- Joined
- Dec 4, 2024
- Messages
- 1,498
- Level up in
- 1001 posts
- Reaction score
- 7,623
- Points
- 3,577
- Location
- Laguna Philippines
I forgot to add Samurai Spirits/Shodown series and the Arcana Heart series
Samurai Shodown is another big favorite of mine. I really wish the newest one would've gotten more of a chance.I forgot to add Samurai Spirits/Shodown series and the Arcana Heart series
I think it's a good one to jump into, even outside of the fact it's obviously the largest playerbase for a SF game right now. I have my complaints with it here and there, but the game is overall well designed to me and mostly pretty well balanced.i would like to try street fighter vi sometime. i can almost never justify spending money on the video games so i have been late to try sfvi. the only reason i am able to play tekken 8 as well as the recent characters were due to a friends very kind gifts. i do like the art direction and style of sfvi a lot
Yeah that bottom 5 checks out to me. Manon has been consistently such a shame. Some weird buttons and nothing that's ever really that safe or plus on block, aka what makes a top tier in SF6 generally. Maybe Capcom's afraid of ever really buffing her since her medal gimmick is (potentially) really strong if she hits max level.Bottom 5 characters where Honda, Jamie, Marisa, Manon and Lily. Honda buffs are minimal but he's the best of the 5 so he didn't need them as much. Jamie and Marisa changes are nice, fixes a lot of stuff. Manon and Lily didn't get the help they need and are the only 2 characters in the game right now that I would truly call bad.
Pretty much all the "building stocks" characters are weak. The problem with buffing them is when they're all stocked up they're obnoxiously strong, but they have to struggle to get there constantly. They're scared to buff them because they don't want to make it too easy to be fully stocked. For example, any easy way to buff Manon is to give her oki after her command grab, but if they did that she would build medals extremely fast. I think if they want to properly buff them they also have to nerf their stock system at the same time.Yeah that bottom 5 checks out to me. Manon has been consistently such a shame. Some weird buttons and nothing that's ever really that safe or plus on block, aka what makes a top tier in SF6 generally. Maybe Capcom's afraid of ever really buffing her since her medal gimmick is (potentially) really strong if she hits max level.
Yes, exactly. I'd personally love if Manon just didn't have the medals at all, and her command grab damage was locked at maybe like 2 or 3 medal level. They could maybe buff her normals here and there so she actually has at least one or two safe options for blockstrings that don't use meter, but it wouldn't really fix what's a pretty big issue of a character design.Pretty much all the "building stocks" characters are weak. The problem with buffing them is when they're all stocked up they're obnoxiously strong, but they have to struggle to get there constantly. They're scared to buff them because they don't want to make it too easy to be fully stocked. For example, any easy way to buff Manon is to give her oki after her command grab, but if they did that she would build medals extremely fast. I think if they want to properly buff them they also have to nerf their stock system at the same time.
One of us, one of us.I ended up reinstalling SF6 too, the fighting game bug is starting to set back in.
Potential hot take, but I think sticks are a little overrated. I'm probably biased considering I learned how to play SF4 on a 360 controller, but people have this mythical fixation on arcade sticks sometimes that I think is a little silly. I can see it making sense for something like the KoF series where the inputs are often incredibly complicated, but for something like SF or Tekken or whatever else I don't think there's ever going to be an issue using a pad. That being said, the PS5 controller sucks ass for fighting games but I've learned to cope with the d-pad. The stick sensitivity option they added in at some point may help the analog stick, I have yet to try it out.One concern might be that I'm a pad player, I don't have a stick.
That's more or less my point, I don't mean to knock sticks at all just I see a lot of people thinking they have to get an arcade stick or learn stick to really be playing the game or something like that when they should be using whatever is easiest for them.whatever is most comfortable for you is the best.
Charge super motions are the bane of my d-pad existence, like Guile's hurricane or Honda's lvl 2 super. I've learned to do them consistently enough, but it's weird as I don't remember having this much issue with them in 4. It could just be the difference in d-pad with the PS5 controller, maybe or the changes to the input buffer.Granted, certain characters or inputs are easier on stick
Yep, that's why I have 1+2 on RT, 3+4 on RB, 1+4 on LT and 2+3 on LB.in tekken i remember 1+4 moves or 2+3 moves were very very difficult to do on a controller since it would require pressing both the cross button and triangle button at the same time which to me seemed like a knights errand
so crafty macro settings needed to be configured in the options menu
Oh yeah I bind stuff like that to the shoulder buttons whenever I play Tekken. I usually bind 1+2 and 3+4 as well so it's just one button press. Soul Calibur as well, there's no way I'm casually hitting square+circle together in the middle of a match to do some Mitsurugi stances.in tekken i remember 1+4 moves or 2+3 moves were very very difficult to do on a controller since it would require pressing both the cross button and triangle button at the same time which to me seemed like a knights errand
so crafty macro settings needed to be configured in the options menu