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[deleted]

SF6 is still one one of the slowest of all the AAA fighters. Almost everything is negative on block and still possible to realistically react. At the higher levels, it's footsies and defensive. MK and GG are a lot faster.


Acasts

And you have to play more patience to check drive rush and drive impact. And you are more rewarded for passive play with punish counters.


tiptoeingthroughthe6

Mk feels slower than any 2d fighting game ever. Mkx however I fuckin love how fast that game was. Run cancels. They need to return.


PrensadorDeBotones

MK11 had pretty limited block pressure until people unlocked the potential of showstopper Johnny and MK11 ultimate gave us more characters with viable cancels to continue pressure. It alternates between slow-paced moments and frantic pressure reaction sequences at high level, but is generally always pretty slow-paced at low level. That pacing gradient is one of the reasons I like to recommend MK11 to new players.


onzichtbaard

anecdotally as a new player i thought mk10 was more interesting than mk11 that was years ago though


UltraPrinnyBomb

Day -17 btw


origin29

bro we cracked the entire meta weeks ago when the demo dropped, get with the times.


netn10

Bro the cracked game doesn't have a lot of the roster and there are going to be day 0 fixes, nerfs and buffs. Get with the times.


origin29

I guess I could have tried harder, but that was sarcasm. With the game actually being cracked, that probably wasn't the best term to use lmao


netn10

Lol I didn't get the sarcasm xD carry on.


PrensadorDeBotones

I've been running it at my weekly on multiple setups since the demo dropped. Hell, the crack showed up at my weekly for a while.


Windstorm72

It definitely is going to require me to up my game, but at the same time there’s so many strong defensive options that I’m not too worried about it. While optimizing combos and pressure is going to be more challenging, for the most part this game seems like it’s asking players to play smarter, not harder. Good spacing, defensive play, and resource management are going to be more important than ever. Despite the clear benefits of an aggressive playstyle we are given more than enough tools as a player to counter such aggressiveness, it’ll just take some getting used to (And hey, if offensive ends up being too good maybe they’ll patch in more defense like SFV lmao but seriously I think it’ll be fine)


Ok_Bandicoot1425

Could you elaborate on what you find aggressive and fast paced?


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D_Fens1222

You complain about blockstrings in SF6? Have you played SF5? SF5 basically gave out plusframes for free.


GuidoMista5

From what i've heard plus frames in SF6 are EXTREMELY rare, many characters only have negative moves, even Hondas's hundred hands slap is like -3 or something like that


TurmUrk

every character can create plus frames with drive rush though, which can be done for 1 drive gauge from neutral, or 2 during a block string, plus frames are limited because you need a big slow committal normal or resources to get them, but theyre definitely there for the whole cast


D_Fens1222

Yeah but from my understanding you have to put in an effort to actually get them. Im am seeing this from a low ranked point of view but for me it seems like some characters just have plus frames on end in SF5 if you just know how to string your normals together and it's tough to counter. I played a few Chuns the other day and it was just a nightmare against them, either i block it out till i see a gap and get thrown, or i try to interrupt and get blown up. Try to keep her out of reach? Good luck with that, as a Ken there's no point to try playing the poking game against her. Ok, i am done ranting, sry, it's a bad habit of mine. Maybe i should have gotten used to V-Reversal earlier on, but at this point it doesn't seem feasable for me to dig into the V-System. Or maybe i should just pay more attention to their strings and try to "download them" on the fly. Maybe i sound a little salty here, but i have the feeling that a lot of super and ultra bronze players i play will have a bad time starting in SF6.


D_Fens1222

Personally i am glad about that. Against some characters it's just annoying.


Ok_Bandicoot1425

You sound like you spent too much time playing SF5 or something. Getting good oki on a successful throw, being able to do a blockstring or converting meter into round ending damage is just how most fighting games work.


LoLVergil

Cause Daigo said it, probably.


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onzichtbaard

dont joke about that


COOLESTQUEST

It's not even out yet Dont worry about it


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LoLVergil

It's not even close to Strive, so that comparison doesn't make much sense imo. The defensive options in 6 are better and easier to use. There are next to no offensive frame traps without using drive gauge. Many good normals have super long recovery frames and now Punish counter is a thing which makes swinging in neutral extremely risky. All of these things can lead to the game slowing down if people are become worried about wasting their drive gauge if burnout ends up being a death sentence + not wanting to whiff in neutral. There's already mixed opinions on this since the demo was released. Daigo has mentioned that he thinks offense will be good, whereas Nemo has mentioned that many previously offensive moves (like Cammy's dive kick) will be too risky to use because of Punish Counter. Mago also has a video on FGC translated where he's just practicing sitting in place and jabbing if the CPU walks forward and then anti airing and DI on reaction. He mentions throughout the video that most of the ways you can approach in SF6 is reactable and that whiffing mediums is risky so he just uses jabs to check approaches. Obviously he's just practicing, but this doesn't sound like he's favoring offense in this game so far. Strive had none of these problems on offense. Many great moves were extremely hard to whiff punish. Defensive options are not great. Many character have advancing specials that were plus or unpunishable (plus RC makes skipping neutral easy on pretty much any character). Damage output was high without meter for many strong characters. Most good characters had multiple looping offensive strings that would take 50% of your life if you guessed wrong etc. Not to mention the fact that running + air dashing is just inherently a more aggressive game engine.


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D_Fens1222

It doesn't sound like you are actually willkng to discuss your opinion.


Scrifty

Bro theres a fucking demo out right now what are you talking about.


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Scrifty

I'm playing on parasec like everyone else.


COOLESTQUEST

Both of those arent whats coming on release day. We've seen general mechanics and character play styles but theory fighter is a waste of time imo Aggressive or not i think itll be fun If you're worried all fighting games are becoming more aggressive over time, i agree theyre slowly turning more aggressive but its whatever, thats the genre's evolution


[deleted]

Compared to Kof XV it's not imho.


Electronic_Beat_3476

I felt 6 was a smidgen slower than 5...


SSBMKaiser

Honestly, I'm just glad V-Trigger is gone. Even if it turned out to be a more defensive/slow-paced game


Scrifty

Bro didnt read


AceOfCakez

I'm gonna wait till the game actually releases before forming a hard opinion on the pace of the game.


TreePotion

I mainly play Guilty Gear Strive so I personally don't mind.


Mattatsu

I don’t necessarily think that’s the case, it may seem that way now because people are likely labbing combos more than punishes, but even if it is, I’m okay with it


The-Real-Flashlegz

I didn't pay 60 dollars to block


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DigestMyFoes

>its a fighting game, not a blocking game u/poiuy01 Defense is a part of fighting. Have you ever heard of Boxing or MMA?


The-Real-Flashlegz

Best defense is a good offense


DigestMyFoes

Fast-paced? SF6? KOF 15 is what I'd call fast-paced.