Fighting Game Central

Still waiting for soulcalibur 7
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Been playing some SSF2T and Alpha 2/3 on and off on Fightcade lately, it's been nice to go back to them.
 
stuff and things
I should also add that Greed is a playable character, who you might find easier to use. This is how to select him at character select:

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(Taken from trueachievements.com)

You mentioned that you've been finding the characters to be sluggish, and I agree as well. Just try to get to grips with your quarter-circle inputs for fireballs. The game also has a magic-series combo system like Marvel, so going from light punch to light kick to strong normals seems to be the basic combo string.

The CPU isn't a person, so regular tactics won't work. You just have to play by their rules. Just keep at it, I know you can do it!
 
Just casually attempting to resurrect my own thread, don't mind me. I started reading the SF6 Season 3 patch notes as I'm in the FG mood again, and got inspired to do a little write-up of my view on it. I'm not going to go over every single character as we'd be here for awhile, but I'll go over my characters of choice and any one else that I think have interesting (or very deserved) changes. Obviously I'm not coming at this from pure high level experience or anything as I have none, it's just the perspective of a professional amateur Diamond/Platinum (and one character in Masters, that shit was a real grind) player.

First up, the general changes are pretty exciting.


Perfect Parry Requirements
Conditions for a Perfect Parry are changed for some attacks.
The screen freeze that occurs with a Perfect Parry will no longer occur if the correct block direction input is not used.
High, Overhead attacks: Standing Block + Parry
Low attacks: Crouching Block + Parry
If a player performs an incorrect block input, a Perfect Parry will not trigger, but they will recover more Drive gauge than a normal parry.
For projectiles that do not trigger a screen freeze, the old Perfect Parry input still applies.

This is a really good change to me, honestly. It's a perfect way to change up the parry tap meta without fundamentally altering the balance or nerfing it. So, now to get the screen freeze PP (which is what you obviously want as its the only form that leaves you plus) you have to be blocking the attack correctly with either a down-back or back input. You're not punished if you guess wrong, as you still parry the attack as normal and get actual net gauge recovery over a regular parry, so it's still useful. You have to commit and actually pay attention to the attack coming at you, basically, and you can't just tap the parry button like you could before which was far too safe in most situations. Great change, hell yeah.


Sweeps
Along with reducing the hurtbox on the 1st active frame, we made adjustments so that on a normal or counter hit, players can still perform a recovery.
By greatly reducing the hurtbox immediately after the attack start-up, although there's some risk if the attack was blocked or missed, it's now an attack that can win out against other pokes more often. Remember this option when you don't have much health left or are in a pinch.
On the other hand, the move can now be recovered from after a normal or counterhit, so your offensive situation after hit is much different. Each character will have a different wake-up gameplay now so study up.
Due to this change, the strategy of knocking down an opponent and switching sides before they get up is now gone, except if the attack lands as a Punish Counter.
Note that attacks that slide along the ground are not subject to this change.

Definitely something I wasn't expecting, as I never really had any specific issues with sweeps before but it's something that's still a good change. Smaller hurtboxes during sweep active frames means you'll likely win trades more often which is solid, we're going back to the SF4 days where sweeps were often legit poke options which I'm personally okay with. They are also getting a bit of a nerf to compensate for the increased effectiveness which is entirely fair; the only way you're getting an actual hard knockdown with one now is on PC's. On normal and even CH, the other guy can roll recover on wake-up. This is a pretty big change honestly considering it's breaking up the SF tradition of 'sweep = always hard knockdown'. The thing about slide sweeps being unchanged is interesting, I guess Dee Jay, Bison and Blanka came out of this with only buffs as their sweeps still always hard knockdown.


Throw Escapes
The player who escapes a throw will now receive more Drive Gauge and Super Art gauge than before.
Eh, it's a fine change. I've read people online exclaiming that this means 'throw loops are dead!' which I think is an overreaction. It doesn't really do anything directly related to loops, it just gives the defender some level of incentive to actually go for a throw tech every once in awhile, particularly if they're almost burnt out. It still doesn't change how risky going for a tech is, or change throw behaviour, or anything like that. I'm entirely neutral on this; I'd probably still just eat the throw personally, even if I'm getting close to burnout.

There's some other general system mechanic changes mainly about assisted combos and modern controls I have literally no interest in, and some relatively minor things like light attacks having adjusted knockback.

Time for character shit; oh yeah, there's some good stuff in here.

Akuma
Akuma gave his opponents few options when faced up against his powerful neutral game and attack sequences. By tweaking the pushback of his moves on block and the properties of his attack sequences, we've given opponents a bit of help when faced with Akuma's numerable options.
Thank. Fucking. God. Finally. Akuma nerfs. I'm not going to lie; half the reason I stopped playing was because the game got stale, and a large part of why was from fighting 70% only Akuma matches (and 25% of the rest were Ed's). Flamey Fist (QCB+P), F.HP, and Hadoken have less pushback now so likely you can actually punish them with consistency, at least some light attacks. It was frankly ludicrous how safe 90% of Akuma's options were and how much pay-off he got from literally anything, so fucking glad this happened. They also increased nerfed some choice other normals which is also great; Cr.MP went to 16 frames of recovery which puts it in line with the majority of the cast and has more of a hurtbox, and his sweep has less knockdown if it hits an aerial opponent so the Tatsu into sweep spam is less silly. There's some other fairly minor stuff (EX Shoryu's third hit no longer hits grounded opponents!) but those are the big ones. He's still absolutely top tier, but it's like he's an actual character now with weaknesses. Thanks, Capcom.

Chun-Li
Crouching Heavy Kick
With range around the same as her Crouching Medium Kick, Chun-Li's Crouching Heavy Kick was a move with limited effective use. Its range has been increased, making it more useful as both a counter-attack and a whiff punish. While it is more unsafe on block now, it should be a better tool in Chun-Li's already powerful ground game.

I just wanted to talk about that, the other stuff she got wasn't really as exciting other than pretty good changes to L. Lighting Kicks. Her sweep was already famously pretty long ranged; I'm awaiting the day she gets a half-screen length sweep. Given the changes to sweeps in general, it's not too powerful just an interesting one.

Ed
Forward Throw
Ed's advantage and position on a successful throw has been significantly altered, especially in the corner. Ed will no longer be able throw or hit with a held Psycho Flicker right as the opponent recovers, thus making continuing his attack after a forward throw much more risky.

Psycho Flicker (↓↘→+K)
With Psycho Flicker now cancelable into Kill Rush, the non-held version of the move can now be used as both a powerful space-controlling move that can quickly close space on counter hit, or as a new combo piece.
Additionally, after considering the high return gained on Punish Counter and the strength of the held version, we've increased the risk of using Psycho Flicker by adding a screen freeze on successful Perfect Parry.

Entirely deserved and based changes. He had one gimmick that was I think far too powerful for it's relatively low risk with the throw into Flicker charge. If you were a character who didn't have a projectile immune recovery option, really all you could do was parry it but it still dragged you towards him, even on PP since it's a projectile so there was no screen freeze. You wouldn't even really gain any net meter considering you'd immediately be put into a blockstring by him; shit sucked. Glad it's getting adjusted in reasonable ways. It even got a buff to compensate; you can go into his ducking special out of flicker now.

Honda
Overdrive Taiho Cannon Lift (↓↘→+KK>↓+P)
By altering where the opponent lands after being launched by Overdrive Taiho Cannon Lift and reducing its combo count, it should now significantly differ from its normal version. It will now link after hitting with the second hit of Standing Heavy Kick or after Power Stomp, even while in the center of the screen. Honda will now also be able to use a follow-up attack after it, unlike with the normal version.

Normal Sumo Headbutt (Charge ←, →+P)
Perfect Parry was an effective countermeasure against the safe on block Sumo Headbutt, but now that Honda's opponents will have to also worry about inputting the correct direction while closing the distance, we've decided this would be too effective at keeping his opponents away. We've reduced the amount of Drive Gauge damage Sumo Headbutt deals in order to make sure opponents who are unable to parry in time aren't overly punished for blocking.

As a Honda main, I can say that this kind of relatively minor stuff is to be expected. He got some buffs to his combos with the buffs to EX Cannon Lift and his DF.HK stomp getting juggle properties, but Headbutt got another reasonable adjustment. The stomp bouncing opponents on juggle hits is pretty big to be fair, it actually gives him a reasonably easy combo extension tool which he was kind of lacking before, so it's all pretty net gain in this patch.

I had more, but I can't double post unfortunately until a bump.
 
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I like fighting games, especially since going out to locals is a good way to meet people. Though playing at home I prefer single player to online, 98% of my Street Fighter 6 playtime is World Tour, I only just touched ranked.

There are some neat indie fighting games I like playing, such as Merfight and Schwarzerblitz. I actually contribute to Mizuumi wiki, a wiki for niche fighting games. Was resposnible for setting up most of the Merfight stuff.
 
And my last little bits about the SF6 patch. There's far more changes of course, these were just the characters I was interested in.

Guile
Sonic Boom and Other Projectiles
Guile's projectiles will now disappear faster when they are judged to have left the screen, allowing him to shoot projectiles faster in situations like when his Sonic Boom misses after being jumped over. With total on-screen projectile time getting a boost, this will improve Guile's pressure game.

Super Art Level 1 Sonic Hurricane (Horizontal)
While Sonic Hurricane has always had a hitbox that only appears during a combo, this hitbox would not hit opponent's that had been blown back by projectiles. This has been changed, making it much easier for Guile to combo into his Sonic Hurricane on an opponent who has been wall splatted by Overdrive Sonic Cross.

As a Guile main, the changes aren't anything drastic which is fine as I think Guile is pretty damn good already. The change to Hurricane is probably the biggest one he got, as you can do EX Cross wallsplat into Hurricane for a good chunk of easy corner damage, and I'm curious if you could do the same for corner EX Boom for another damage cash-out. The Boom change sounded big until I thought about it for a few seconds or two, and yeah it's really only going to come up when the opponent is close to you as the boom will go off screen faster. I'll have to go in and play around with it to see how noticeable the timing change is. He also can't cross over knockdown'd opponents with knee bazooka anymore to get out of the corner for free, so it's a least a tiny bit of an indirect nerf.

Manon
À Terre (Medium Punch > Medium Kick) now produces a knockdown, allowing Manon to start her wakeup games on hit. Temps Lié (Standing Heavy Punch > Standing Heavy Punch) now launches the opponent while pulling them in, so you can directly go into a combo from Overdrive Rond-point (↓↘→+KK) and other attacks.

On the other hand, we've increased the risk of standing medium punch when it misses and tweaked the disadvantage of the attack on block, making it less likely that Manon can string together consecutive standing medium punches on an opponent in Burnout.

Manon top tier? Probably not, but she got some pretty fundamental changes here. MP>MK giving a knockdown is fucking huge honestly, that's an actually frightening situation now for the opponent as opposed to before where she wasn't even plus after landing it outside of a CH. I'm curious if she recovers in time to do a true meaty/mix-up situation on the opponent after; I'll have to go in and try that. HP>HP launching opponents is also huge as it actually gives her combo options as before she was kinda limited. The nerf to St.MP is entirely deserved, the silly Manon infinite combo is no more.


Ryu
While Ryu can continue on the offense after a big hit, Denjin Charge requires him to temporarily stop his offensive, so we looked to improve his boosted attacks in general to make it worth charging. This is especially true for Super Art level 1 and level 2, which will give him situations and combo damage previously unattainable. Ryu players will now see better rewards when using these techniques as they require two separate resources (Super Art and Denjin stock).

SA1 Denjin Charge Shinku Hadoken (↓↘→↓↘→ + Punch)
1. Doubled projectile speed.
2. Increased total technique length from 86 to 89 frames.
3. Increased number of hits from 5 to 8.
4. Reduced hitstop/blockstun by 3 frames for hits 1 through 7.
5. Added a hitbox that will hit only during combos during active frames 1-2, making it easier to hit opponents in front of you.
6. Hitbox that appears on the third frame of the first hit during a combo has been reduced downward and expanded forward. Note: Downward reduction of the hit box is intended to make it easier for the second hit to connect when connecting with the first hit against an enemy high in the air.

SA2 Normal/Denjin Charge Shin Hashogeki (↓↙←↓↙← + Punch)
1. Shortened time to charge to Level 2 by 2 frames for both normal and Denjin Charge versions. Note: This will not change the Shin Hashogeki used in Assisted Combo 2 for Modern Controls.
2. Changed Level 2 on-hit effect to match Level 3.
3. Added 20% combo scaling to Level 2 Shin Hashogeki.

They're some cute changes, Denjin charge wasn't really that useful previously outside of some specific fireball war matchups. Denjin SA1 is pretty fucking big, but SA2 doesn't seem to have gotten any Denjin specific changes so I'm a little confused there? The effects seem to apply to both the normal and Denjin version. Denjin Hadoken also got some pretty good buffs (it's now only -1 on block, down from -3). Some fine changes, Ryu is already in a great place.

Zangief
Zangief has had the base hurtbox around his torso expanded, both weakening his throws and reducing his effectiveness in neutral. With opponent attacks now easier to hit, hits results in an what is effectively a reduction in the range of his own moves, forcing him to work harder in neutral than he had to before.

Zangief's Drive Impact range was already shorter compared to other characters, so in order for the reach to not be too short alongside his hurtbox changes, he will now move further forward during a Drive Impact.

Overdrive (Screw Piledriver) (360 + Two Punches)
Extended throw hitbox forward.

Normal/Overdrive Siberian Express (→↘↓↙← + Kick)
Extended throw hitbox forward.

Power Stomps (↓↓ + Medium Kick > Medium Kick > Medium Kick)
Changed attack type of all hits from High to Low.

Given how overadjusted Gief has been in the last few patches, it makes sense that he's getting some rollback nerfs. But combined with some buffs. His hurtbox just in general, even in neutral, has been extended which is huge. I'm not sure exactly how much we're talking about, but even just standing still he's easier to hit and he already had a huge hurtbox to begin with. That being said, he's got some shadow buffs in there too; EX SPD and Siberian Express getting their hitboxes extended is pretty damn good. EX SPD specifically, that thing already had an absurd range. And him getting a longer range DI is something. It's not as big as the grab range, but it's a buff nonetheless. The stomps change I'm a little confused about; all three hits have been lows since a few patches ago? There must be something I'm missing there.
 
My usual go-to are
Blazblue CF
KoF 13
Tekken 5 DR
Garou MotW
USF4
MKX
Granted I'm not so good and not at all competetive.
Just bond over it with my siblings and friends. I also try out the the newer ones if they do run on my pc.
 
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Sagat god added to SF6
The world is healing
He's even due out probably pretty soon, he's listed as summer this year. I'm curious what kind of new stuff he's going to get. Also, kicking Akuma straight in the face with the classic St.HK is going to be so cathartic.
 
He's even due out probably pretty soon, he's listed as summer this year. I'm curious what kind of new stuff he's going to get. Also, kicking Akuma straight in the face with the classic St.HK is going to be so cathartic.
Tiger Tiger Tiger
Tiger uppercut
 
I'm not much of a figthing game fan, but I've enjoyed these 3 the most (in no particular order):

Naruto: Ultimate Ninja 3
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Def Jam: Fight for NY
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Soulcalibur 6
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I'm just happy that they're acknowledging Ingrid's existence again, even if she will take a while to get in the game, i've never bought any of the sf6 dlcs but this might be the exception i make for now
 
Tiger Tiger Tiger
Tiger uppercut
Okay, get this here's my pitch for SF6 Sagat; you can cancel Tiger Uppercut into another Tiger Uppercut. That's the power of at least two uppercuts. Perfectly balanced.

I'm just happy that they're acknowledging Ingrid's existence again, even if she will take a while to get in the game, i've never bought any of the sf6 dlcs but this might be the exception i make for now
I'm kind of excited for her too, I'm really curious to see what they do with her, she physically looks pretty different in the splash page they showed all the characters on so maybe she's different playstyle wise too. She's such a wild card pick that you can't help but be a little hype, unless you're one of the people who despise her very existence for whatever reason.
 
Okay, get this here's my pitch for SF6 Sagat; you can cancel Tiger Uppercut into another Tiger Uppercut. That's the power of at least two uppercuts. Perfectly balanced.


I'm kind of excited for her too, I'm really curious to see what they do with her, she physically looks pretty different in the splash page they showed all the characters on so maybe she's different playstyle wise too. She's such a wild card pick that you can't help but be a little hype, unless you're one of the people who despise her very existence for whatever reason.
This is our WWII documentary
 
I'm kind of excited for her too, I'm really curious to see what they do with her, she physically looks pretty different in the splash page they showed all the characters on so maybe she's different playstyle wise too. She's such a wild card pick that you can't help but be a little hype, unless you're one of the people who despise her very existence for whatever reason.
I never really understood people hating on her for no reason, always thought she was a fun character and with a pretty good design, she looks very different in that new art and i'm all in for that, i guess people just hate her because she originally came from a mediocre game
 
This is our WWII documentary
There's still people defending vanilla SF4 Sagat, somehow. He could get like a 600 damage combo off of a single anti-air TU; that shit was so busted. I remember Cr.HP doing absurd damage too, I think you could actually kill an Akuma or Cammy with like 5 or 6 of them.

I never really understood people hating on her for no reason, always thought she was a fun character and with a pretty good design, she looks very different in that new art and i'm all in for that, i guess people just hate her because she originally came from a mediocre game
From what I've gathered, it's a combination of Fighting Evolution hate and her appearance in the PSP Alpha 3 where apparently she was made out to be the single strongest fighter in the lore or something. I don't know why that would bother people so much, it's not like SF lore is ever really consistent, but who knows.
 
There's still people defending vanilla SF4 Sagat, somehow. He could get like a 600 damage combo off of a single anti-air TU; that shit was so busted. I remember Cr.HP doing absurd damage too, I think you could actually kill an Akuma or Cammy with like 5 or 6 of them.


From what I've gathered, it's a combination of Fighting Evolution hate and her appearance in the PSP Alpha 3 where apparently she was made out to be the single strongest fighter in the lore or something. I don't know why that would bother people so much, it's not like SF lore is ever really consistent, but who knows.
Cr.HP will hit you even if you’re asleep and the console is turned off. Vanilla was THAT broken.
 
Cr.HP will hit you even if you’re asleep and the console is turned off. Vanilla was THAT broken.
Just punch them in the crotch dude, never fails. There was so much broken shit in that game; Akuma's St.HK on standing opponents doing over a hundred damage and being entirely safe and leading to combos, Gen's stance parries they literally removed from every other edition (not to mention him being able to link medium normals off of his hands special). Man I miss it.
 
Just punch them in the crotch dude, never fails. There was so much broken shit in that game; Akuma's St.HK on standing opponents doing over a hundred damage and being entirely safe and leading to combos, Gen's stance parries they literally removed from every other edition (not to mention him being able to link medium normals off of his hands special). Man I miss it.
This is Why vanilla 4 was the best homage to SF2
It was the most broken
 
I would be lying if I said I was looking forward to Ingrid coming back, but that's a thing now and we just have to deal with it, I guess. Can't say for Alpha 3 but Ingrid was really weird in CFE because you could barely land a combo with her, linking two hits together was near impossible. I'm sure that's changing in SF6, though.

In other news, I'm looking forward to the MK Legacy Collection. I didn't hate MK1, but there was definitely some stuff missing. I wonder if they're adding MK Trilogy/Gold to the collection.
 
I guess I'll also place my thoughts on some of the recent announcements here to have it in a more dedicated thread.

The new Marvel Arcsys game looks good graphically, but as an MvC fan it hurts to see a Marvel fighter without Capcom. The Capcom gameplay and roster were as important to me as the X-men were on the Marvel side for those games. The last Arcsys game I liked was +R, and I don't see that changing at this time.

New MK classic collection is nice. I probably won't pick it up, but it should be fun to have MK newcomers jump into the originals for a while. Trilogy and Gold certainly seem to be odd exclusions. It would be preferable to have those instead of MK Tournament Edition (GBA) and MK Advance.

S3 of SF6 looks like a big upgrade in its DLC character picks. Out of the last two seasons, I only cared for Dictator - two roster slots out of four taken up by SNK characters in S2 was rather overkill. I haven't had the chance to play the Elena patch yet, though I think I'll enjoy the new parry system.
 
The new Marvel Arcsys game looks good graphically, but as an MvC fan it hurts to see a Marvel fighter without Capcom.
I had about the same reaction. I was immensely excited when I saw new 'Marvel fighting game', then immediately disappointed when I read the rest of the headline. No shade on anime fighter or Arcsys, just not at all what I want personally. I'm sure it'll be fine.

While we're talking about Capcom Marvel fighting games, here's my fantasy; I yearn for a dedicated Marvel fighting game, like a modern remake of Marvel Super Heroes. Give it some wild and zany stuff in there still of course, but a return to a traditional 6 button fighter with actual neutral and 1v1, and I think I'd actually phase to another dimension from hype. I'll still take MvC4 of course, but that's my personal pipe dream.

New MK classic collection is nice. I probably won't pick it up, but it should be fun to have MK newcomers jump into the originals for a while. Trilogy and Gold certainly seem to be odd exclusions. It would be preferable to have those instead of MK Tournament Edition (GBA) and MK Advance.
It's a cute little collection, them putting in MK Advance is obviously done just for meme value which is kinda silly but sure.
 
The new Marvel Arcsys game looks good graphically, but as an MvC fan it hurts to see a Marvel fighter without Capcom. The Capcom gameplay and roster were as important to me as the X-men were on the Marvel side for those games. The last Arcsys game I liked was +R, and I don't see that changing at this time.

S3 of SF6 looks like a big upgrade in its DLC character picks. Out of the last two seasons, I only cared for Dictator - two roster slots out of four taken up by SNK characters in S2 was rather overkill. I haven't had the chance to play the Elena patch yet, though I think I'll enjoy the new parry system.
I just couldn't care about anything that has Arcsys's name on it, lol. I must have played on GG game and said no in less than an hour. Their whole catalog just feels like they're trying too hard for me. Plus the anime style never sat right with me either.

As for SF6, I REALLY wanted to be more excited about it. I wasn't a fan of two SNK guest characters either. It feels like every damn game needs a guest character in some shape or form nowadays and it doesn't feel as cool as it used to be. I'd say leave that stuff to MK but in fairness I didn't really care about Homelander or Omni-Man either. Sagat and Alex should have been on the roster earlier, C. Viper just feels kinda meh, and as for Ingrid, some earlier comments are true. Most people don't like her for CFE and the way she was introduced in Alpha 3. It's never fun when you bring a character out of nowhere and all of a sudden she's a big deal without giving us a reason to care. That's why people don't like Reina, or Kronika, or others. Sure, fighting game lore always tends to be bad anyways, but that doesn't mean they shouldn't at least try.
 

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