- Joined
- Apr 17, 2005
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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.
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.