I mean, it certainly wouldn’t be a very exciting trailer if they just showed stuff that didn’t work anymore. Not even from the standpoint of catering to a casual audience. It just wouldn’t be visually interesting to show Luke doing back HK drive rush and having the second back HK get blocked, or to see JP do 2LP into SA2 and have his medium normal fail to combo. The point of this video is to increase excitement for the patch, and showing people cool new things is going to do a much better job of that than watching a bunch of combo drops.
In the Akuma build lvl 4 Jamie's 6hk natural combo into headbutt. It would be wild if 6 hk is +5 on normall hit. There are some nerfs to Luke. Maybe there are more. I would like a general damage scaling nerf for all the cast. High-level play sometimes looks like a death touch game.
The Jp buff is kinda wild… normally after you do his ex fireball into lvl 2 the fireball disappears now it stays for a bit. More party time for JP players I guess 😂
OD ghost is already part of most burnout/chip sequences, this change makes it easier to set up "unblockables," both by maybe making new ones and by making the old ones easier imo (easier to get people to block that fireball than OD spike at some ranges)
Regarding the corner "working as intended" and letting you maul people, I like it. I detest games where blocking is good and where there aren't many/any resources to spend on defense since it makes me feel like trying to attack isn't accomplishing anything. SF6 did a great job as a course correction from SF5 where you could take the throw and disengage for free, and trying to pressure people felt like pulling teeth unless you were playing a top tier.
Hot take: offensive moves: DI & DR should cost 2 bars and Defensive Moves: Drive reversal, should cost 1 bar. Because of gunk like DR screen freeze and the destruction of Poke Neutral from DI, having defensive options eaten up by simple classic street fighter tactics like neutral jump should not put you at risk of Burnout. I feel like the system mechanics of SF6 is killing the game. Again, Hot Take.
Ken could already link crMK off PC stMK like in the trailer. The change is faster run DP since he didn’t get it off normal hit crMK or after OD dragonlash. Potential nerfs are that he doesn’t get jab into TC on normal hit (jab was counterhit in the combo) and that run dragonlash doesn’t combo after TC anymore which is why they used OD (could just be for showcase purposes)
I still hate drive impact mechanic... I hate SF4's focus attack and this is pretty much that all over again, I was never a fan and never will be. Everything else is awesome I like the drive rush mechanic, parries, etc and it sucks that the ONE thing I hate the most is the MAIN mechanic of the game and will never go away lmao.
This trailer needed some subtitles or transcription - I appreciate the breakdown but I feel like capcom could have done better with this. Wish this season had some more juice I'm just not feeling it, I mostly hope that the changes help the game become more fun to play and entertaining to watch at a high level. I feel like my mind wants it to be season 5 and we're just barely getting started with this game.
I was salivating at the Guile buff of having EX Blade as a meaningful combo route without charge or a DRC. There are a lot of little awkward situations where I couldn't get a combo because I didn't have charge, and being allowed to spend 2 bars instead of 3 will be great for Guile's strategy of grinding his opponent's green bar into dust. Honestly, Guile might make out like a bandit this patch if all he gets are some meter nerfs and the forward/back MK range nerf.
Sometimes I wish dReversal could be performed freely in neutral, so you could use it to react to stuff like DragonLash, Heavy Knuckle, Marisa's SuperMan Punch, that kinda thing. It wouldn't be as good as countering those moves with perfect parry or reversal supers, but it would be an easy to apply method of stopping your opponent from running over you and would make EX DPs less of a privilege. It would also be a defensive mechanic that doesn't have a crazy reward, I think this game needs more of that.
In the Ed clip they also show the backthow's greater distance. This is shown,I guess, especially as a nerf to corner PP-> backthrow, which was very strong in S1. I disagree with you there. In high lvl tournament matches,this aggression you described is absent, because its risky when the two opponents know exactly what they do in neutral. Punish raw DR ect.Defence takes time to built in a new game and this game offers answers for almost everything. A new answer is a week away too! Let's be more optimistic
I mean, it certainly wouldn’t be a very exciting trailer if they just showed stuff that didn’t work anymore. Not even from the standpoint of catering to a casual audience. It just wouldn’t be visually interesting to show Luke doing back HK drive rush and having the second back HK get blocked, or to see JP do 2LP into SA2 and have his medium normal fail to combo.
The point of this video is to increase excitement for the patch, and showing people cool new things is going to do a much better job of that than watching a bunch of combo drops.
that would definitely make for a really funny video
Also, Ed 2LP is currently -5.
gross
the guile wallbounce seems kinda marginal. but he's already in an OK spot. i'm sure i'll stay eating DIs as usual
Only buff, don't nerf amirite guys? .
You can bet there will be nerfs too... they just want the hype for the trailer lol
Only tekken tries to make you get hype for a nerf
@@Adderflail 😂funny because its true
Unironically yes
Jamie 2mp becoming the new hammer of justice after Luke's was minorly nerfed, ya hate to see it
In the Akuma build lvl 4 Jamie's 6hk natural combo into headbutt. It would be wild if 6 hk is +5 on normall hit. There are some nerfs to Luke. Maybe there are more. I would like a general damage scaling nerf for all the cast. High-level play sometimes looks like a death touch game.
I think deejays level 1 has less recovery, it was a lot more unsafe than that.
I think it was pushing back the parry farther than before.
@@dingusdangus9299 ahh that sucks 😭 may aswell just block it then if you have the drive gauge to take
The Jp buff is kinda wild… normally after you do his ex fireball into lvl 2 the fireball disappears now it stays for a bit. More party time for JP players I guess 😂
It looks like it stays longer because now you can cancel off of the first hit, currently it can only be cancelled on the second hit
OD ghost is already part of most burnout/chip sequences, this change makes it easier to set up "unblockables," both by maybe making new ones and by making the old ones easier imo (easier to get people to block that fireball than OD spike at some ranges)
Regarding the corner "working as intended" and letting you maul people, I like it. I detest games where blocking is good and where there aren't many/any resources to spend on defense since it makes me feel like trying to attack isn't accomplishing anything. SF6 did a great job as a course correction from SF5 where you could take the throw and disengage for free, and trying to pressure people felt like pulling teeth unless you were playing a top tier.
Hot take: offensive moves: DI & DR should cost 2 bars and Defensive Moves: Drive reversal, should cost 1 bar. Because of gunk like DR screen freeze and the destruction of Poke Neutral from DI, having defensive options eaten up by simple classic street fighter tactics like neutral jump should not put you at risk of Burnout.
I feel like the system mechanics of SF6 is killing the game.
Again, Hot Take.
Ken could already link crMK off PC stMK like in the trailer. The change is faster run DP since he didn’t get it off normal hit crMK or after OD dragonlash. Potential nerfs are that he doesn’t get jab into TC on normal hit (jab was counterhit in the combo) and that run dragonlash doesn’t combo after TC anymore which is why they used OD (could just be for showcase purposes)
LOL I just recently got the haute42 T16 and now I see you with it 😅 I love it so far, hope you like it unc
I still hate drive impact mechanic... I hate SF4's focus attack and this is pretty much that all over again, I was never a fan and never will be. Everything else is awesome I like the drive rush mechanic, parries, etc and it sucks that the ONE thing I hate the most is the MAIN mechanic of the game and will never go away lmao.
I would much rather JP be strong because he can cancel his ex fireball into level 2 than him be strong because you can't check his DR.
Chun buff was drive rush after f+mp, it doesn't combo into back fp in S1
This trailer needed some subtitles or transcription - I appreciate the breakdown but I feel like capcom could have done better with this. Wish this season had some more juice I'm just not feeling it, I mostly hope that the changes help the game become more fun to play and entertaining to watch at a high level. I feel like my mind wants it to be season 5 and we're just barely getting started with this game.
When they don't include the health and meters, it makes me feel like they're trying to hide something and disguise it as an aesthetic.
I was salivating at the Guile buff of having EX Blade as a meaningful combo route without charge or a DRC. There are a lot of little awkward situations where I couldn't get a combo because I didn't have charge, and being allowed to spend 2 bars instead of 3 will be great for Guile's strategy of grinding his opponent's green bar into dust.
Honestly, Guile might make out like a bandit this patch if all he gets are some meter nerfs and the forward/back MK range nerf.
That combo costs 4 bars, you have to do ex blade into ex boom
🔥🙏🏾🔥 Professor Plus on Block what's good? #JiBboJutsu
aaayeeeeeeeeeeeeeeeeeee
@@JiBbo Aaaaayeeeee How you been Captain Corazon?
Sometimes I wish dReversal could be performed freely in neutral, so you could use it to react to stuff like DragonLash, Heavy Knuckle, Marisa's SuperMan Punch, that kinda thing.
It wouldn't be as good as countering those moves with perfect parry or reversal supers, but it would be an easy to apply method of stopping your opponent from running over you and would make EX DPs less of a privilege.
It would also be a defensive mechanic that doesn't have a crazy reward, I think this game needs more of that.
🕹
In the Ed clip they also show the backthow's greater distance.
This is shown,I guess, especially as a nerf to corner PP-> backthrow, which was very strong in S1.
I disagree with you there. In high lvl tournament matches,this aggression you described is absent, because its risky when the two opponents know exactly what they do in neutral. Punish raw DR ect.Defence takes time to built in a new game and this game offers answers for almost everything. A new answer is a week away too! Let's be more optimistic