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OBD Convo #35: Nostalgia Experience Requiem time

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Koragg done

Give me the final pink colored character!
Charlie the Bubblegum Monster
 


So people (not Max just to be clear, he's not the issue here for once) are complaining about Street Fighter 6 being "too hard" because it has a lot of options? :breh

So basically it's just skill issue + git gud scrub + stop being a bitch and hold the L. :maybe
And definitely don't pretend JP of all characters has to think/work harder than other characters (coughLTGcough). :kobeha
 
So basically it's just skill issue + git gud scrub + stop being a bitch and hold the L. :maybe
And definitely don't pretend JP of all characters has to think/work harder than other characters (coughLTGcough).
Yea most complainer sometimes has skill issue.

:kannasip only time this doesn't hold true is in a pay to win game.
 


So people (not Max just to be clear, he's not the issue here for once) are complaining about Street Fighter 6 being "too hard" because it has a lot of options? :breh

So basically it's just skill issue + git gud scrub + stop being a bitch and hold the L. :maybe
And definitely don't pretend JP of all characters has to think/work harder than other characters (coughLTGcough). :kobeha

Nah a lot of pros are saying it too. It was even brought up in commentary a few times at CEO. At a high level theres so many things to keep track of that you can't just focus on any one part of the fight. Which makes it harder against characters like Juri/kimberly/Deejay who can just skip nuetral and you still have to watch out for drive impact, reversal mash ect

That being said most pros have also expressed that most of this is just a problem with getting used to a new game and as the meta develops itll become more natural. But atm its draining mentally. Like if youre trying to check Kim for her shenanigans (Command run/slide/smoke bomb teleports/rekkas/dice kick ect)reacting to drive impact and the like becomes way more of a challenge
 
Nah a lot of pros are saying it too. It was even brought up in commentary a few times at CEO. At a high level theres so many things to keep track of that you can't just focus on any one part of the fight. Which makes it harder against characters like Juri/kimberly/Deejay who can just skip nuetral and you still have to watch out for drive impact, reversal mash ect

That being said most pros have also expressed that most of this is just a problem with getting used to a new game and as the meta develops itll become more natural. But atm its draining mentally. Like if youre trying to check Kim for her shenanigans (Command run/slide/smoke bomb teleports/rekkas/dice kick ect)reacting to drive impact and the like becomes way more of a challenge
It also probably is some game whiplash to some extent since SF5 was so watered down that SF6 cranking the skill floor and ceiling up for the majority of the cast is causing some issues.

Cuz I remember more than one pro level player saying the reason they didn't like 5 was because it was super easy to plateau once you solved the game's RPS.

It's cool that the game has mechanical depth since that will push people to get better and will lead to the game being overall healthier, without counting any major changes that happen during seasons etc etc etc
 
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It also probably is some game whiplash to some extent since SF5 was so watered down that SF6 cranking the skill floor and ceiling up for the majority of the cast

Cuz I remember more than one pro level player saying the reason they didn't like 5 was because it was super easy to plateau once you solved the game's RPS.

It's cool that the game has mechanical depth since that will push people to get better and will lead to the game being overall healthier, without counting any major changes that happen during seasons etc etc etc
Oh right they made SF5 easier .

:kannasip that might be at fault too as SF6 return the higher ceiling.
 
It also probably is some game whiplash to some extent since SF5 was so watered down that SF6 cranking the skill floor and ceiling up for the majority of the cast is causing some issues.

Cuz I remember more than one pro level player saying the reason they didn't like 5 was because it was super easy to plateau once you solved the game's RPS.

It's cool that the game has mechanical depth since that will push people to get better and will lead to the game being overall healthier, without counting any major changes that happen during seasons etc etc etc
Its not so much sf5 was that much easier so much as the games are structured completely differently. The main thing being pressure. In 5 it was a lot easier to condition people because pressing buttons when it wasn't your turn meant you died for it. In 6 its a lot easier to take your turn back and frame traps arent nearly as effective. 6 then gives you even more ways out of pressure in the form of impact and parry as well as making supers take the top spot in terms of move priority. Combining these and the fact that the drive system is far more dynamic than the V system stretches the skill floor and ceiling since there is just that much more to look out for. Honestly they just need some balancing tweaks and the games just gonna get better
 
Having said that though the "no thoughts head empty" ass niggas are almost as bad as strive.

I say almost as bad cause GG went from good to ass where as 6 is at least a step up :skully
 
Having said that though the "no thoughts head empty" ass niggas are almost as bad as strive.

I say almost as bad cause GG went from good to ass where as 6 is at least a step up :skully
what do you mean you don't like Happy Chaos winning a round from full screen because you pressed a button and he was in lockon stance
y'all the big GG fans here what were y'all issue with strive story and gameplay reasons
 
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