melee island (fighting game club)

Characters have legit buttons and their hitboxes make sense, it’s not like 5 where every fuckin’ poke was stubby as fuck and didn’t match up with the animation half the time. Also the fun parts of characters’ toolkits aren’t locked behind an install and movesets are pretty beefy for a 202x fighter. Plenty of specials and command normals. Also you start with full Drive Impact meter or whatever the heck it’s called so you can do all the fun shit from round start: the parrying, the focus attack, the dash cancels, the alpha counter, etc. So far it seems like a very smart combination of aspects from all these different SF games, honestly shocked it’s this solid, will be very happy if it ships like this, will be very upset if they pull an SF5 and the beta is much better than the final – that game had fun buttons before it came out!!! But I have faith they’ll nail it, Capcom as a whole seems to have their shit together nowadays.

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I was going to say kind of the opposite: still feels to me like the combos they want you to do are unintuitive based on the way the animations look, same problem I had with V. And the animations still have that SFV desultory look to me, now with more FX on top.

And my dumb Ryu gets thrown(!) out of wake-up uppercuts. That ain’t my Street Fighter! ^ _^

you can get thrown out of reversals… how peculiar???

Lv 8 CPU loved to loop wake-up throw me ; D ;_;. Seemed to beat uppercuts, supers, maybe normals? Just about everything except counter-throw. … There’s gotta be something I’m missing there though right, otherwise you’d just always mash throw vs everyone’s wake-up at least… Well heck I guess that could just be the default, what do I know. I don’t know wake-up games. Growing up Vs SNK CPUs people just got up, seemed normal. ^ _^

EX SRK is fully invincible on startup, I think LP SRK is throw invincible. I think the rules are somewhat similar to SF5 but I’m not 100% on that cuz I didn’t play a character with a meterless reversal in 5.

Ryu’s combos are in line with like, every SF version I can recall. They are very simple, Daigo has been streaming the demo non-stop for like the last month and for the most part he’s just doing pokes and shit like s.HP > special or c. MK > special or jab 3x > special. The dash canceling seems to offer a fair amount of freedom of course but I still haven’t messed around with it too much. Even without it the characters have way more combo routes than 5, it’s a fuckin’ night and day difference, and if the beta’s any indication there are a good number of characters who can go full on anime, like Kimberly and Luke.

The training mode actually shows frame data, pretty sure there’s a bar that shows when you can hit your next button and there’s a really generous input buffer so the links are pretty easy to hit? And unlike other SF games I’m finding it every easy to instantly ID when I’ve landed a counterhit. The training mode is REALLY good – the anti-air practice alone is fuckin’ sick!!

The animations are fine, I’ve yet to encounter anything that isn’t clear and readable. A punch is a punch and the hitbox always feels like it’s at the end fist. This wasn’t the case in 5, I mained Birdie there and they repeatedly tweaked the range on his strikes without adjusting the animation so none of it made any fucking sense and it felt really damn bad.

Anyway this is a Street Fighter game, this is how Street Fighter combos have always worked, links are part of the game and if you want something more free flowing there are dozens of other games that offer that, like…were you able to ‘feel’ out combos in 2?? Or 4? It’s never instantly obvious how moves link into each other, you’ve always had to do a teeny bit of studying, that’s part of the game’s appeal for many folks and they finally went and made it accessible without dumbing it down to a degree that execution is pointless.

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Ah EX, right, I think that was the change they made nerfing shotos somewhat late on during V.

You’re right in that I didn’t get far enough to try learning specific combos in practice mode in 6. In V I did and they just didn’t seem to make sense. It’s good to hear that 6 is better in that regard!

And come to think of it I could do various pokes in 6 and they would do their little chains so yeah I can’t say that was off.

Hmmm. I suppose then the reason I felt the unintuitive combo thing harder in 6 than in II-IV because the CPU was leaning into combos a lot more. I do remember Daigo doing all kinds of nutty jab poke combos with Ryus in IV, now that you mention it, so maybe the main difference for me in 6 is that I haven’t had the IV CPU abuse those so hard on me, whereas the 6 CPU is all about them–and feels like it has more and more awful ways to extend them in 6 with various types of meter use. ; D So it will hit me like three times longer with the weirdest, cheapest-looking stuff. ^ _^

Have I mentioned I’m dumb and hate memorizing combos? I hate memorizing combos. ^ _^ The II through IV CPUs (limited experience with IV so far) don’t make me feel discouraged about that by beating me down with weird-looking combos all the time, so I didn’t have to think about that whole side of things.* ^ D^ I wouldn’t think this is the type of CPU that will encourage casual players to try getting into the game more–not that SF AI has ever been among the more entertaining AIs to play against.

*Oh well come to think of it, back in the day after a bit of IV I decided this was finally gonna be an SF I’d get into online so I started trying to main Cammy (; D) and then found out all the cool kids were abusing a sort of super-low jump kick interrupt thing with her and I tried it and it was killing my baby wrists and I hated it so I gave up that little enterprise and IV as a whole and didn’t even try it Vs CPU again until 2016. ^ _^

In 6 the jump kick hit range was bamboozling me a bit, like the CPU Ryu’s jump kicks consistently hit me from further out than I thought would go. That’s about the only actual hit box thing that’s jumping out at me from my ramshackle memory.

There’s some kind of power slide low attack thing the CPU kept doing where Ryu would like jet across the ground on his knees or something at me while glowing green, I have no idea what that was; I don’t think it was covered in the tutorial it made me do.

I also completely lost the thread on how different levels of supers work ; D because I’d been surprised by the tutorial coming up and had done it while still holding a pad rather than the arcade stick I was using later. Then I figured it would be like L, M, or H button with super motion = super lvl 1, 2, or 3, but that didn’t seem to be it, darn. It probably would’a said what it was if I just paused and opened the move list, by that point I was was too hot and bothered to think of that. ; j

Oh, and the throws are really weird, how characters pop back and forth into throws or out of throw escapes. I wonder why they did it that way.

Overall I don’t 6 is going to be all that much more approachable than V though, not with all these energy systems. But fighting games stopped being mainstream once SF added more than like three specials per character and then supers and they’re sure as heck not going to go back to THAT prehistoric age for some reason so eh oh well. At least they haven’t said so much at a public level that’s reached my casual-ish ears that this is gonna be a much more approachable SF (although you could say they keep implying that when they’re showing noob characters running around in the open world single-player side), whereas they kept saying that about V, thinking that opening up obscure link windows a few more milliseconds would be anything regular people would care about. ^ _^ This is like all the complicated stuff from II-V thrown in all at once! ; )

It feels like their strategy this time around is to take the previous game and throw in everything all the hardcore players wanted, in the hopes that the positive vibes from them will radiate outwards and attract new players. I’d be surprised if that approach hits a vast casual audience. I could be totally wrong of course. Anyway it’s better than the way they tried to go with V.

And at least they’re putting effort into single-player this time, even if it isn’t a type of single-player I seem to want to touch.

anyone want to street fight right now?

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I have been worried and continue to be worried to some degree that the fact that this is SFV in fancy clothes will turn me off sooner or later, but I’m having fun, and even if I sour on it later those clothes are fancy enough that there’s no way I hate it as much as 5. after I played the demo I reinstalled SFV to like, try to get ready for 6 or whatever, and christ I can’t get over how much I hate that game. I’ve played lots of fighting games, and these days I’ll play pretty much whatever fighting game people want to play and I’ll have a good enough time, but 5 just has zero fun in it at all. it’s the worst fighting game I’ve ever played. yeah yeah it’s not some random shitty kusoge, and it’s not primal rage, but at least those games you can fuck around like an idiot and maybe have some fun, sf5 is just a pile of homework where every button feels like shit and every character looks like a god damn disaster.

no idea why throw loops are back in 6 though, what a stupid mechanic. just get over yourselves and add in a few frames of throw protection on wakeup like every other fucking fighting game, problem solved

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I did it!! Only 17,000 SF6 players are provably better than me!! Was very easy if you ignore the many losses and lack of sleep and the aching that’s consumed my entire body thanks to misuse! But it was worth it!! I hit a relatively high rank!! Now to never play a ranked mode again, they’re bad for the soul, and, also, my body!!!

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Nice!

That (the aching of body and soul) was certainly my experience briefly back in IV and I never even made it outta guppy mode. = o

~ ~ ~

On the other side of things now, single-player USFIV is pretty fun! The boss fight isn’t really harder than the fights before it and I’d never played Decapre before (I’m starting in the upper left of char select, I swear it’s not a Cammy obsession thing [_[) and after I was forced by like ultra-turtle CPU Guile to learn actually how to do some charge moves, which I usually hate, she was fun! Whee! Hot 2009-like takes! Pink glows!

1410 copy 3

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damn, you’re gonna have to beat me up in some lobbies on launch. I got to gold, but I won’t be playing guile in the full game.

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looking at the sf6 open beta screenshots on the steam community tab and…

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mara fusion successful

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this may be the most powerfully tooled character creation suite we’ve ever seen in a vidcon…

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I played a bit of both open betas and can successfully say I don’t get it and I don’t really enjoy how the game feels (at the stage where I don’t understand anything). Even with the big story mode thing, I don’t like the general feel so I’ll probably be skipping this one. I also skipped SFV because that felt bad too, so maybe I’m just done with modern SF
:teleshrug:

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me irl

https://twitter.com/princessxemnas/status/1663594210795061260

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game sounds like it’s overflowing with dad energy. apparently “teach ryu to text” is a story mode quest

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It makes so much sense that once they built a Yakuza-like campaign that they would cast Ryu as Kiryu

I don’t know how long it’ll stay funny to just throw down with passersby but it’s a real good joke

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I am going to win Evo for the second time (ARMS champ, EVO 2017 look it up)

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