Search Results
7/23/2025, 6:54:59 PM
6/29/2025, 6:14:32 PM
>>529274375
>Gloating about getting Master rank
It's fucking hilarious to imagine that there are players like you here that sit in training mode doing le epic Daigo drills for hours thinking it'll make you better at fighting games, just to hop on a real match, play like a spasming retard doing Drive Rush at every opportunity until you burn out and physically can't do it anymore, landing yourself into a throw loop and slopping your way into a win against another "master" caliber player that can only play in that exact same way too. Like, 80% of the people posting here is better than you if you even think saying this is a flex. IMAGINE practicing SF6.
>Gloating about getting Master rank
It's fucking hilarious to imagine that there are players like you here that sit in training mode doing le epic Daigo drills for hours thinking it'll make you better at fighting games, just to hop on a real match, play like a spasming retard doing Drive Rush at every opportunity until you burn out and physically can't do it anymore, landing yourself into a throw loop and slopping your way into a win against another "master" caliber player that can only play in that exact same way too. Like, 80% of the people posting here is better than you if you even think saying this is a flex. IMAGINE practicing SF6.
6/18/2025, 8:30:15 PM
>>527902571
>better poking
Poking has literally never been worse. DI makes uncancellable pokes extremely risky for no reason. Grounded, button-to-button neutral is so dumbed down in SF6, you're basically just mashing your Capcom mandated c.MP xx DR buffer/auto-confirm every time you see the opponent move with no deeper thought behind each button press.
>better combo system
Button button xx DR makes combos longer, not more interesting. Character-specific tools and specials are much rarer when you can just DR meter dump a 60% combo with the entire cast.
>better meter system
Starting off with full meter is genuinely terrible game design. Fighting games should have escalating stakes on the interactions, so you can gauge what your opponent's playstyle is before being forced to make risky guesses. In SF6, since you get meter for free at the start of each round, and also for basically just waiting and stalling, you're always guessing for way too much of your health and way too much corner carry. It's awful.
>better chip
SFV's grey health is a much more meaningful mechanic than SF6's implementation of chip which you rarely see being relevant. Blocking taking away the meter that you are totally crippled and powerless without is also just an insidious design choice to force volatility into the game.
>better movesets
There are entire character archetypes that don't even exist within SF6. Characters like Honda are totally broken and will probably never be balanced. An actual projectile zoner like Guile makes no sense with no chip, so they just redesigned him to be Mr. Fireball Drive Rush No. 12. The list goes on. There are basically 3 actual character archetypes in SF6 and they all revolve around how a given character uses their Drive Rush.
>better poking
Poking has literally never been worse. DI makes uncancellable pokes extremely risky for no reason. Grounded, button-to-button neutral is so dumbed down in SF6, you're basically just mashing your Capcom mandated c.MP xx DR buffer/auto-confirm every time you see the opponent move with no deeper thought behind each button press.
>better combo system
Button button xx DR makes combos longer, not more interesting. Character-specific tools and specials are much rarer when you can just DR meter dump a 60% combo with the entire cast.
>better meter system
Starting off with full meter is genuinely terrible game design. Fighting games should have escalating stakes on the interactions, so you can gauge what your opponent's playstyle is before being forced to make risky guesses. In SF6, since you get meter for free at the start of each round, and also for basically just waiting and stalling, you're always guessing for way too much of your health and way too much corner carry. It's awful.
>better chip
SFV's grey health is a much more meaningful mechanic than SF6's implementation of chip which you rarely see being relevant. Blocking taking away the meter that you are totally crippled and powerless without is also just an insidious design choice to force volatility into the game.
>better movesets
There are entire character archetypes that don't even exist within SF6. Characters like Honda are totally broken and will probably never be balanced. An actual projectile zoner like Guile makes no sense with no chip, so they just redesigned him to be Mr. Fireball Drive Rush No. 12. The list goes on. There are basically 3 actual character archetypes in SF6 and they all revolve around how a given character uses their Drive Rush.
6/13/2025, 10:56:29 PM
Page 1