There’s an option to enable negative edge, may be worth giving it a try
yeah turning that on made my execution a lot more consistent
Hasn’t been our experience historically, but it worked out ok this last time
i dont have a box that plays this game (or a tv) so i got street fighter collection on switch. it’s nice to play some street fighter man. i suck a lot and im just fighting robots but im trying to really think about what im doing ! also the switch joycon d pad is surprisingly decent with the inputs, i feel like im more consistently getting my fireballs etc than i ever did on ps3 (which is where ive mostly played fightmans). long live fighting game
oh wow, thanks for this. i was testing this out the other night and was like “wow, i can’t believe they removed negative edge in a Street Fighter game. what a world we live in,” but now
and, it’s not like i really use negative edge, tbh. i just like knowing it’s there.
i’m in no rush to really rank up super fast (though i do like how you get more points by winning consecutive matches, it’s a fun incentive), so i’ve been doing a mix of playing on the cabs, doing ranked here and there, and practicing against various level 8 CPU characters so i can learn more of everyone’s movesets and styles.
slowly but surely, i feel like my SF skills are coming back to me and execution is no longer really an issue for me the majority of the time. i’ve even overcome some of my own longstanding weaknesses (i am a better 2P side than 1P side, but now they’re about even), which feels good; makes me feel like my brain and body have not declined too much in my middle age. i remember when i was in my 20s, a Gen X friend of mine kept saying he wasn’t as good at videogames anymore because his reflexes were worse than they used to be due to age, so every successive year that passes where i have surpassed the year that that he said this, i add another notch to the belt i keep in my mind palace
had a fun mindgame match with a Lily player last night - they challenged me on a cab and played the first match bad on purpose. then, in the next match, they unleashed their actual skill
but they still lost. no time for games, kid! triumph or die
my main complaints with SFVI continue to be its menus and the fact that it feels like there are at least 2, if not 3 (?) in-game currencies and i have no idea what is earning what or what i use them for
I’m afraid this is likely by design. Obfuscating currency helps reduce a sense of their actual value to encourage ignorance about how much someone is spending or how much grind is worth.
Totally agree about menus
yeah it feels like it’s meant to encourage users to just spend money on the one currency that buys everything. i guess i bring it up, because i feel like i saw folks in this thread mention getting lots of points for costumes etc. easily and it’s not clear to me where those points come from
https://twitter.com/SYACVG/status/1671461535653277699
In-game clubs in Street Fighter 6 dedicated to Juri('s feet) 6 are some of the most popular in the game. JuriFeetSex has 1,325,296 club points, followed by clubs JuriFeet, JuriFootJobs and JurisFeet.
i’m so tired
have you ever looked at the feet in this game? they’re horrifying.
playing juri in the game even gives you a title that’s like ‘foot lover’ or something like that. this is strictly on capcom
it’s fine that everyone who plays SF is horny, the real crime is their lack of imagination
However, the difference in numbers is staggering. In the 31 active Cammy clubs with full rosters, 17 are horny in nature. That’s 56% percent compared to 78% of Juri clubs. This split becomes less and less relevant as you go through the list of characters. At the bottom is Dhalsim who gets little love from foot fetishists, with only six players split between three clubs: DhalsimFeetPics, DhalsimFeetSex, and DhalsimFootJob.
like c’mon you know dhalsim can do some freaky shit with those limbs. where’s the club for people who want sim to wrap around them like a boa snake
I am horrible at this game but there are people playing at my horrible level. This is very exciting!
Ooooh, I’m largely playing against modern control players. That explains a lot! I was really confused – they had much higher execution than me and could bust out long combos that ended in supers, but often spammed the same option over and over again and picked really bad buttons in neutral.
I had just barely better neutral but completely failed at stringing any punish together due to pressure, and would regularly waste my advantaged state with execution fumbles, mistimed inputs, bad options, etc, which made these games somewhat even.
Eventually I built up a small set of tools for a few situations, and started picking the tool that countered what was being spammed at me. I’m now on a 6 game win streak that I’m happy about.
I’m playing Manon in the hope that I can hide my lack of execution with obscene damage command grabs. I’m doing decent against players that try to stay away from me – the spin (with optional kick) is nice against projectiles, she’s got a lot of anti-airs that I somewhat know how to combo out of, and she has some tricky low/overhead specials to open people up.
However I seem to get destroyed by very aggressive rushdown or mixup characters. Cammy and Kimberly are the ones I’ve had the most trouble with recently. I get in knockdown once and they just cross up and chain combos or throws on me over and over again. I’m still not quite sure what I should be doing when they’re on top of me – maybe I need to pick consistent options so I can actually pick up on their patterns. Theoretically I have a level 1 super that’s invincible to grounded attacks to punish that level of aggression, but realistically I have a very hard time pulling that off on wakeup. Surely something I could practice, though, to have at least one get out of jail card.
Ah, one last thing I want to mention: I love how readable this game is. I’m almost never confused about what my opponent is doing or what exactly happened – all the mechanics have unique distinct visuals. It’s really nice!
when’s the minidisc mod >:(
Managed to get a third round double KO. I thought there might be a deciding round, but nope.
I’ve managed to get to silver with Ken and Manon, but I’m not sure if I really like Ken that much. Decided to give Jamie a go and he seems more fun. Definitely an extra learning curve to remember to drink!
I can now do this fairly reliably by turning on negative edge and pianoing the buttons on wakeup. I get a nice pyramid of buttons in training mode so I think that’s giving me a lot of chances to press it at the right time.
I’m a top 50 overall Savage Bees player in Street Fighter 6! (and top 20 for this current two day ranking)
I really need to play more. I am theoretically competent at Street Fighter. But I’ve only put a total of like three hours in since I bought this.
I somehow got myself re addicted to the EDF games at the same time.
Manon’s lv 1 super is good even if it’s just to get you away from the other person. I’ve made myself look silly by doing it and coming to a stop in front of the other person a few times.
Definitely not many options for her if someone’s all over you. Avoiding the urge to press a button and waiting for an opening is what I try and do. Then her medium kick combo and her anti-air special can get them away from you, dash up and hit them with a command grab as they get up. Unless they’re a ken, then they’ll probably go for a wake up DP.
I think Cammy is particularly difficult for me as her combo strings seem to leave her plus on block, so I think there’s an opening and get whacked for my trouble.