If you’ve never felt like you’ve actually been able to control a 2D fighting game character I really do recommend to try Modern controls. Even when I go on a loss streak I’m having fun because I don’t feel like I couldn’t do something and instead did the wrong thing over and over, and that’s at least my own fault then!
gonna main Dehydrated Ryu
whoa cool he has re-attachable limbs, he can pull a gemma from ninja scroll
oh man, the SF6 alt costumes are SO easy to unlock if you upgrade the amt. of money you get from minigames and then play karate on hard mode
its so easy to get a ton of the highest rank gifts, i already got like 4 costumes super fast
https://twitter.com/kujikawaii/status/1665167627025543172?s=20
resting Rufus face
The menus are really the only issue I have with this game… having to Google at two or three critical points to find where some settings were because of the different nests of menus is probably a universally shared experience. It’s just a byproduct of this game having a TON of shit in it, though!
The mechanics here ironically feel better at giving each character an identity than SF4, despite the latter’s V-triggers ostensibly giving every character a Super Special Unique Tool. While in a lot of ways the SF6’s drives are like a souped up combo of SF4’s focus system and KOF13’s drive system, the base character movesets are more distinguished and the drive abilities enable you to embellish and enhance the character’s repertoire as a whole rather than just giving you one or two additional special moves. Giving the “focus attacks” and “focus dashes” their own meter, making the use cases more broad and execution more lenient, really opens up an interesting layer of competition over drive meter management.
I’m interested to see how it shakes out once people have figured out max meter efficiency. It looks like having 4 bars of drive and a couple of super bars is enough to close out a match when you opponent has around a third of their health (hit confirm into drive rush, into a combo into another drive rush that empties your drive bar and causes you burnout, but you do another combo into a super to close out the round anyway).
yeah i still have no idea how to turn on classic controls in the single player/character building mode
i thought zangief was gay
that’s why he’s making that face
just casting a glance at some of what they’ve put in training mode
pre-made drills, a slow-mo setting (last seen in double impact on the dreamcast!), they really stepped up here
now they just have to make a game that looks gorgeous again
i’m enjoying this a lot but it looks awful on the series S, LOD & textures constantly popping off in the backgrounds, hair looks terrible, etc. it’s actually a little distracting and i’m thinking of just sticking to training stage even tho i want to enjoy the backgrounds
i understand why they didn’t want to spend more than five minutes getting it working on the cheap console no one in japan buys but c’mon
but also street fighter is great because where else can i go 1-15 against a friend and feel amazing because i could tell exactly how the 15 lead to the 1
oh i missed this thread
anyway i fucking blow at this game and i uninstalled so that i don’t break my controllers because i’m mentally ill. rip
classic opens up after chapter 1 iirc and you can set your stick to player 1 and use a controller as a guest for walkin around stuff
Apparently a lot of top players are using modern mode and I haven’t bought a stick yet so I am considering being kind to my thumbs and using it. Is anyone else using it? I feel like I’m the exact demographic for modern tbh…
Only played the demo but modern controls are good. Punishing jump-in’s without dropping inputs is game changing for me.
Even funnier is that if you hold like RT on the arcade stick, the four main buttons be one camera controls, so you can play world tour using only a stick.
if i didn’t have a 6 button pad, i would totally commit to modern controls