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Street Fighter VI |OT| VI is for VICTORY



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Alex news when? Capcom did say 'early Spring' but the prior seasons' third characters had both come out in February, so hopefully it's actually Winter. :)

Anyway, played some more today.

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Fourteenth character to master, on a fourteen win streak. That marks half the cast for me! (for now)

Apparently I'd played Cammy in ranked at some point. My profile had her put at Rookie but when I switched to her in Fighting Grounds I was ranked at Diamond 1. Well, whatever. It's been a while since I've played at that low of an LP, and I was reminded that somehow, even now when placements are no longer capped at Diamond 1, Platinum 5 players are the scariest players outside of Masters for some reason. My Diamond 1 climb kept getting interrupted by these battle hardened Platinum players, a few of them punching way above their weight. Lost a few win streaks that were close to 10 before I finally pushed to Diamond 2 and then it was smooth sailing straight to Masters on the win streak above. The high Diamonds I played against were on average way weaker lol.

Anyway, my Cammy play was very limited. I think my combined use of hooligan and dive kick I could count on one hand. I probably would have had an easier time if I'd dive kicked a little more. Opponents love walking back and Cammy's sweep isn't great but it consistently got the job done and from there Cammy's mixup game up close is too scary.

Most of my play consisted of just walking opponents down and harassing them with normals. 5MP, 2MP, 2MK, 5MK, 5HK (mostly the closer range buttons though that I could link/combo into; oh, and with 4MP as my go-to AA). When I got a knockdown, DR into 2HP, 2MP, or throw was my usual guessing game, depending on how I read my opponent. Jumping light buttons when I was close enough to jump into a string for spiral arrow, usually, if I hit. If I hit with one of the meatier buttons when walking down, something like CH 5MP/2MP or 2HP, 2MP xx DR 2HP, 5HP xx 623HK was my usual bread and butter, or finishing with xx 214MP xx Level 3 off the 5HP if I had bar. I'd practiced CH 5MP/2MP, 2MP xx DR 4HK, 236HK, 623HK which does more damage now that I'm checking in training mode and gives more corner carry but forgot to use it.

Coolest thing I did today was AA another Cammy's divekick with a Level 1 to win the round.
 
I have been slowly getting back into SF6. Working on getting my Manon better; she's already at Master rank. DJ is also at Master rank. Akuma will be next, maybe Ryu but who knows since he's stupidly Top Tier now.
 
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You people are insane with your Master Rank and whatnot, lol.
I'm a noob when it comes to fighting games and i don't play them religiously.
 
You people are insane with your Master Rank and whatnot, lol.
I'm a noob when it comes to fighting games and i don't play them religiously.
Less about being insane but more about the necessary grind to get better haha. Once my Manon and Deejay hit Master, I took a break. Now I'm getting back to it.
 
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Man, i know i'm an idiot but i still can't stand the graphics style of SF6. This should be Street Fighter and not Mortal Kombat because that how it looks and what reminds me of.
 
Man, i know i'm an idiot but i still can't stand the graphics style of SF6. This should be Street Fighter and not Mortal Kombat because that how it looks and what reminds me of.
I mean, overall, yeah. it reminds me of MK9 cuz of how ugly some character models are and I don't mean the main roster... although, some characters look quite bad like Elena for example. I like the new version of Alex though, even if I don't like grabbers that much.
 
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Alex's new design and model looks great. Can't wait to see some gameplay, let's hope soonish.

But I think we won't get gameplay until late February and the release for April.
 
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It was alright. I was pretty unimpressed by most of it, especially that level 3 which feels so anti-climactic. ... Watched it a second time - A little better this time. I wonder if the move showcase is being overshadowed by that theme song lol. I might just be the outlier though as a not big Alex fan - Most people seem pretty enthusiastic about him.

Anyway, release date is March 17th which is pretty ridiculous imo. That's the Tuesday after Capcom Cup which makes it seem like Capcom is deliberately delaying the release. On the other hand it is nice we got a trailer, if the alternative for them was just deliberately delaying the trailer too.
 
yeah the level 3 is kinda lame, locks the knee and then the character just kinda passes out? Should've had him wildly tapping or something, some effects to imply popping the knee etc.
 
Ive said a bunch of times im not an Alex fan like that but the trailer was really good though. He's got a lot of stuff and like Sagat in which Capcom really leaned into the Muay Thai fighting style, they've done the same for Alex but with wrestling. A really detailed character like the rest of the cast and amazingly animated.

About this theme from Jam Project
On first listen I thought to myself: Huh? They really got them on this? lol
On second listen: Pretty good.
On third listen: This is awesome!

Been replaying the theme a lot lol.
 
Decided to make another run this afternoon. Ended up going by super fast.

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Fifteen. Today was a record for me. I made it to Masters in thirteen games, 12-1, losing only my second placement match against, of course, a Plat 5 (Ken) who I am convinced was smurfing - Consistently DPing ball and crispy CH jab links into Ken's B&Bs. I also spoiled a Diamond 4 Juri's day who was on a 13 win streak clearly bum rushing Masters.

Simple Blanka shenanigans sufficed. Heavy ball to burn enemy meter or feint it for light ball into throw. Hop, throw. And ofc DR throw or button. I favored 5HK so I could link into 5LP into medium ball but I mixed with smaller buttons to confirm into electricity or ball. 5HK or 4MK are fine AAs but I wasn't playing as well as in my learning matches yesterday so I ended up on relying on OD upball (I also frequently mistook Blanka for Honda in my brain and tried AAing with regular ball - whoops!). PC heavy ball, DR 3HP (the slide) is always satsifying to land in a trolly way. Jumping HK is an oppressive button; I'd used MK for crossups (into light buttons into ball or electricity). Command grab was a fairly reliable finisher. Cash out combo would be something like PC DI, 5HP xx DR 5HK, 5HP, heavy ball xx Level 3 - very basic, although the link to 5HP is a little awkward and I dropped it more than once.

Wanted to implement 6MK a little more for range closing and I didn't use 6MP overhead much because I didn't need the extra layer of mix. Blanka has so many good buttons. I think I poked a bit with 5MP because of how oppressive its range is but it has no follow-up and I prefer being up in the grille. Didn't use level 2 or the dolls at all, but that's just because I never got the hang of them.
 
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Sixteen. This climb took a little longer than the last. Luke has a little more trouble closing the distance, and his sweep is a little stubby for chasing down all the 'holding-back'ers in high Diamond.

2MP's the oppressive button Luke's known for ofc. I didn't know that it adds 15% scaling, even when it's the first hit, and I can see why. It's the button to throw out in neutral. A lot of his other grounded stuff isn't as impactful or just leads to target combos. It all kinda fits in with my impression of Luke as a character very strong at the novice and high master levels - the latter because of how reliant on whiff punishing he is and how his biggest cash-outs rely on consistently landing perfected Flash Knuckles.

Usual cash-out combo was CH 2MP, 2MP xx DR 2MP, 2HP xx perfected OR charged 214LP, DR 5HP xx 214HP xx Level 3 - There are longer combos of course with more Flash Knuckles but this one has the leeway of working whether you perfect the FK or not. Typical light string is 2LP(however many) xx 214LP. In one match I landed a neat CH 5HK, 2LP xx 214LP xx Level 3.

I would have liked to have used OD Flash Knuckle more for the cool and extremely damaging for some reason DDT follow-up but didn't get to use it much. Luke's fireball got decent mileage though - The fake-out weaker ones are decent at playing mind games with opponents at full-screen. OD Sand Blast is also a goddamn sniper - you don't even have to react quickly to hit with it. With it and in general I was pretty comfortable burning myself out as Luke because people play a little scared of Luke as he backs out (the fireball speed, the long-range overhead follow-up to Avenger, charged HP Flash Knuckle also being long-range and being an absurd +4 on block).

Anyway, Luke's not exactly my jam because he feels a bit of a one-trick pony wrt to his buttons and when he does start his combos I don't have the consistency to maximize the damage. And unlike Blanka for example, his gimmicky stuff is easier to put a stop to and/or punish.
 
[Alex's moves]

I like that One Omega Winged Angel is an OD follow-up. I've thought that idea in general is pretty neat, although I wonder what the damage will be like. The real advantage to Terry's Triple Geyser comes from how much damage the last hit using a third super meter, after the OD second strike. How much will OWA do? How much will Alex have to scale his combos before getting to that point?
 
I had a REALLY bad run last week during Ranked with DJ and Manon. They're already both in Master rank but I was playing on TILT. New ranked season started yesterday, so I think Im gonna try to get Mai to Master (currently at Diamond 4), Terry (Diamond 1) and Ryu (Diamond 3). Might try out Sagat...
 
Ooh, that is sick. Kenny looks like he's having such a good time.

Played a little more this week. My controller's d-pad broke down a couple weeks ago and I had to order new rubber padding for the d-pad. All fixed now.

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Seventeen.

Mathematically, Ed's been my hardest climb yet with my lowest win rate. Despite the plethora of great normals at his disposal, his routing and special cancellable buttons are limited (particular?). He's also left far after throws and has a mediocre DR for closing that distance. 5HP is his money button (you can naturally link to 2LK or on DR/CH to the longer reaching 2MP, both of which are special cancellable) but you can't really pressure with it off throw. Much of my damage came off CH 5MP, 5MP xx 5HP (target combo) xx whatever - HP Blitz or HP DP usually - followed by Kill Rush Forward to keep up pressure.

For neutral pressure, I relied a lot on poking with 5MK and its ludicrous reach. 5MK xx 5MK target combo is safe on block and I can confirm into the last hit of the target combo (5HP) if I hit and I get oki on the knockdown. I tried mixing in 2HK near the end of the climb as it has even more range. I relied a lot on 2HP, which is his sweep, for knockdowns a lot as many players in high Diamond love holding back. 6HP is a decent tool for closing distance, one of Ed's few really, but you can only get combos off it from PC. Light strings need to end in 5LP to cancel into MP Blitz, generally, and these can be tricky because Ed's 5LP has poor range. Outside of DR, at best, you're getting a single light before it's out of reach.

Money combos: Meterless PC DI is 5HK, 5MP xx 5HP xx HP Blitz/DP. With level 3, off jump-in HP, 5HP xx DR 5HK, 5HP xx HP Blitz into level 3. Tricky thing with Ed is that you can't mash 5HP in combos as he has the command charged 5HP (at least I got a couple counter hits off that, I guess). For the level 2, jumping HP, 5HP xx OD Blitz xx (cancel on last hit of Blitz) LP Level 2, HP DP, forward dash, charged HK Flicker (released on last hit of level 2), 6HP, and then 2 forward dashes leaves me at +7 after a cool 4420 damage.

Things obviously missing from my play are using Flicker more in neutral to apply pressure and Flicker/Kill Rush combo extensions. My Ed play is very basic and I got scuffed up pretty hard in Diamond 5. My main motivation to do Ed now was that I think Broski's right and that Ed's gonna hit with the nerf hammer come next balance patch because Japanese players hate him that much.

Edit: Continued fudging around with Ed in training mode after this post and found that after throw, I can combo off of 5HP if I drive rush after the throw and get punish counter and then charged LK Flicker (into LP DP and then HP Blitz, for instance, and I'm left with oki). Not particularly hard to confirm the charge on the Flicker and I can just release if blocked and still be safe.
 
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Eighteen to master. That's the size of the launch cast of the game.

I am awful at stance changes mid-combo (at least those requiring circular motions; I've messed with Aki and had an easier time with hers), so I committed to relying on Chun's regular and command buttons. Combined with her high walk speed and fast/generous hitboxy/mostly cancellable buttons, I could usually walk people down. I fished with 2MK and 2HK the most although I threw out 5LP, 4/6MP, or 5HP in neutral too.

2MKs I typically buffered into MK Lightning Legs. Not long after starting Chun, I learned LK and MK Lightning Legs are a massive -8 on block and very punishable at virtually all ranges. The HK version is safe at -3 and I did catch sometimes in a frame trap, but, as I learned, most people don't know about how punishable the lighter versions of LLs are, so usually I just let MK ride. Also, while the heavy knocks down, medium legs on counter hit hit allows at least another light (or medium on punish counter) to combo. Tip for people fighting against Chun, her voiceline for HK Lightning Legs is much higher pitched than the other ones, so if you don't hear that and the animation seemed fast, go ham on punishing her.

At close range I sometimes mixed in the 3HK flip - Usually didn't work in simple neutral but when my opponent was attempting to do something at the same thing they usually got caught in the crossup and I could combo into 2LP, 2LP, HP Kikoken or MK Lightning Legs or something. Hazanshu at close-mid is something I started mixing in a little by the end but it felt so dangerous to use. Never quite the got hang of it.

Being on the other end of throwing out a HP Kikoken from mid/full-screen and watching it dissipate in front of an opponent's face as they waste bar trying to parry nothing is very satisfying. If you're fighting Chun, unfortunately the voiceline's the same for all her fireballs so you've just gotta rely on the visual cueue to determine which she's throwing (and MP also dissipates from full-screen and is still pretty slow so you have to know the speeds for all of them).

On knockdown, the drive rush button I went to is 5MP. It's a very Sagat-like 5MP in how it's plus and stubby (just not as plus as Sagat's). I tended toward 4HP to combo but in retrospect 2MP or 2MK would be better because 4HP really only works very close-up. Hell, 2MP naturally links and would let me cancel into OD Spinning Bird Kick but oh well.

AA I used was exclusively Tensho Kicks. Good move, although even with the simple 22K input I was often not fast enough to pull it out in time and shied away.

Cash-out combos vary depending on point in the match, but on jump-in, jump-in HP, 2HP xx OD Spinning Bird Kick, HK Tensho Kicks does over a third of most characters' life bar on counter hit (3340). The supers can be substituted for tensho kicks although my use tended to be clumsier. Medium xx MK LLs xx Level 3 or OD LLs xx Level 2, jump 2MK, 2MK, 2MK/LLs. Once on my climb I pulled off a cool overhead combo: DR 3HP, 2MP xx DR 5MP, 4HP xx HK LLs xx Level 3.
 
Well, upside is you get the costumes for that color, even if you haven't bought the DLC costumes. The masked Akuma one I always thought was kind of whatever (his default is so good in this game) and that purple is... an alternative, but Suit Gief has always been a fire outfit. You could put him in nearly any color scheme and have him look good in that outfit, but the Apollo Justice color scheme looks totally serviceable, even if it wouldn't be my first pick if I'd bought the DLC.
 
Well, upside is you get the costumes for that color, even if you haven't bought the DLC costumes. The masked Akuma one I always thought was kind of whatever (his default is so good in this game) and that purple is... an alternative, but Suit Gief has always been a fire outfit. You could put him in nearly any color scheme and have him look good in that outfit, but the Apollo Justice color scheme looks totally serviceable, even if it wouldn't be my first pick if I'd bought the DLC.
Damn, it really is Apollo Justice.
 
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