Street Fighter 6 (PC/Steam)
“Ninjastar” Kimberly Jackson has not one but TWO stocking / powering-up mechanics with additional gauges/icons! Oh no! And yet she’s my favorite character so far, by far! I’m such a hypocrite! ; D
She’s got fantastic animation. Not only does her face have Disney-quality goofy expressions if you move the stick around on the VS loading screen,
but her entire moveset animation is peppy and quick, finally breaking out of the slow in-out I’m-almost-too-bored-to-punch animation style that beset the series starting in SFV. She’s so fun to watch in motion!
And to play! She’s fast! She’s sort of a Guy disciple I guess even though this isn’t covered in her Story mode, at least not an an unsubtle enough way for a fool like me to catch, except that she’s got a poster of Guy (from SFA) on her bedroom wall (and another poster of oh wait that wasn’t Urien, much less JP–it was Zeku, from SFV–Guy’s teacher! OHHHHHHH).
Anyway, her moveset! It’s the first I’ve played in 6 that feels really intuitive to me, heck, I even kept getting Drive uh dashes or whatevers coming out at, like, just the right times somehow! She makes me look almost competent–and that’s quite something! ^ _^
I kept forgetting her uppercut equivalent is her tatsu. Also kept getting her super inputs mixed up–look, I can barely handle one super move per character in fighting games, much less three! ; D
Her stock mechanism is her spray can bombs, but she starts with that full–at two, the amount you can charge by EXing the down,down-punch–so I guess that could be worse. Her other power-up is that once she’s done her stage 3 super, whether or not it hit, she gets a pulsing rainbow halo and a waggling finger icon next to her super meter, indicating that she’s now got a move speed and attack damage boost! But it takes a while to charge up to stage 3 so I guess I won’t worry about feeling like I have to get that charge done. So maybe I’m okay with it.
Her qcf-P is a dashing elbow attack that goes farther than the Drive dash, and when EX’d goes through fireballs. ; ] Her qcb-P is a short teleport-in attack; normally I hate teleports but this one is so short range I guess I can stand it; it also looks cool and was pretty effective against the AI.
She’s got an air throw I think, which I don’t think I landed. Her qcf-K is a run-in with multiple options based on your follow-up buttons, the kind of thing that is almost too complicated for me to manage–but almost all the outcomes are pretty effective anyway: she can pull up, low hit slide, and uh I think kick, or overhead punch, or, left alone, run up the opponent for a few hits, then vault off and, with another follow-up, dive back either for a throw–punch–or finishing kick. Phew!
Anyway yeah she rules.
Note to self when you’re feeling flush: I like costume 1 color 6, and costume 2 is pretty all right as well.
I figured out that I should leave “Story” on when doing Story/Arcade, even if I’ve seen it already, because Start button skips the beginning/end story stuff anyway, and this way you do get to fight the character’s end boss. Hm maybe I wouldn’t do it for Ryu or Jamie, so I (probably) wouldn’t have to fight that darn Luke. ; )
(Illustration by Yusuke Nakamura)