Developers confirmed its 60 across the board , suppose it helps keep online play the same and no advantage etc with people running higher frameratesNever.
With luck, SF6 will push 120.
Developers confirmed its 60 across the board , suppose it helps keep online play the same and no advantage etc with people running higher frameratesNever.
With luck, SF6 will push 120.
Game being obviously incomplete aside...
My question is, why give him something that looks so similar to his standard fireball? It's fine if they want you to space the cr.MK -> Hadoken to make it safe, but it seems odd that they would give him a move that looks so similar for block strings and combos up close.
Given a lot of the SNK influence the game already seems to have (Cammy and Ken's redesigns for example looking they'd fit right in with RBFF and MOTW), that new Ryu move reminds me of Li's fireball from Real Bout Fatal Fury 2:
You can also see it in this video:
Not saying Ryu's new move is exactly the same, but it could have similar utility.
Maybe it has less recovery than the hadoken and you can use it to fake a fireball and make the enemy jump and hit him with an antiair. And in addition to this also expand Ryu's moveset/toolset with a new special to be used when very close to the enemy in a safer way.Game being obviously incomplete aside...
My question is, why give him something that looks so similar to his standard fireball? It's fine if they want you to space the cr.MK -> Hadoken to make it safe, but it seems odd that they would give him a move that looks so similar for block strings and combos up close.
That's what I was thinking honestly. It looks like it's meant to be a move with an extended hitbox, possibly a lingering one if done with HP. Like a Young Zeku palm or Ibuki thrust. The Hashogeki looks like a more soft version of a Hadoken though. Maybe they will add a little more impact to it and make it more unique by the time the game releases.
We recently sat down with Takayuki Nakayama and Shuhei Matsumoto, Director and Producer of Street Fighter 6, respectively, for an interview about Capcom's upcoming fighting game. We learn about how they're pulling inspiration from the worlds of Final Fight and Third Strike, why Modern Control Type "is not an 'Easy Mode'" and should be used in tournament play, and finally, how the team is learning from Street Fighter 5's mistakes to ensure a vibrant future for the series.
Neither auto aim, but here we are."Modern Control Type "is not an 'Easy Mode"
for all it's worth, Modern Control Type is the Hard mode.Neither auto aim, but here we are.
I’ll probably end up getting the Hori Octa pad, even though I have a joystick.Need a good fightpad for PS5.
Damn that's good to know, thanks man.Arc System Works developed at least once for Capcom: Sengoku Basara X
No more cross-ups in corner seems like. Kinda don't like this being removed tbh.
That said, gotta wait and see how it plays out; apparently Drive features might make corner cross-ups irrelevant.
She actually looks younger than her previous iterations. IIRC she was 25 in SF4, and a significant amount of time is supposed to have passed between that game and SF6, to the point where Ryu is officially "old" now. I'm guessing she'd be in her early/mid 30s at least, but she could pass for a teenager here.Leaked image of Juri in SF6 from a German source
She actually looks younger than her previous iterations. IIRC she was 25 in SF4, and a significant amount of time is supposed to have passed between that game and SF6, to the point where Ryu is officially "old" now. I'm guessing she'd be in her early/mid 30s at least, but she could pass for a teenager here.
But then again, this shit has never made sense. I think Makoto was 15 in 3rd Strike, which would have made her like 10 years old in SF4.
Looking forward to the reveals. Hopefully I can play Juri in this game lol. Wasn't getting jiggy with her SFV gameplay like I did in SFIV.
Street Fighter V had Rollback, no reason to assume Street Fighter 6 wont have rollback.Will this game have rollback netcode? Just like Dragon Ball Fighterz was announced.
I've just looked it up and SF V had appearently bad rollback netcode, maybe thats why i assumed SF V didn't have rollback.Street Fighter V had Rollback, no reason to assume Street Fighter 6 wont have rollback.
Juri can get it.
In this new engine Im expecting fucking thighs!!!!!!!
The more i see of this the more i want the game, even though i no there prob gonna be a uproar when capcom announce the season passes for extra charachters etc, but for me will be buying twice anyway just like 5 on pc and ps4, this time will be pc and either ps5 or xbox x, just hope this is a early 2023 and not late 2023 title
They really need to lock the facial features to one. It looks really stupid when you cycle through them, which is what is going to happen since people tend to mash buttons on that screen.
Someone had to do it. I think it was everyone's first thought when they saw it.
NGL that Super (or is it his Critical Art?) looks pretty brutal. Thankfully without being overly violent or gory.
Leave the hyper-violence and gore to Mortal Kombat please and never even think about a SF/MK crossover, Capcom! Some IP should just stay in their own lanes, stay in their own universes. Don't need nightmares about Street Fighter characters.
Did you forget about the rated T Mortal Kombat Vs DC? It's only slightly more violent than SFXTekken,.
The real reason why a crossover wouldn't work is because MK characters don't move like anime characters. There's no frame skips to make the game look faster. It's the same reason a VF vs. SF wouldn't work, not to mention VF doesn't involve powers and everyone just fights with their bare hands.
Yeah, pretty much. They have very different visual and animation styles and principals, among other things. 3D fighters in particular are also designed around very different frame data concepts than 2D or 2.5D fighters (and jumping being less prevalent in 3D fighters on top of all that).