misses parry timing, Ryu cancels a st.mp into DR for a punish. Could that work? Who knows. But the more I think about it, the more Sim might be a menace with his DR. Trying to trying to parry his cr.hp only to whiff, get hit and he rushes in.
 
It seems like the just frame stuff is mostly positive, but some of course don't like it. I like being rewarded for harder execution or putting time into a character.

The move might not be frame perfect anyway, Slower booms will always have their use.
 
Just frame feature should be excluded from "modern control"
 
Does anyone here play 3S?
I did for quite a while, haven’t played it seriously since 2015 but even the resurgence and new players coming into the game nobody is good. The same guys who were good in 2009 are good today lol
 
It seems like the just frame stuff is mostly positive, but some of course don't like it. I like being rewarded for harder execution or putting time into a character.

The move might not be frame perfect anyway, Slower booms will always have their use.

100%. It's surprising to me that some people would be against this. It's literally the foundation of fighting games. Execution and timing should always be rewarded. It shows that someone put in the work.
 
New Guile gameplay footage



Character model show visible injuries as they take damage
Anti-air sonic hurricane (goes up at 45 degree angle)
Still has knee bazooka and upside down kick
You can do ex sonic booms on his lv2 super
I don't think I saw a single perfect boom in this match, they don't look like they know what they are doing so maybe they didn't really try.
 
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New Guile gameplay footage



Character model show visible injuries as they take damage
Anti-air sonic hurricane (goes up at 45 degree angle)
Still has knee bazooka and upside down kick
You can do ex sonic booms on his lv2 super
I don't think I saw a single perfect boom in this match, they don't look like they know what they are doing so maybe they didn't really try.


That lvl2 super looks interesting. Probably links into Flash Kick and looks like it can be used against jump ins.
 
New Guile gameplay footage



Character model show visible injuries as they take damage
Anti-air sonic hurricane (goes up at 45 degree angle)
Still has knee bazooka and upside down kick
You can do ex sonic booms on his lv2 super
I don't think I saw a single perfect boom in this match, they don't look like they know what they are doing so maybe they didn't really try.


The damage thing is something I haven't seen since Art of Fighting 2 which was released almost 30 years ago. Nice.
 
100%. It's surprising to me that some people would be against this. It's literally the foundation of fighting games. Execution and timing should always be rewarded. It shows that someone put in the work.

People want easy access to everything. Most of them would quit the game after a week anyway.

3D fighters always had stuff like this (Tekken's EWGF is probably the most popular example). A DP with a perfect input that launches the opponent could be something.
 
People want easy access to everything. Most of them would quit the game after a week anyway.

3D fighters always had stuff like this (Tekken's EWGF is probably the most popular example). A DP with a perfect input that launches the opponent could be something.

Makes sense. Fighting games are far and away the most frustrating and difficult games I've ever played. They challenge you in ways most others games do not. One of my favorite aspects is playing next to someone. I like that feeling of 1v1 competition.

That said, the same people complaining about frame perfects are probably ok with perfect parries. FGC is a fickle bunch.
 
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