Rounds lasting a little longer probably wouldn't hurt the game at all (recall the asks for 3/5 tournament sets) and then Marisa could still do more relative damage than her roster mates. I do think a general damage reduction is likely to take place, as we saw that kind of roster-wide adjustment in both Street Fighter 4 and Street Fighter 5 following their respective first years out in the wild. I think she can hit harder than everyone else, that's fine, but just two interactions dictating an entire round? That's a recipe for silliness that should be reserved for party atmospheres. I recently saw a 7,000+ combo from a reasonably practical Rashid set up, and know that JP can break into the 7k range with a few perfect combinations of Punish Counters, positioning, and Critical Art.įor those who would argue that Marisa needs it to stay relevant, I'd say that to the extent that that's true, she's poorly designed. Marisa is the most egregious offender of two touch kills in SF6, but she's likely not the only one who can do it. Some have been developed to be single or double touch contests, and that's fine in an atmosphere where all characters are similarly capable and fan expectations are in line that's not Street Fighter. That's not true, by the way, for all fighting games. In the same way that a first to one round doesn't offer enough information to determine the better player in the set, first to two touches doesn't offer enough information to determine the better player in the round. We're widely not interested in the short term, however, as we want to know who has the greater skill.Īdmittedly a first to 10 is more telling than a first to 2, but the former is (usually) acceptable in the traditional Street Fighter tournament set since time is not at all unlimited (though we have seen more than a few social media asks to have the SF6 standard be 3/5, which may be a bit telling). It's not uncommon to hear the phrase "anyone can win a first to one," which refers to the very real fact that a better player can lose to a less skilled opponent in the short term. There's a reason we don't run first to one sets in tournaments, and it's the same reason we use the two out of three format in standard matches: you need to run the experiment long enough to weed out the majority of the random potential. The whole point of a round of Street Fighter is to determine who can navigate the real time puzzle most effectively, and that's determined in no small part by who can score the most successful openings. I don't think any characters should dole out this much damage as it ultimately cheapens the experience. #SF6_Marisa Possible new max damage off of midscreen DP punish? /FeuBxYTWKn- Tangnost September 4, 2023 Doing so requires all Drive Gauge and a level 3 Super, but lopping off more than 70% in one go is not uncommon for Marisa (and players have found less practical combos that do more than 80%.) Here's the problem: Street Fighter really isn't a two touch game, and Marisa can very realistically kill you in just two touches. The towering Italian has obvious weaknesses in her relatively slow movement and relatively large hurtboxes, and thus it makes sense that she'd do relatively more damage than her roster mates when she actually does land hits. I don't think Marissa is the best character in the game, nor do I think she's even in the top 5. Long story short, I came to only one issue I couldn't find a reasonable answer for: two touch KO's. Throw loops are strong, but throws have hefty recovery and a fairly appropriate range in this game. Modern controls on grapplers seem a little busted, but they do come with damage reduction and thus far they haven't been at all prominent in tournament results. Ken and JP have a lot of obvious juice in their respective offense and defense, but every character has ways of foiling both, even if it's from a somewhat disadvantaged match up. In preparing for an upcoming video discussion on the overall balance of Street Fighter 6 (which I think is better than any other Street Fighter to date, including the final versions of SF4 and SF5) I found myself naturally feeling around for the most unfair or off-putting aspects of the SF6 experience.įor every potential issue, I eventually found a sufficient answer built into the game by developers.ĭrive Rush is strong, (especially when Juri, Ken, or Dee Jay are the ones rushing at you) but you can realistically refine your reactions and aim your focus enough to react and shut it down.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |