I didn't understand at all why any fighting game tries to implement social features (see ArcSys lobbies) or why analysts have been praising SF6's take on this, until you pointed out the relationship to fighting games' origins in the arcade. I think you're right on the money with this one. I also think it's pretty devious of them to include the retro games: It gives players who currently don't feel like playing SF6 something else to do _in SF6_. I don't play zoomer battle royale games but it's my understanding that the popularity of Fortnite is not really about shooting and building, but about hanging out and goofing off with your friends in a virtual space. SF6 seems like it's trying to do exactly that, but in an intentional, designed way. I had my fg renaissance hopes pinned on Project L, but right now SF6 is looking like Project W
Overall I find it interesting how much Capcom had a stronghold on the fighting game circle with SF4 and Marvel 3, had some stinkers which let other games shine. Now Capcom took a breather, got inspired by these other games and are now making a package that very may will be the new standard of fighting games. It feels crazy to finally be interested in Street Fighter again.
This might be the best overview of the Beta I have seen so far by a wide margin. You explained your thoughts and observations very well, and without meandering or over-analyzing. Great job, Sir Brian_F.
It's different than normal 3k/3p button because you only need one extra button instead of 2. Hold the button + any kick = 3k, hold button + any punch = 3p. Let's you save space and use less buttons
On the In-Match Presentation: I remember similar discussions happening around Strive and how the presentation / UI needed to be more eye catching. For me it's clarity above all else first and any sort of flair or style added should not compromise that clarity nor add clutter. Like you said already it's doing well as a function but the moment you try adding flair that almost always translates to me as either visual clutter or a reduction in clarity. To sum things up another way, the action is already on screen, why put it in the UI too? Loving the review so far though, fantastic job.
Wanting clarity is fine, but wanting some pizazz is fine too. There is a large area of overlap where you can have a UI that looks cool and still is clear and easy to read. "the moment you try adding flair that almost always translates to me as either visual clutter or a reduction in clarity" I just don't agree with this. Visual clutter is a nebulous term so fine, you can have that, but reduction in clarity is not a given just with having a interesting looking UI.
Yeah, as a Tekken and SoulCalibur fan growing up in the ps2 era it was really sad to see casual content take a background to everything just trying to focus on the esports and online aspects. Soul Calibur 6 picked up where 5 left off but just didn’t sell like T7 did for some reason.
@@Shiratto soul calibur 6 is so good and yet nobody mentions it enough. I gotta say mkx,tekken 7,and soul calibur and now sf6 are really good examples of how to do fighting games content wise. We need to hold these standards if we want fighting games to be able to stand the test of time.
Fishing for Crush Counters was strong in SFV because getting whiff punished for it was not as damaging as landing the crush counter. SF6 makes it so trying to fish for a punish counter crumple with a heavy leaves you open to getting crumpled yourself. Genuinely great idea!
Regardimg framedata on block, and the lack of + moves, except when they are modified, there is on situation i haven't seen discussed yet. SF6 has same timing knockdowns, which means, especially in the corner auto timed meaties will make a return. It's a way for forcing attacks to hit on later active frames, maximising the advnantage on block. Thanks for the video, by far the most comprehensive review of the Beta i've seen yet!
With what's presumably going to be a robust and informative 1 player mode, along with the deep roster at launch and all the built in learning materials (alongside countless youtube tutorials incoming), and modes, I can see this title hooking a mass of new players into fighting games. Might have a hard time keeping those forced to pllay on a default xbox control though... But then, Smug
I consider myself a casual. Am an old guy that remembers the good old times of street fighter. I’ve played them since SF2. I bought SFV on day 1 and it felt like a waste of my hard earned money. Just seeing this product tough makes me fall in love with capcom once again!
This review was really interesting to watch, well done. Even for a person who doesn't play fighting games at all, and especially not feeling SF franchise it was really enjoyable to dive into this analysis and see things in perspective.
Heavy agree with you on in game UI. Strive really dropped the ball with theirs and MBTL actually looks decent. Like I think Tekken is really the only that pulls off that sleek "clean" UI and even then you can pimp that out a lot.
I actually think strive's ui looks way better than this. It combines the minimal and "clean" bars with more complex shapes like the gears and stuff. This one looks extremely simple by comparison even if it's more colorful
Oh I agree Strives looks better because less color clashing but even that looks worst compared to Xrd and XX. More towards the life bars and timer, the little gears on the Meter Bar are good, but it really feels like a step back from that "metal" feel. I'm just asking just incorporate the game aesthetic into the UI, instead of just heres simple life bars. Like DBFZ not using scouters for healt bars was the hardest ball drop.
i was playing the beta on college dorm wifi that's usually insanely unstable and wild, but the netcode could (for the most part) handle it. only issues were a few lag spikes that were entirely the wifi's fault. it's wizardry
Both Yipes and Vesper did some testing and found the following about drive reversal (DR). - Unlike v-reversal DR is both strike and throw invincible. - It also an armor breaker so it beats DI. - It's the only attack in the game so far that causes grey life. -It can be done off a normal parry. As for what is it good for jury is still out but some potential uses come to mind. 1. Ensure your opponent never drive rush cancels a blocked normal while you have 2 bars remaining. Yes it's expensive, but it shut downs the opponent's pressure and makes them waste 3 bars. 2. It can save you from a punish counter throw if you parry a move that's plus on block, like say a drive rush overhead or low. Punish counter throws get a +70% damage bonus, better oki and deal half a drive bar. So spending two bars to DR seems reasonable in this situation. 3. You are in the corner, one hit away from death and your opponent goes for DI or normal canceled into DI. If that happens hold parry to block then use drive reversal.
Great video! On the topic of Drive Impact, I think it's also worth noting that you can Drive Parry an Impact to avoid the knockback/wallsplat from it, and Supers will Armor Break Drive Impacts as well.
This beta was my favorite game of 2022. It’s a beta. That’s saying something. Quality of life changes were great, netcode was great, matchmaking was great, and the fighting game aspect was great.
Really happy that (as you said) Capcom has stopped hiding information (frames, ping, etc.) Having to go outside of the game to study it helps no one and only promotes ignorance within its own ecosystem -- and more players just quit out of frustration simply because no one explained to them how things are actually supposed to work. For a long while it seemed like developers were actively trying to make fighting games inaccessible, indifferent at best and hostile at worst to new players (which is like shooting yourself in the foot -- where is the money supposed to come from?) Harada saying "we shouldn't put frames in Tekken, it'll ruin the experience" and then offering it as paid DLC later was a prime example of this sort of short-sighted disrespectful thinking, but he's been the king of bad takes for a minute. I do have some reservations (variable input delay netcode sounds like a bad look, is there any news on hurtbox/hitbox display?) but we'll just have to see how things go. I hope the rest of the major developers follow suit. Ridiculousness about preserving some kind of "mystique" about the game has no place in today's era.
@@TheZionsoljah sure but since there are much more universal tools to open people up, it's not as much of a must have. Plus there's cancellable target combos and you can c.lk and chain jab twice after in this, that's plenty of time. Low forward DP I can only space, can't confirm consistently in sf5. According to Brian single hit confirms aren't going to be as prevalent.
Interesting. I remember MK11 was touted by the developers to be an "intimate neutral" game, but it ended up being not really like that. It sold great, but competitive players mostly complained about the 50/50s (guess throw breaks/mid or low), crushing blows and poor implementation of the recharging meter system. SF6's mechanics feel like they're actually going to be what MK11's mechanics were trying to be. MK players will enjoy that you can't just roll away from oki.
Yeah every game is "neutral based" in the beginning because everybody sucks at first, it's a very cursed statement to make. However with all of the mechanics (di, parry, etc.) Feels like there's enough defensive options to get things back to neutral so inthink that statement holds more water with sf6 so far. I could be completely wrong in a years time of course lol
I think when there are a lot of people in the battle hub it's CPU bottlenecked rather than GPU bottlenecked. Meaning, it doesn't matter if you have a 3090 because what's limiting your frame rates is the CPU. You see something similar in MMOs where there are a lot of people in the world.
As a *very* new and casual player to fighting games (can't manage to do half the trial combos in street fighter 5). My most enjoyed feature was the "modern" control scheme. It made the game accessible immediatly, and made it possible to at least have some competitivity against other casual players that played previous titles with classic controls. Basically, it made me able to enjoy the game by fighting the opposite player, not my own trying to not drop my combos. My biggest grip was always reading someone correctly or them spamming easy punishable stuff but not being able to respond. Now, I had a fighting chance and got at least the enjoyment of having a game plan. Rest of the game is also pretty polished and made it thoroughly enjoyable
21:54 Thank you for bringing this up. I was a bit frustrated seeing many beta reviews that don’t mention how rough the animations are. Jamie’s animations are sooo fluid and gorgeous while Guile’s Sonic Blade and most of Ryu’s moves are straight up abominations. I really hope many beta reviewers mentioned this so that Capcom can address it.
Something i would like to add on for why some of the animations look off is that alot of them look off because the key posing on them isn't as strong. If you look up Ryu's standing mp in 5 and then 6 and look at the pose he lands on, you'll see that the line of action and general posing isn't as good. What prob happened is that while they were smoothing out the motion data from the mocaps they focused more on the smoothing part rather than adjusting the pose. Im super excited for this game and although i've warmed up to the artstyle change, some things about the visual presentation are just less polished. It is a beta still, but with how big this game is i doubt they will touch on alot of these things, which is fine, but i like eye candy.
Starting with a pretty in-depth focus on the options menu and pointing out optimization issues with a "I have X powerful gpu and even I'M having hiccups", TB would be proud!
I have a 3080 ti with max settings and battle hub never had issues. When I first launched there was some issues but I had just changed the 120 refresh rate down and then back up and it resolved it for the rest of the beta
The only thing I don't like about the training mode is how recordings won't play automatically if you use the savestate option. Also, it seemed like options that involve RNG don't update whenever you load a savestate.
I'm disappointed in chat being conflicted in "SF5 was too artistically similar to SF4 so people didn't like it" and "Capcom hasn't nailed their NRS and Guilty Gear consistent art style" when describing SF6 shortcomings. I expect a narrative about lack of Chun representation in the beta coming from "people didn't play Chun Li cause of her animations" and not because she's a complex stance character.
Another question I’ve been having is do these frame advantages stack so that if I punish counter something after a drive rush normal is it now + 8 what it would’ve been on hit or only +4? Same with on burnout and I drive rush on block, they add 4 frames of advantage on block for both of those states is it now plus 8?
The in-game UI being fairly basic might be for screen readers for the visually impaired. There have been a few issues of very customized fonts causing issues for screen readers.
About ranked: It's worth noting that your SF6 rank is completely separated by character. This should lead to even less smurfing and a whole bunch less frustration learning a new character.
was a good review and it actually gives me more hope for sf6 going forward i was not sure what to think before hand, the only point i disagree with is the last one about the battlehub, arcsys have been doing something similar since xrd, and they have had something like this in every game since, and every single time they do a game with this battlehub, arcade, world system or whatever it is, there's an outcry from most of the community, for a normal menu system.
Sf6s battle hub is far more robust than gg hubs and they also have a basic menu + automated matchmaking as well. The hub is a seperate game mode, the basic sfv style menus for ranked/lobbies for private matches are there as well
I agree 100% on SF6 being the first modern triple A product. I think this is absolutely crucial for the FGC to survive and grows. I am a bit concerned that the gameplay for SF6 feels a bit repetitive. I'm hoping that as people improve at perfect parry we'll see a bit more depth and flare.
This is a fucking phenomenal idea Holy hell that would be incredible for meeting other players and getting to know people like "damn Dave's been at the top holding his spot for like 2 hours again that dudes crazy I see him winning there all the time" or whatever also just sounds fun in general lmao but it could be a standing in line simulator realistically so it probably won't happen 15 people queued up to run the 1v1 and take the throne would take a while to wait for your turn
I was on ps5, cross playing with PC friends. I was on wifi, they were on wired and I had maybe three total matches that were a little chunky. This netcode is clean
I'm definitely hype for SF6--didn't get to play the Beta, but still hype. The only thing is that I wish the perfect parry was more useful. The damage scaling is terrible, it's basically impossible to do on reaction, and you can't access it in burnout, so there's no possibility of another "Evo Moment 37" happening. That, and I wish you could Drive Cancel special moves. Other than that I'm absolutely stoked and I'm definitely a pre-order Deluxe Version on this one.
@@Brian_F I guess I'm wrong. I heard the window is only 2 frames which seemed dubious except for telegraphed moves like maybe Chun-Li's senenshu or possibly a low forward fireball situation
@@KaitouKaiju I think the EX throw actually you go through the full animation so it isn't actually a cancel. That's my understanding of Drive cancelling anyway. I didn't play the game so I could be wrong.
You do the parry on reaction, if you miss-timed the perfect parry and do it too early you just get a regular non-perfect parry. So the window is tight but if you mess up there's not really any drawback basically
I don't think perfect parry would ever give you enough grame advantage to do that, but maybe on a blocked dp punish you can do that! I'm actually not sure if the two states stack the frame advantage or not
@@Brian_F I was thinking maybe you could read a wish punish and do it, failed DPs also work. Hard to believe no one thought to test that, it was one of the first things that came to mind when I heard of it.
I believe you can. Frame advantage stacks with modifiers. If you whiff punish with a 1 bar Drive rush, that's +8 on top of whatever the frame advantage of the normal was.
Glad i wasn't the only the only one that faced the performance issues in the battlehub (it works fine sometimes tho ) I had to set the graphics to the high preset for it to work efficiently enough Also the resolution scale does jack shit wether its 0 or 1 or max It doesn't matter Also in the battle settings the characters are blurred for some reason Also the objects and the floor on some stages is pretty blurry regardless of the graphics settings I thought it was because i had hardware just slightly above the minimum requirements but seems like its the same for everybody Hopefully they fix this in the next beta No performance issues ingame at least
@@Brian_F late reply, but you can get some bigger punishes on dps by drive rushing a normal for one bar first, drive rush s.fp with Jamie becomes +9 letting you link c.fp to whatever
Genuine question about those accessibility settings: do they open potential abuse issues to give advantage to people who aren't disabled? Like a sound to know if I'm being crossed up or for specific sound queues for punishes with audio feedback on top of visual? I wonder how tournaments will handle these things.
Probably. Look at fortnite with its visual audio setting. Fortnite added a setting where sounds and the location they’re coming shows on the screen so deaf people can play more effectively. But now everyone plays with it since it can give you the edge on players positioning and lootbox locations. So most likely if it adds some kind of advantage, people will take advantage of it
If you look closely at those setting the sound was not for when you're about to be crossed up it is a sound that happens AFTER you get hit with a cross up the rest of them seemed to follow that kind of route and don't seem at first glance, like they would offer any advantage
@@Mrholysymbol ah ok I see. I didn't get to play the beta so I had no chance to check this stuff first hand was just thinking if stuff was the way I theorized it would have serious consequences for competitive play. I assume the developers would be aware of that but I also play league of legends and realize that nothing should be assumed for balance purposes 😭
Most character's crouching mk from the beta could combo into a special (I think it was only Kimberly's that doesn't). The point was that in a lot of other games, including SFV, you could see whether the cr mk hit before deciding whether to cancel into the special (or CA), or do nothing if it was blocked. In SF6 you have to commit to the special because the cancel window has been tightened up.
When your talking about jab chains, if someone were blocking a jab, wouldn’t you not want to keep pressing jab while negative cause they could counter jab into drive rush high damage counter, but I’ve seen a lot of games where people do - do jab chains on block and no one interrupts them between the jabs, is this because it’s hard to buffer a jab on the hitstun, or is there some other reason people aren’t pressing after a negative button?
Chains are different than link Link: wait for the entire move to recover, then perform the next move to link it Chain: cancel the recovery of your move before it finishes into the next move You can chain lights in sf6, meaning you cancel the recover of your jab into the next jab, effectively removing the gap between jabs that would exist if you were just linking them. This is why chain jabs beat mashing buttons in between them, and whybthey are effective against drive impact
@@Brian_F oh, so in the lab when it says -1 on block is that not taking into account the canceled frames from another jab after it? Or is it just saying that it would be -1 if you didn’t cancel recovery with a special or another jab?
Indie games have always been good at throwing out lots of functionality and QoL features. They can't do the production value that the bigger games have, so they do a good job focusing on features that AAA games take much longer to implement. Good to see games like SF6 are catching up
I'm going to buy this game because I plan to play it eventually but it just occurred to me I play street fighter 5 on the lowest settings... there is no way I can run this so for a few years ill literally just be waiting my turn I guess.
"Stops auto-pilot pressure" "Enhances whiff punishes" "Solve endless frame trap pressure but keep strong punish combos" "Creative option for combos and pressure" SFV problems that we will finally see no more of. I respect those who use a character whose purpose is to press you asphyxiatingly, but doing it completely automatically without turning on the brain is what makes me not appreciate combat. And in fact this kind of player then, very often, was a landslide in "neutral" which is the cornerstone of the SF series, and so to see all these options for neutral is really encouraging.
I'm seeing players try SF5 in anticipation of 6 and are forming negative opinions of the game even before it comes out when some of the things from 5 won't even apply. Was trying to help someone adjust to the game last night and he did not have a good time as when i do things like option selects he things I'm just mashing and he can't link his moves together. Sf6 has better learning tools than 5 so he would have an easier time and he'd be learning with other new players. Rn he's just comparing it to Mk11 which is the fighting game he's currently good at but that game has a dial-in system and and free meter to bail you out every 8 seconds
move confirmation is so civilized that is awesome - thr kinda masochism inspired obfuscation in fighting games really has to go and really glad to see things moving this way. lack of this stuff is why I, and I imagine many other people, often are bpuncing off poorly developed training mode things and seeing something that I have whined about games not having is honstely really reassuring lol
21:22 I greately disagree, i think the UI in game is very much a representation from the battle hub, that feels a very "sterile" arcade place, yet i like, is modern, is funcional , and dont takes up unnecessary screen space with random stylization 22:18 fluidity is nothing more than the amount of visible movement, however, if you want to maintain fast movements, for example the character instantly turns to the opponent when he jumps over you, which is necessary in a fighting game, the movement of the character turning, it won't be fluid at all, it will be... instantaneous. a fan in real life has how many frames it is possible to have in real life and its blades do not rotate in a "fluid" way, if you put the movements you just say in slow motion you gonna see they are incredible well made and fluid, but... with the speed of the game and the needs of thee basic mechanics of it, it can looks less good. The "teleport" of tech is to mantain the speed of the game and dont speed too much time in this animation, as all recoveries in this games look .. .strangely faster than sfv (even if them arent). As always, love the video o/
Parry has more recovery the longer you hold it. So if you were to just always hold parry instead of block, you will never be able to punish unsafe moves or might even be put in a disadvantageous situation. And perfect parry might get you the punish you want but its more risky and you can miss the timing leading to you getting punished instead.
There are some great animations but man tatsus looks jank maybe they can still clean up the animations for it. Just like you said, some animations lack impact; hopefully they can be improved upon.
@@sonicstruggle7477 Say I'm playing Zangief and I get a knockdown. I go for an ambiguous body splash. If they see that body splash coming, can they just parry it to avoid the guessing game? And if they successfully parry, what's my next move?
@@Hoblin I think that will depend a lot on frame data and how safe jumping will work. Sadly, almost no players were really using the parry system. I'm afraid we barely know how it works even after the beta. Edit: oh. Also, if they just do a normal parry, I'm pretty sure you can mix them up with a command grab because there's recovery time to drop the parry stance. If they perfect parry you there's not much to do but hope they drop the ball on their end.
Yes parry can negate all ambiguous mixups, HOWEVER it has recovery on whiff and can be thrown. So if you think someone is going to parry your mix, just do the setup but go for throw. Throw is the answer to get them to stop Spamming parry
@@Brian_F So if I DO want to game for a parry on my bodysplash... I could do an intentionally early splash that whiffs, then land and SPD their parry. If the opponent knows this, they may STILL choose to block rather than parry. So it's not like parry is strictly better than blocking... because if the attack to be blocked DOESN'T happen... then you're left parrying and punishable by throws. Do we know if command throws get the bonus damage from punish counters? If so, it's gonna be really risky to parry against grapplers. Ok, this is making a bit more sense now. Look, I'm just trying to SPD some fools. Ok?
I absolutely hated SF4. The execution and timing requirements were waaay too rigid. It turned me so far off of SF that I went back to just playing Third Strike and Garou and didn't even look at SF5 until right after they released Oro. And even then that was only because a new arcade opened in my area and it happened to have a bunch of SF5 cabinets. SF5 evolved further away from SF4 and by the "final patch" was fully focused on the future of the franchise under the new leadership. I'm glad that SF6 is continuing from where SF5 left off, but I truly hope to see more creativity options built in by the later iterations. The gameplay looks fun now, but as you've mentioned it feels a bit like SF5 2.0. I hope to see things that will truly allow for unique gameplay like different types of drive rush gauges that result in entirely different move sets for characters.
I thought they had crossplay on? (on PS5) in the battlehub I saw some people had a PS icon next to their name while others had like a arrow loop thing next to their names, I assumed that was them playing on Xbox/PC Edit: nvm, 2 seconds more into the video you corrected yourself lol
I didn't understand at all why any fighting game tries to implement social features (see ArcSys lobbies) or why analysts have been praising SF6's take on this, until you pointed out the relationship to fighting games' origins in the arcade. I think you're right on the money with this one. I also think it's pretty devious of them to include the retro games: It gives players who currently don't feel like playing SF6 something else to do _in SF6_. I don't play zoomer battle royale games but it's my understanding that the popularity of Fortnite is not really about shooting and building, but about hanging out and goofing off with your friends in a virtual space. SF6 seems like it's trying to do exactly that, but in an intentional, designed way. I had my fg renaissance hopes pinned on Project L, but right now SF6 is looking like Project W
I do agree that being stunned because of your own actions is much better than being stunned just because you didn't guess correctly a couple times
Big fan. I never liked stun in street fighter.
Overall I find it interesting how much Capcom had a stronghold on the fighting game circle with SF4 and Marvel 3, had some stinkers which let other games shine. Now Capcom took a breather, got inspired by these other games and are now making a package that very may will be the new standard of fighting games.
It feels crazy to finally be interested in Street Fighter again.
This might be the best overview of the Beta I have seen so far by a wide margin. You explained your thoughts and observations very well, and without meandering or over-analyzing. Great job, Sir Brian_F.
Awesome breakdown of everything...great video my guy
my content creators shaking hands... yes
Agreed. That review was spot on
YES DEMON DAN!
Wow, I really like that there's a three-kick/three-punch modifier button, that's such a good QoL change.
I actually don't fully understand what this does. Can you break it down for me? It's different than just a normal 3P or 3K button?
It's different than normal 3k/3p button because you only need one extra button instead of 2. Hold the button + any kick = 3k, hold button + any punch = 3p. Let's you save space and use less buttons
@@Brian_F That's actually so nuts holy shit
@@Brian_F Damn, for controllers (as not all of us have the money to spend on a fight stick) it's just a game changer, plain and simple.
@@Brian_F ah, thank you for clarifying. So not even an extra button, just the buttons you already use. That’s even better!
AAA Street Fighter for a AAA Content Creator
AAA comment from the sagat goat
@@poepertist AAA reply from a AAA guy
Those training settings are getting me so damn hyped.
The Drive System seems to be the most thought out mechanic in the Street Fighter series.
The game launch looks very promising.
On the In-Match Presentation: I remember similar discussions happening around Strive and how the presentation / UI needed to be more eye catching. For me it's clarity above all else first and any sort of flair or style added should not compromise that clarity nor add clutter. Like you said already it's doing well as a function but the moment you try adding flair that almost always translates to me as either visual clutter or a reduction in clarity. To sum things up another way, the action is already on screen, why put it in the UI too? Loving the review so far though, fantastic job.
Wanting clarity is fine, but wanting some pizazz is fine too. There is a large area of overlap where you can have a UI that looks cool and still is clear and easy to read. "the moment you try adding flair that almost always translates to me as either visual clutter or a reduction in clarity" I just don't agree with this. Visual clutter is a nebulous term so fine, you can have that, but reduction in clarity is not a given just with having a interesting looking UI.
Hope that this marks a new era in fighting games where they actually start giving us CONTENT like sf6. Make fighting games great!!!
Yeah, as a Tekken and SoulCalibur fan growing up in the ps2 era it was really sad to see casual content take a background to everything just trying to focus on the esports and online aspects. Soul Calibur 6 picked up where 5 left off but just didn’t sell like T7 did for some reason.
@@Shiratto soul calibur 6 is so good and yet nobody mentions it enough. I gotta say mkx,tekken 7,and soul calibur and now sf6 are really good examples of how to do fighting games content wise. We need to hold these standards if we want fighting games to be able to stand the test of time.
@@SpartanH2O I personally was really disappointed in 7’s content after the sheer amount fun stuff to see and do in 6’s Scenario Campaign
@@Shiratto yeah we gotta raise our standards that’s for sure
Fishing for Crush Counters was strong in SFV because getting whiff punished for it was not as damaging as landing the crush counter. SF6 makes it so trying to fish for a punish counter crumple with a heavy leaves you open to getting crumpled yourself. Genuinely great idea!
Regardimg framedata on block, and the lack of + moves, except when they are modified, there is on situation i haven't seen discussed yet. SF6 has same timing knockdowns, which means, especially in the corner auto timed meaties will make a return. It's a way for forcing attacks to hit on later active frames, maximising the advnantage on block.
Thanks for the video, by far the most comprehensive review of the Beta i've seen yet!
With what's presumably going to be a robust and informative 1 player mode, along with the deep roster at launch and all the built in learning materials (alongside countless youtube tutorials incoming), and modes, I can see this title hooking a mass of new players into fighting games. Might have a hard time keeping those forced to pllay on a default xbox control though... But then, Smug
best beta review yet. mad in depth and added bonus of being able to watch dumpster diver videos in the background for an hour. big swag/10
I consider myself a casual. Am an old guy that remembers the good old times of street fighter. I’ve played them since SF2. I bought SFV on day 1 and it felt like a waste of my hard earned money. Just seeing this product tough makes me fall in love with capcom once again!
SFV good now with all it's updates. Definitely worth a checking since it doesn't cost anything
This review was really interesting to watch, well done.
Even for a person who doesn't play fighting games at all, and especially not feeling SF franchise it was really enjoyable to dive into this analysis and see things in perspective.
Brine has upload, now we pog.
Brian_F should break down gameplay detail for all fighting games as Content... then rake it in! This is one of the best Reviews I've ever seen lol
I'm a street fighter guy, not an expert on other games
@@Brian_F Fair Enough lol
Loving the content Brian, really hope I get to meet you at an event in the future, cheers!
Thank you!
Awesome review, loving the growth your channel is enjoying. You deserve it, keep up the awesome work!
Nice review. A lot of people only focusing on the versus gameplay
Heavy agree with you on in game UI. Strive really dropped the ball with theirs and MBTL actually looks decent. Like I think Tekken is really the only that pulls off that sleek "clean" UI and even then you can pimp that out a lot.
I actually think strive's ui looks way better than this. It combines the minimal and "clean" bars with more complex shapes like the gears and stuff. This one looks extremely simple by comparison even if it's more colorful
Oh I agree Strives looks better because less color clashing but even that looks worst compared to Xrd and XX. More towards the life bars and timer, the little gears on the Meter Bar are good, but it really feels like a step back from that "metal" feel. I'm just asking just incorporate the game aesthetic into the UI, instead of just heres simple life bars. Like DBFZ not using scouters for healt bars was the hardest ball drop.
i was playing the beta on college dorm wifi that's usually insanely unstable and wild, but the netcode could (for the most part) handle it. only issues were a few lag spikes that were entirely the wifi's fault. it's wizardry
Loved the vid. Feels like you had some flash cards ready, but if you winged most of that, you're pretty eloquent at it. Keep it up Brine
Both Yipes and Vesper did some testing and found the following about drive reversal (DR).
- Unlike v-reversal DR is both strike and throw invincible.
- It also an armor breaker so it beats DI.
- It's the only attack in the game so far that causes grey life.
-It can be done off a normal parry.
As for what is it good for jury is still out but some potential uses come to mind.
1. Ensure your opponent never drive rush cancels a blocked normal while you have 2 bars remaining. Yes it's expensive, but it shut downs the opponent's pressure and makes them waste 3 bars.
2. It can save you from a punish counter throw if you parry a move that's plus on block, like say a drive rush overhead or low. Punish counter throws get a +70% damage bonus, better oki and deal half a drive bar. So spending two bars to DR seems reasonable in this situation.
3. You are in the corner, one hit away from death and your opponent goes for DI or normal canceled into DI.
If that happens hold parry to block then use drive reversal.
Great video! On the topic of Drive Impact, I think it's also worth noting that you can Drive Parry an Impact to avoid the knockback/wallsplat from it, and Supers will Armor Break Drive Impacts as well.
Finally realized I watch everything this channel puts out from start to finish, and hadn't yet subscribed.
This beta was my favorite game of 2022. It’s a beta. That’s saying something. Quality of life changes were great, netcode was great, matchmaking was great, and the fighting game aspect was great.
Really happy that (as you said) Capcom has stopped hiding information (frames, ping, etc.) Having to go outside of the game to study it helps no one and only promotes ignorance within its own ecosystem -- and more players just quit out of frustration simply because no one explained to them how things are actually supposed to work. For a long while it seemed like developers were actively trying to make fighting games inaccessible, indifferent at best and hostile at worst to new players (which is like shooting yourself in the foot -- where is the money supposed to come from?)
Harada saying "we shouldn't put frames in Tekken, it'll ruin the experience" and then offering it as paid DLC later was a prime example of this sort of short-sighted disrespectful thinking, but he's been the king of bad takes for a minute.
I do have some reservations (variable input delay netcode sounds like a bad look, is there any news on hurtbox/hitbox display?) but we'll just have to see how things go.
I hope the rest of the major developers follow suit. Ridiculousness about preserving some kind of "mystique" about the game has no place in today's era.
I really love using EX moves so I rarely ever use super, and I suck at single hit confirms so I think sf6 will be more my speed than 5.
I got news for you.
There's still hit confirms. Most every normal is unsafe on block so no super long blockstrings
@@KaitouKaiju it's even more important in SF6. That will have learn how to hit confirm. 🤭
@@TheZionsoljah sure but since there are much more universal tools to open people up, it's not as much of a must have. Plus there's cancellable target combos and you can c.lk and chain jab twice after in this, that's plenty of time. Low forward DP I can only space, can't confirm consistently in sf5.
According to Brian single hit confirms aren't going to be as prevalent.
Interesting. I remember MK11 was touted by the developers to be an "intimate neutral" game, but it ended up being not really like that. It sold great, but competitive players mostly complained about the 50/50s (guess throw breaks/mid or low), crushing blows and poor implementation of the recharging meter system. SF6's mechanics feel like they're actually going to be what MK11's mechanics were trying to be. MK players will enjoy that you can't just roll away from oki.
Yeah every game is "neutral based" in the beginning because everybody sucks at first, it's a very cursed statement to make. However with all of the mechanics (di, parry, etc.) Feels like there's enough defensive options to get things back to neutral so inthink that statement holds more water with sf6 so far.
I could be completely wrong in a years time of course lol
Awesome in depth review. Stumbled on your channel and now Im doing the rounds on all vid xD
I think when there are a lot of people in the battle hub it's CPU bottlenecked rather than GPU bottlenecked. Meaning, it doesn't matter if you have a 3090 because what's limiting your frame rates is the CPU. You see something similar in MMOs where there are a lot of people in the world.
As a *very* new and casual player to fighting games (can't manage to do half the trial combos in street fighter 5).
My most enjoyed feature was the "modern" control scheme.
It made the game accessible immediatly, and made it possible to at least have some competitivity against other casual players that played previous titles with classic controls.
Basically, it made me able to enjoy the game by fighting the opposite player, not my own trying to not drop my combos.
My biggest grip was always reading someone correctly or them spamming easy punishable stuff but not being able to respond. Now, I had a fighting chance and got at least the enjoyment of having a game plan.
Rest of the game is also pretty polished and made it thoroughly enjoyable
damn capcom killed it. you killed it in this video. i'm loving life rn
As a new player that got into the second beta I am SO HYPED to get in that training mode. It looks fucking tight as hell
21:54 Thank you for bringing this up. I was a bit frustrated seeing many beta reviews that don’t mention how rough the animations are. Jamie’s animations are sooo fluid and gorgeous while Guile’s Sonic Blade and most of Ryu’s moves are straight up abominations. I really hope many beta reviewers mentioned this so that Capcom can address it.
Something i would like to add on for why some of the animations look off is that alot of them look off because the key posing on them isn't as strong. If you look up Ryu's standing mp in 5 and then 6 and look at the pose he lands on, you'll see that the line of action and general posing isn't as good. What prob happened is that while they were smoothing out the motion data from the mocaps they focused more on the smoothing part rather than adjusting the pose. Im super excited for this game and although i've warmed up to the artstyle change, some things about the visual presentation are just less polished. It is a beta still, but with how big this game is i doubt they will touch on alot of these things, which is fine, but i like eye candy.
Starting with a pretty in-depth focus on the options menu and pointing out optimization issues with a "I have X powerful gpu and even I'M having hiccups", TB would be proud!
i like strive but i feel like sf6 will be easier for me in terms of connecting with people and actually forming a friend group who all play
I have a 3080 ti with max settings and battle hub never had issues. When I first launched there was some issues but I had just changed the 120 refresh rate down and then back up and it resolved it for the rest of the beta
The only thing I don't like about the training mode is how recordings won't play automatically if you use the savestate option. Also, it seemed like options that involve RNG don't update whenever you load a savestate.
Drive impact reminds me of combo breaker from killer instinct. And DI to DI is like ccccCOUNTERBREAKER
I'm disappointed in chat being conflicted in "SF5 was too artistically similar to SF4 so people didn't like it" and "Capcom hasn't nailed their NRS and Guilty Gear consistent art style" when describing SF6 shortcomings.
I expect a narrative about lack of Chun representation in the beta coming from "people didn't play Chun Li cause of her animations" and not because she's a complex stance character.
this is literally Best Video about SF6. Great Content. Thanks
I tried to click off the screen to get rid of the notepad file a few too many times before remembering its on the video.
Another question I’ve been having is do these frame advantages stack so that if I punish counter something after a drive rush normal is it now + 8 what it would’ve been on hit or only +4? Same with on burnout and I drive rush on block, they add 4 frames of advantage on block for both of those states is it now plus 8?
The in-game UI being fairly basic might be for screen readers for the visually impaired. There have been a few issues of very customized fonts causing issues for screen readers.
About ranked: It's worth noting that your SF6 rank is completely separated by character. This should lead to even less smurfing and a whole bunch less frustration learning a new character.
Can we do something with the joysticks input for the button mapping or it's like SFV?
Excellent analysis. Thanks for the in-depth overview.
was a good review and it actually gives me more hope for sf6 going forward i was not sure what to think before hand, the only point i disagree with is the last one about the battlehub, arcsys have been doing something similar since xrd, and they have had something like this in every game since, and every single time they do a game with this battlehub, arcade, world system or whatever it is, there's an outcry from most of the community, for a normal menu system.
Sf6s battle hub is far more robust than gg hubs and they also have a basic menu + automated matchmaking as well. The hub is a seperate game mode, the basic sfv style menus for ranked/lobbies for private matches are there as well
@@Brian_F that's cool, as long as the normal menus are there, there's no downside to having it.
Outstanding video Brian. As for Drive Rush can you use it off any normal? Also can you DR after special moves as well?
You can only drive rush normals that are special cancellable. And you can drive rush into special moves but not from a special move
I agree 100% on SF6 being the first modern triple A product. I think this is absolutely crucial for the FGC to survive and grows.
I am a bit concerned that the gameplay for SF6 feels a bit repetitive. I'm hoping that as people improve at perfect parry we'll see a bit more depth and flare.
Thanks for the detailed video
1 hour review? ohhhh I'm gonna love this
They should have a royal rumble/king of the hill in the center stage of the battle hub lobby..with the created characters
This is a fucking phenomenal idea Holy hell that would be incredible for meeting other players and getting to know people like "damn Dave's been at the top holding his spot for like 2 hours again that dudes crazy I see him winning there all the time" or whatever also just sounds fun in general lmao but it could be a standing in line simulator realistically so it probably won't happen 15 people queued up to run the 1v1 and take the throne would take a while to wait for your turn
I was on ps5, cross playing with PC friends. I was on wifi, they were on wired and I had maybe three total matches that were a little chunky.
This netcode is clean
Brian you're by far my favourite streamer / fgc youtuber but that thumbnail face ain't gonna cut it
I'm definitely hype for SF6--didn't get to play the Beta, but still hype. The only thing is that I wish the perfect parry was more useful. The damage scaling is terrible, it's basically impossible to do on reaction, and you can't access it in burnout, so there's no possibility of another "Evo Moment 37" happening. That, and I wish you could Drive Cancel special moves. Other than that I'm absolutely stoked and I'm definitely a pre-order Deluxe Version on this one.
Why can't you do it on reaction? I did several on reaction during the beta
@@Brian_F I guess I'm wrong. I heard the window is only 2 frames which seemed dubious except for telegraphed moves like maybe Chun-Li's senenshu or possibly a low forward fireball situation
Perfect parry is a get out of jail free card. You can link a lot of specials into drive rush such as Kimberly's ex throw
@@KaitouKaiju I think the EX throw actually you go through the full animation so it isn't actually a cancel. That's my understanding of Drive cancelling anyway. I didn't play the game so I could be wrong.
You do the parry on reaction, if you miss-timed the perfect parry and do it too early you just get a regular non-perfect parry. So the window is tight but if you mess up there's not really any drawback basically
I'm wondering since drive rush adds +4 and punish adds +4 can you parry drive rush punish combo and add +8 to your next hit.
I don't think perfect parry would ever give you enough grame advantage to do that, but maybe on a blocked dp punish you can do that! I'm actually not sure if the two states stack the frame advantage or not
@@Brian_F I was thinking maybe you could read a wish punish and do it, failed DPs also work. Hard to believe no one thought to test that, it was one of the first things that came to mind when I heard of it.
I believe you can. Frame advantage stacks with modifiers. If you whiff punish with a 1 bar Drive rush, that's +8 on top of whatever the frame advantage of the normal was.
@@Brian_F They do stuck, I believe
Glad i wasn't the only the only one that faced the performance issues in the battlehub (it works fine sometimes tho )
I had to set the graphics to the high preset for it to work efficiently enough
Also the resolution scale does jack shit wether its 0 or 1 or max
It doesn't matter
Also in the battle settings the characters are blurred for some reason
Also the objects and the floor on some stages is pretty blurry regardless of the graphics settings
I thought it was because i had hardware just slightly above the minimum requirements but seems like its the same for everybody
Hopefully they fix this in the next beta
No performance issues ingame at least
From one Oro Player to another I thank you for this amazing video breakdown good sir!
Amazing review man
as someone new to street fighter the training feature would help me out a ton
I don't know if you said it as I was watching while doing other stuff, but punish counter and drive rush frames stack, so you get +8.
I did not know that, that's cool to know
@@Brian_F late reply, but you can get some bigger punishes on dps by drive rushing a normal for one bar first, drive rush s.fp with Jamie becomes +9 letting you link c.fp to whatever
Genuine question about those accessibility settings: do they open potential abuse issues to give advantage to people who aren't disabled? Like a sound to know if I'm being crossed up or for specific sound queues for punishes with audio feedback on top of visual? I wonder how tournaments will handle these things.
Probably. Look at fortnite with its visual audio setting. Fortnite added a setting where sounds and the location they’re coming shows on the screen so deaf people can play more effectively. But now everyone plays with it since it can give you the edge on players positioning and lootbox locations.
So most likely if it adds some kind of advantage, people will take advantage of it
If you look closely at those setting the sound was not for when you're about to be crossed up it is a sound that happens AFTER you get hit with a cross up the rest of them seemed to follow that kind of route and don't seem at first glance, like they would offer any advantage
@@Mrholysymbol ah ok I see. I didn't get to play the beta so I had no chance to check this stuff first hand was just thinking if stuff was the way I theorized it would have serious consequences for competitive play. I assume the developers would be aware of that but I also play league of legends and realize that nothing should be assumed for balance purposes 😭
Eyyy! That’s what all the girls are gonna be calling me next year when they see me go 0-2 in tournament: a Street Fighter 6 beta.
Ryus crouching m does combo into specials. Plus if ryu has denjin his fireball does 2 hits so one Jab into denjin fireball should break drive rush.
Most character's crouching mk from the beta could combo into a special (I think it was only Kimberly's that doesn't). The point was that in a lot of other games, including SFV, you could see whether the cr mk hit before deciding whether to cancel into the special (or CA), or do nothing if it was blocked. In SF6 you have to commit to the special because the cancel window has been tightened up.
22:20
What I noticed was that those animations are from the Street Fighter Ex serious ryu and kens tatsu
This is what I want to see, someone get down in the trenches and meticulously analyze the fuck outta this game.
When your talking about jab chains, if someone were blocking a jab, wouldn’t you not want to keep pressing jab while negative cause they could counter jab into drive rush high damage counter, but I’ve seen a lot of games where people do - do jab chains on block and no one interrupts them between the jabs, is this because it’s hard to buffer a jab on the hitstun, or is there some other reason people aren’t pressing after a negative button?
Chains are different than link
Link: wait for the entire move to recover, then perform the next move to link it
Chain: cancel the recovery of your move before it finishes into the next move
You can chain lights in sf6, meaning you cancel the recover of your jab into the next jab, effectively removing the gap between jabs that would exist if you were just linking them. This is why chain jabs beat mashing buttons in between them, and whybthey are effective against drive impact
@@Brian_F oh, so in the lab when it says -1 on block is that not taking into account the canceled frames from another jab after it? Or is it just saying that it would be -1 if you didn’t cancel recovery with a special or another jab?
Skullgirls have really good training mode with tons of options
Indie games have always been good at throwing out lots of functionality and QoL features. They can't do the production value that the bigger games have, so they do a good job focusing on features that AAA games take much longer to implement. Good to see games like SF6 are catching up
"The frame meter and you" Is the best shit i've ever seen in a fighting game training mode lmao
Brian F got the super "Super Man" curl going on.
I'm going to buy this game because I plan to play it eventually but it just occurred to me I play street fighter 5 on the lowest settings... there is no way I can run this so for a few years ill literally just be waiting my turn I guess.
Anyone know if there’s ultrawide support? Playing MK11 in 32:9 is incredible
Dead or alive and Virtua Fighter's training mode eats everytime.
ANGRY COMMENT ABOUT SOL
Great review.
"Stops auto-pilot pressure" "Enhances whiff punishes" "Solve endless frame trap pressure but keep strong punish combos" "Creative option for combos and pressure"
SFV problems that we will finally see no more of.
I respect those who use a character whose purpose is to press you asphyxiatingly, but doing it completely automatically without turning on the brain is what makes me not appreciate combat. And in fact this kind of player then, very often, was a landslide in "neutral" which is the cornerstone of the SF series, and so to see all these options for neutral is really encouraging.
Love your content
I'm seeing players try SF5 in anticipation of 6 and are forming negative opinions of the game even before it comes out when some of the things from 5 won't even apply. Was trying to help someone adjust to the game last night and he did not have a good time as when i do things like option selects he things I'm just mashing and he can't link his moves together. Sf6 has better learning tools than 5 so he would have an easier time and he'd be learning with other new players. Rn he's just comparing it to Mk11 which is the fighting game he's currently good at but that game has a dial-in system and and free meter to bail you out every 8 seconds
im glad they took the frame data bar from skullgirls, that thing is great. but still no hit boxes? that part is sad
move confirmation is so civilized that is awesome - thr kinda masochism inspired obfuscation in fighting games really has to go and really glad to see things moving this way. lack of this stuff is why I, and I imagine many other people, often are bpuncing off poorly developed training mode things and seeing something that I have whined about games not having is honstely really reassuring lol
bandai namco: you want in game data? money
I've been waiting for this soul-less eyes review
21:22 I greately disagree, i think the UI in game is very much a representation from the battle hub, that feels a very "sterile" arcade place, yet i like, is modern, is funcional , and dont takes up unnecessary screen space with random stylization
22:18 fluidity is nothing more than the amount of visible movement, however, if you want to maintain fast movements, for example the character instantly turns to the opponent when he jumps over you, which is necessary in a fighting game, the movement of the character turning, it won't be fluid at all, it will be... instantaneous. a fan in real life has how many frames it is possible to have in real life and its blades do not rotate in a "fluid" way, if you put the movements you just say in slow motion you gonna see they are incredible well made and fluid, but... with the speed of the game and the needs of thee basic mechanics of it, it can looks less good. The "teleport" of tech is to mantain the speed of the game and dont speed too much time in this animation, as all recoveries in this games look .. .strangely faster than sfv (even if them arent).
As always, love the video o/
So what's the downside to parrying vs blocking? There has to be something otherwise why have a block?
Parry has more recovery the longer you hold it. So if you were to just always hold parry instead of block, you will never be able to punish unsafe moves or might even be put in a disadvantageous situation. And perfect parry might get you the punish you want but its more risky and you can miss the timing leading to you getting punished instead.
@@ZenithPotentia Awesome, thank you
Would’ve been nice to illustrate what you were talking about with actual gameplay.
This is a solid beta. Just keep it up and we got the best launch of sf game since sf1 haha
There are some great animations but man tatsus looks jank maybe they can still clean up the animations for it. Just like you said, some animations lack impact; hopefully they can be improved upon.
I'm barely getting into it, also I got an arcade stick too. Hopefully it's worth it.
Shit if you want to play games to learn stick let me Know also bought one and Will learn when sf6 drops
Does parry completely negate ambiguous crossups? Kinda sounds like it removes the left/right guessing game on a well spaced crossup.
Yes, but you gotta worry about your opponent baiting you. It's one hell of a way to get a counter grab and a hard knockdown.
@@sonicstruggle7477 Say I'm playing Zangief and I get a knockdown. I go for an ambiguous body splash. If they see that body splash coming, can they just parry it to avoid the guessing game? And if they successfully parry, what's my next move?
@@Hoblin I think that will depend a lot on frame data and how safe jumping will work. Sadly, almost no players were really using the parry system. I'm afraid we barely know how it works even after the beta.
Edit: oh. Also, if they just do a normal parry, I'm pretty sure you can mix them up with a command grab because there's recovery time to drop the parry stance. If they perfect parry you there's not much to do but hope they drop the ball on their end.
Yes parry can negate all ambiguous mixups, HOWEVER it has recovery on whiff and can be thrown. So if you think someone is going to parry your mix, just do the setup but go for throw.
Throw is the answer to get them to stop Spamming parry
@@Brian_F So if I DO want to game for a parry on my bodysplash... I could do an intentionally early splash that whiffs, then land and SPD their parry.
If the opponent knows this, they may STILL choose to block rather than parry. So it's not like parry is strictly better than blocking... because if the attack to be blocked DOESN'T happen... then you're left parrying and punishable by throws. Do we know if command throws get the bonus damage from punish counters? If so, it's gonna be really risky to parry against grapplers.
Ok, this is making a bit more sense now.
Look, I'm just trying to SPD some fools. Ok?
In my restless dreams, i see that town, silent Hill.
Im diggin the Persona 3 music
I absolutely hated SF4. The execution and timing requirements were waaay too rigid. It turned me so far off of SF that I went back to just playing Third Strike and Garou and didn't even look at SF5 until right after they released Oro. And even then that was only because a new arcade opened in my area and it happened to have a bunch of SF5 cabinets. SF5 evolved further away from SF4 and by the "final patch" was fully focused on the future of the franchise under the new leadership. I'm glad that SF6 is continuing from where SF5 left off, but I truly hope to see more creativity options built in by the later iterations. The gameplay looks fun now, but as you've mentioned it feels a bit like SF5 2.0. I hope to see things that will truly allow for unique gameplay like different types of drive rush gauges that result in entirely different move sets for characters.
I still wish hair physics felt less janky. Jamie's hair is SO fucking cool but it just animates weirdly a lot of the time?
I thought they had crossplay on? (on PS5) in the battlehub I saw some people had a PS icon next to their name while others had like a arrow loop thing next to their names, I assumed that was them playing on Xbox/PC
Edit: nvm, 2 seconds more into the video you corrected yourself lol