![]() ![]() ![]() The newcomers are either uninteresting designs or with very polarizing gameplay, or both. ![]() Not a fan of sprinkling the characters with advancing normals either. * fireball into V-Trigger activations, now you can do these as many times as your Drive Gauge allows (looking at you Chun Li, Guile.) * plus frames on V-Trigger activations (which was done once per round usually), but now with Parry Drive Rush into plus frames buttons you can do it to your heart's content (especially by characters like Deejay, Ken and Juri). People rightfully complained in SF5 about: The character toolkits are richer than in SF5, but SF6 is a system heavy game which kinda dampens this aspect. Single non-cancellable pokes (usually heavies) are discouraged by the threat of Drive Impact. Throw loops are maybe a necessity, because of how powerful Drive Parry is, but that doesn't make it fun either.Įvery cancellable poke leading to a Drive Rush combo (with bonus corner carry for top tiers) normalizes the playstyles in a very boring way. Neutral skip mechanics like Drive Impact and Drive Rush are not fun for me. ![]()
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January 2024
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