Hearing broski talk about dipole movements and molecular geometry right after my general chemistry final was so funny to me. Yes, the differences in electronegativity do create a polar bond but he is correct the symmetrical nature cancels them out
4:21 My suggestion is to increase Capcom Cup to 64 slots to optimize qualification for all without sacrificing/encroaching on time constraints of Capcom Cup. A 64 player tournament of 16 (round robin) groups of 4 players, plays the exact same matches as the current 48 player format (8 round robin groups of 6) which is 142, so Capcom might as well do a 64 tournament instead. Current 48 player format: 8 groups of 6 (120 matches) 16 double elimination bracket (22 matches) Total = 142 matches Recommended 64 player format: 16 groups of 4 (96 matches) 32 double elimination bracket (46 matches) Total = 142 matches As for the CPT, this can be it’s own official league tournament with good prize money and a trophy, as well as a qualifying tournament for Capcom Cup as well. So for example the next CPT could run across 10 premiers where getting 1st place in any premier qualifies for Capcom Cup (10 slots). All players who reach the top 16 of each premier, accrue points based on their different ranks across the different premiers. The player with the most points accrued once all premiers have been played is crowned the CPT champion and qualifies for capcom cup (1 slot). This is in addition to the 5 slots awarded to the current Capcom Cup champion and SFL champions, therefore making 16 slots in total. These players would then become the “champion” 1st seeds for the 16 groups at Capcom cup. At the end of the tour the the top 16 players with the top highest points from 6 of the 10 premiers, qualify for Capcom cup as 2nd seeds (outside of players who qualified by winning a premier or the CPT). Therefore the CPT alongside the current Capcom Cup champion and SFL champions qualifies 32 players. The remaining 32 slots are therefore allocated to the World Warrior regional qualifications and make up the rest of the seeding.
20:00 Thats easy to solve though. Different point swings for 2-1 and 2-0 matches. Winning 2-1 will always be a "profit", but 2-0 will always net more too.
Been there man. I rage queued for hours last week and went from like 1640 MR back down to like 1500 MR. You’ll get there eventually. Just have to keep plugging along.
I would love it if Capcom did CPT packs again. Dropping 20 bucks for 3 outfits and a stage is a good amount these days, but that went towards that year's Capcom Cup too. I would love to see it return.
Yo thank you for the cross-cut answer I could not find an answer for this forever! Thanks for this video it was great, I hope my question about general power levels gets picked next time.
The set vs match rank points can be adjusted based on those factors. That's what a good ranked system should be doing. Overwhelming consistent victories should give more than someone consistently getting 2-1. Force the set, adjust values based on total results not flat rate based on win or lose set.
When im in the corner im as good as dead, if i block they know and throw, if i throw tech they know and blow me up, if i jump they hit me frame 1 of my jump, if i go for my super they knew and blocked. Once im in the corner no matter what thing i do they somehow always know what im doing even if it was stupid and shouldn't be done
Broski's anti-air advice also applies to corner pressure. If you don't know which option to choose, then stop rotating ALL the options, and focus on using only the safest two (blocking or jumping out). But you GOTTA stop with the "im as good as dead" mentality. It just makes you panic in the corner, and keen-eyed players will capitalize and make it seem like "they somehow always know" what you're doing!
im not much of a high level player but for me it helps to know risk/reward as well as meter. that helps you understand what is informing your opponents decisions. sometimes their decisions won't be informed by anything and in that case the safer the options the better. you can always get mixed to death but it will happen less if you learn the underlying game.
There are more options: wakeup drive reversal, parry, drive impact, crLP, Medium or Heavy DRC, dash forward and crLP or throw, backdash punish throw whiff. If they're always guessing right against you, it's always best to get throw looped over getting blown up until they hit your block so it becomes your turn
CPT needs to be a points system, it doesnt have to go back to travel-grinding... but someone who's made every top 4 but has never won it should make it over someone who's won once and otherwise rarely cracked a finals match
Thank you for the first question response. Well said. Volatile but not unstable. And I always love more games where possible, it can only help. I knew you'd be fair to the opportunities given by the online but there's no reason we can't find a compromise between the old way and the new extreme. Very reasonable indeed.
I think the question of 'If I don't know the frame data' is of 'If I don't know the frame data in the moment', which is... Also a simple answer. Because SF6 goes through painstaking detail to show you frame data in every replay of the game. If you're unsure of the frame data in a situation, just watch it back in the replay. Perfect example, I was playing Lily, and I burned my opponent out. I hit them with EX Spire, which is normally +3, and I went for the Command Grab, which is normally a real tick-throw. It whiffed. It was there in the replay that I learned you gain 3 extra frames of blockstun in burnout. Now, as far as what to do IN THE MOMENT, what to do? Just play it safe, if you're unsure if you'll be checked, just try and weave your way out of the situation, maybe throw out a jab, keep an eye out for throws.
Id love to see a fighting game have sound cues and visual noise to represent the frame data in the game. It could be a super hard competitive game, u can have the frame data be wats best for hardcore players who stick to the game for years, but i suspect ud grow a good sized playerbase, cuz the game would feel more intuitive
I play on a fight stick now, but when I started playing sf with 5 I played on pad and used analog stick majoroty of the time and then would use dpad for dashing and such. Nice to see I'm not alone!
I switched from PS5 to a 4090 Gaming PC and there is definitely a difference. The PC version just feels soo much more smoother, even if both are running at the same FPS.
On the costumes as well I say it every time but people don't really understand or don't want to understand why there's so little of them. Comparing SF5 costumes to SF6 ones is so unfair it's unbelievable but it's what everyone does for some reason. The SF6 model work is legit some of the best and high quality I've seen in the industry right now and people into modelling work have definitely taken notice of it. But Capcom kinda shot themselves in the foot with it because their quality means that they can't just get any schmuck off the street to work on these characters or their costumes and it means the people who can (who are most likely the ones making the characters themselves) have to take their time on them. They can hopefully change it over time but the reason there's probably no communication on it is because they don't have an answer for people or not one they'd like at least. There's behind the scene footage and whole presentations on the character work in this game for reference to this stuff. It's something I'm gonna give them the benefit of the doubt on after working in the industry for a few years and seeing how this stuff is actually made. Unless it's completely proven not to be the case of course.
You can have mr distribute after the ft2 and still have player one (who always wins 2-0) have a higher mr than player 2 Have a bonus for 2-0s or something
Ok but lets say the player that wins 2:0 loses a round in every single match. The 2:1 player wins his matches with 2 rounds to none and loses the 1 match while still getting 1 round. In 100 games: Player A - won 400 rounds / lost 200 rounds Player B - won 500 rounds / lost 200 rounds What's it now doc?
Man I would kill for Capcom to use your idea of releasing a set of guidelines for hardware setups again. If they did it for 5 I'm not sure why they haven't for 6.
I agree with 3/5, World Warrior format needs to be reduced, not enough content for the PvP side, EW should be in Capcom Cup (he is the best European player), SF6 S1 balance, etc. Basically, I largely agree with you. Good stuff. Regarding anti-air. Use the training mode to have the dummy use different jump-in attacks on playback. It is the best way to reset muscle memory and improve move recognition. $.02
Damn I've been doing half circle back forwards as a cross cut this whole time, and I could have just stopped at the down back part of it?! The more you know.
Man I'm tired of crossovers in general but especially in fighting games. I really liked FF16 but Clive has just not made want to boot up Tekken 8 again at all. Terry and Mai should legit be it for SF6, they're decent as guest characters being from SNK but that should be the end of it, it's just so tiring.
100% agreed with the crossover characters... 2 in 1 year is a shame because we coulda got an Alex or Adon instead... But no, City of the wolves comes out next year soo.. I just don't get why that was the final decision... Unless Capcom is about to gobble up SNK. 🤔
One thing I wondered from misreading the thumbnail is if you think having the option to change your wake-up timing by not being forced to quick rise or back roll would be good enough for getting rid of throw loops, or would that just mess with oki pressure too much? Never thought about it, since I just kinda play the game.
SF4 had a delayed wake-up option and it still had some infamous oki vortexes. So, varied wake-up timings certainly don't kill oki; at worst people will have to develop option selects.
For me, the things that bother me the most in sf6 are: Not knowing when the opponent is negative. SF5 was more logical. When people spam DE they don't lose track any faster.
It means that in order to win against another person, you need to beat them in 3/5 matches you play. So if you hear someone say "I lost 3-0" that means they played first to 3 games won out of five total games
low key I think they wouldn't do that because of Manon's gimmick. People would have to change how they think about supers as well, since you'd have more rounds.
Honestly Point based leaderboard take away the auto spots for winning . Top 20 Online qualifiers 1 per region Exactly like tekken world tour but with online
In response to your argument in favor of MR gain/loss happening per game instead of per FT2, do you think someone who wins a game 2-0 should get more MR than someone who loses a round but wins the game? At face value I think so but it doesn't account for characters who benefit from longer games like Manon having more medals in round 3 to secure a win.
If you want to have a different amount of MR gained when you win 2-0 versus 2-1, that's fine. But you should not be net negative for winning the set lol. Out of all of the fighting games I have played, MK makes the most sense to me since only the set matters. And if someone leaves early, then the lost the set. I would combine that with Tekken, how if the game deduces that the match is laggy, it lets you leave without consent from the other player. SF6 adding the option to "request" ending the match of it's laggy has been pointless since 99% of the time the opponent does not care
Crossover characters can get really cheesy in games, and I think some games (like CoD) have gone way too far with it. Adding terry and Mai in SF6 is very tasteful, but adding others like Sub Zero would be lame (even though I think he's a cool character). Guest characters in MK seems less lame, since it's an inherently silly game (in a good way).
MK got me into fighting games but the guest characters made me fall off the series so hard. The stuff they're doing in MK1 is just so disrespectful imo, putting fan favourites as assists only while having the most cash in/boomer bait guests is just criminal.
re: frame data - almost everything that looks like it should be negative OB in SF6 is in fact negative OB in SF6. This is the opposite of SF5 where if you just assumed Bison was smiling because he was positive you were correct
You can have mr distribute after the ft2 and still have player one (who always wins 2-0) have a higher mr than player 2 Have a bonus for 2-0s or something
broski has shown more emotion talking about sulfur then most of the rest of his streams
I KNOW WHAT
Handshake and sulfur get him emotional indeed.
what@@SaucyCheeseburgerwithRanch
oh shit oomf
@@SaucyCheeseburgerwithRanch … bro no one asked
finally some representation for the sodium hexafluoride community
Me coming as a substation electrical engineer, I love the reference my man!!
Acktuallyy, sodium hexafluoride would be written
NaF6 🤓
@@simpforFEikeHowever due to the number of electrons Na and F have, it’s basically impossible to create anything other than NaF 🤓
@weirdbutawesome160 Yep, and even if NaF6 could form, F's insane electronegativity would make it super unstable anyway 🤓🤓
You can hear when NuckleDu is using analog stick, he absolutely whips that stick
That makes sense now when I be watching his streams. I be thinking “how is he making this much noise on pad?”
Also I’m pretty sure his LP and LK are mapped to his left bumper and trigger so it makes it extra loud
re:learning frame data: just knowing which moves are plus will help you know when it's NOT your turn, that'll help a ton
Damn didn't think of it that way
Hearing broski talk about dipole movements and molecular geometry right after my general chemistry final was so funny to me. Yes, the differences in electronegativity do create a polar bond but he is correct the symmetrical nature cancels them out
You're a legend! Thanks for being you and streaming quality SF content. 🎉
4:21 My suggestion is to increase Capcom Cup to 64 slots to optimize qualification for all without sacrificing/encroaching on time constraints of Capcom Cup. A 64 player tournament of 16 (round robin) groups of 4 players, plays the exact same matches as the current 48 player format (8 round robin groups of 6) which is 142, so Capcom might as well do a 64 tournament instead.
Current 48 player format:
8 groups of 6 (120 matches)
16 double elimination bracket (22 matches)
Total = 142 matches
Recommended 64 player format:
16 groups of 4 (96 matches)
32 double elimination bracket (46 matches)
Total = 142 matches
As for the CPT, this can be it’s own official league tournament with good prize money and a trophy, as well as a qualifying tournament for Capcom Cup as well. So for example the next CPT could run across 10 premiers where getting 1st place in any premier qualifies for Capcom Cup (10 slots). All players who reach the top 16 of each premier, accrue points based on their different ranks across the different premiers. The player with the most points accrued once all premiers have been played is crowned the CPT champion and qualifies for capcom cup (1 slot). This is in addition to the 5 slots awarded to the current Capcom Cup champion and SFL champions, therefore making 16 slots in total. These players would then become the “champion” 1st seeds for the 16 groups at Capcom cup.
At the end of the tour the the top 16 players with the top highest points from 6 of the 10 premiers, qualify for Capcom cup as 2nd seeds (outside of players who qualified by winning a premier or the CPT). Therefore the CPT alongside the current Capcom Cup champion and SFL champions qualifies 32 players.
The remaining 32 slots are therefore allocated to the World Warrior regional qualifications and make up the rest of the seeding.
I totally agree with this. I can’t believe Capcom hasn’t realized to do it like this before. It makes perfect sense.
I always thought a 64 man bracket was the way to go.
7:01 did Broski just become hotter or is it just me lmaooo
wait until you discover my favorite NSFW voice actor - NileRed
no you’re right
@@SomeRandomDude821 … bro no one asked
Glad Im not the only one who googles SF6 and goes down into a biochem rabbit hole
my heart skipped a beat when I saw oro on marisa's stage, I want my boy so bad
20:00 Thats easy to solve though. Different point swings for 2-1 and 2-0 matches. Winning 2-1 will always be a "profit", but 2-0 will always net more too.
This morning sf6 was making me so mad almost to master and struggling to get there with marrisa
Been there man. I rage queued for hours last week and went from like 1640 MR back down to like 1500 MR. You’ll get there eventually. Just have to keep plugging along.
You wanna fight? I'm 1300MR Ryu trying to get back into the game after 3 months of not playing :P
25:14 “Don’t press buttons on block when they turn green.”
So true
3/5 has very minimal impact on tournament times. Most of the time is spent getting the correct butts into the correct seats.
Jump out of corner seems so bad, but then you’re out of the corner for some damage - STONKS 📈📈
I would love it if Capcom did CPT packs again. Dropping 20 bucks for 3 outfits and a stage is a good amount these days, but that went towards that year's Capcom Cup too. I would love to see it return.
Part 2
NotBroski, we need your support for this one man, this guy cant get away with only one video
Yo thank you for the cross-cut answer I could not find an answer for this forever! Thanks for this video it was great, I hope my question about general power levels gets picked next time.
22:58 I think a good point about controllers is that while it’s generally true that
arcade stick
Damn this man knows his sulfur hexafluoride frame data. Truly a master of SF6.
The set vs match rank points can be adjusted based on those factors. That's what a good ranked system should be doing. Overwhelming consistent victories should give more than someone consistently getting 2-1.
Force the set, adjust values based on total results not flat rate based on win or lose set.
6:49 come on man, stop asking these entry level questions, you're wasting people's time.
When im in the corner im as good as dead, if i block they know and throw, if i throw tech they know and blow me up, if i jump they hit me frame 1 of my jump, if i go for my super they knew and blocked. Once im in the corner no matter what thing i do they somehow always know what im doing even if it was stupid and shouldn't be done
Simply just guess right kappa
Broski's anti-air advice also applies to corner pressure. If you don't know which option to choose, then stop rotating ALL the options, and focus on using only the safest two (blocking or jumping out). But you GOTTA stop with the "im as good as dead" mentality. It just makes you panic in the corner, and keen-eyed players will capitalize and make it seem like "they somehow always know" what you're doing!
@@chris-cu3kl literally the WORST advice to tell
im not much of a high level player but for me it helps to know risk/reward as well as meter. that helps you understand what is informing your opponents decisions. sometimes their decisions won't be informed by anything and in that case the safer the options the better. you can always get mixed to death but it will happen less if you learn the underlying game.
There are more options: wakeup drive reversal, parry, drive impact, crLP, Medium or Heavy DRC, dash forward and crLP or throw, backdash punish throw whiff.
If they're always guessing right against you, it's always best to get throw looped over getting blown up until they hit your block so it becomes your turn
Oro in thumbnail, i click
CPT needs to be a points system, it doesnt have to go back to travel-grinding... but someone who's made every top 4 but has never won it should make it over someone who's won once and otherwise rarely cracked a finals match
Thank you for the first question response. Well said. Volatile but not unstable. And I always love more games where possible, it can only help.
I knew you'd be fair to the opportunities given by the online but there's no reason we can't find a compromise between the old way and the new extreme. Very reasonable indeed.
6:45
i wish am still in highschool to show this to my highschool chemistry teacher
It's me clicking on the vid, frame 1, even though I saw it on stream already 😂
I think the question of 'If I don't know the frame data' is of 'If I don't know the frame data in the moment', which is... Also a simple answer. Because SF6 goes through painstaking detail to show you frame data in every replay of the game. If you're unsure of the frame data in a situation, just watch it back in the replay.
Perfect example, I was playing Lily, and I burned my opponent out. I hit them with EX Spire, which is normally +3, and I went for the Command Grab, which is normally a real tick-throw. It whiffed. It was there in the replay that I learned you gain 3 extra frames of blockstun in burnout.
Now, as far as what to do IN THE MOMENT, what to do? Just play it safe, if you're unsure if you'll be checked, just try and weave your way out of the situation, maybe throw out a jab, keep an eye out for throws.
Burnout actually gives you +4 frames
@qu1rky149 You are correct, goddammit-
@@invertedcrab8285just goes to show how confusing this game can be even with so much data available
I have rewatched the SF6 scrub quote three times and counting
Gotta stop the “first”s
Like you were any better when you were young
@ ik you won’t believe me but I’ve only started to use the comments section a couple years ago, so I kinda skipped that phase lol
@rarol1103 I'm ancient by internet standards. I was there when the ancient texts were written. Btw I'm 32
@rarol1103 happy I can help you adjust. I'm from Finland. Where are you from?
We definitely the points system back mr broski big ups
Thumbnail made me think this was brian
Im so mad that you were ready to be questioned about your commitment to sulfur hexafluoride
Omg broski also uses stick
we need alex hugo makoto and dudley in the season 3 pass
Q and Necro over anyone else from 3.
Going to Ryogoku arena to root for you mr broski! Hope you go all the way!
7:40 we are almost doing fictional Powerscaling here
Id love to see a fighting game have sound cues and visual noise to represent the frame data in the game. It could be a super hard competitive game, u can have the frame data be wats best for hardcore players who stick to the game for years, but i suspect ud grow a good sized playerbase, cuz the game would feel more intuitive
First to 3 on ranked or FT3 in tournament? FT3 in tournament is great. FT3 in ranked would be nice as an option. Maybe in Master rank.
Broski the mad chemist
I play on a fight stick now, but when I started playing sf with 5 I played on pad and used analog stick majoroty of the time and then would use dpad for dashing and such. Nice to see I'm not alone!
I switched from PS5 to a 4090 Gaming PC and there is definitely a difference. The PC version just feels soo much more smoother, even if both are running at the same FPS.
Well, not every Tournament can afford 4090s. The point here is making standardised Tournament settings for tournament equipments.
How does one grow a beard so majestic
On the costumes as well I say it every time but people don't really understand or don't want to understand why there's so little of them. Comparing SF5 costumes to SF6 ones is so unfair it's unbelievable but it's what everyone does for some reason. The SF6 model work is legit some of the best and high quality I've seen in the industry right now and people into modelling work have definitely taken notice of it. But Capcom kinda shot themselves in the foot with it because their quality means that they can't just get any schmuck off the street to work on these characters or their costumes and it means the people who can (who are most likely the ones making the characters themselves) have to take their time on them. They can hopefully change it over time but the reason there's probably no communication on it is because they don't have an answer for people or not one they'd like at least. There's behind the scene footage and whole presentations on the character work in this game for reference to this stuff. It's something I'm gonna give them the benefit of the doubt on after working in the industry for a few years and seeing how this stuff is actually made. Unless it's completely proven not to be the case of course.
You can have mr distribute after the ft2 and still have player one (who always wins 2-0) have a higher mr than player 2
Have a bonus for 2-0s or something
"I can't decide on a character without playing them extensively"
*also admits to dropping sim after 48h in the same sentence* lmao
Ok but lets say the player that wins 2:0 loses a round in every single match. The 2:1 player wins his matches with 2 rounds to none and loses the 1 match while still getting 1 round.
In 100 games:
Player A - won 400 rounds / lost 200 rounds
Player B - won 500 rounds / lost 200 rounds
What's it now doc?
what AP stats teacher hurt you lil bro
Man I would kill for Capcom to use your idea of releasing a set of guidelines for hardware setups again. If they did it for 5 I'm not sure why they haven't for 6.
I agree with 3/5, World Warrior format needs to be reduced, not enough content for the PvP side, EW should be in Capcom Cup (he is the best European player), SF6 S1 balance, etc. Basically, I largely agree with you. Good stuff.
Regarding anti-air. Use the training mode to have the dummy use different jump-in attacks on playback. It is the best way to reset muscle memory and improve move recognition. $.02
Sf6 reminds me a lot mkx because you can run in mkx and in this game you can drive rush 🤗
Damn I've been doing half circle back forwards as a cross cut this whole time, and I could have just stopped at the down back part of it?! The more you know.
SF1 Launch was the most balanced because it was only mirror matches 🧠🧠🧠
Man I'm tired of crossovers in general but especially in fighting games. I really liked FF16 but Clive has just not made want to boot up Tekken 8 again at all. Terry and Mai should legit be it for SF6, they're decent as guest characters being from SNK but that should be the end of it, it's just so tiring.
100% agreed with the crossover characters... 2 in 1 year is a shame because we coulda got an Alex or Adon instead... But no, City of the wolves comes out next year soo.. I just don't get why that was the final decision... Unless Capcom is about to gobble up SNK. 🤔
One thing I wondered from misreading the thumbnail is if you think having the option to change your wake-up timing by not being forced to quick rise or back roll would be good enough for getting rid of throw loops, or would that just mess with oki pressure too much? Never thought about it, since I just kinda play the game.
SF4 had a delayed wake-up option and it still had some infamous oki vortexes. So, varied wake-up timings certainly don't kill oki; at worst people will have to develop option selects.
14:28 What is wrong with the word backdash that you must write 44?
Laziness I guess
well if you understood what he meant then whats wrong with 44 either
What's so wrong with 44 that you have to complain about not using backdash?
I'm pretty sure 321 is sufficient for inputting crosscut DPs if you want to be absolutely minimal about it.
For me, the things that bother me the most in sf6 are: Not knowing when the opponent is negative. SF5 was more logical. When people spam DE they don't lose track any faster.
Easy fix: “I don’t think
Manon is tall enough?”
streets saying broski is the northernlion of the fgc
I love New Generation.
What's 3/5 mean?
It means that in order to win against another person, you need to beat them in 3/5 matches you play. So if you hear someone say "I lost 3-0" that means they played first to 3 games won out of five total games
Sometimes people use FT3 (first to 3) or BO5 (best of 5)
"3/5" uses both numbers and avoid getting lynch by the mob for using the "wrong" words.
@Bloxman12boo ahh gotcha thanks!
@@mcTenro i see ty!
18:15 why you calling sagat like SAGYATT
Similar to iDom's 3/5 question, how do you think an individual match being ft3 (like Tekken) would shake up the game?
low key I think they wouldn't do that because of Manon's gimmick.
People would have to change how they think about supers as well, since you'd have more rounds.
@@nickkiller-0710I don’t think you understand what 3/5 is lol. Right now it’s FT2 in brackets, it wouldnt be 3 rounds in a game.
Hey Brosky, what do you think of 3 round games instead of 3/5 sets?
manon players will appreciate that 😅
Honestly
Point based leaderboard take away the auto spots for winning . Top 20
Online qualifiers 1 per region
Exactly like tekken world tour but with online
FemShep mention!
as a fellow analog stick user, idk how people play on the dpad, my fingers are in pain after playing for even a half hour
what is 3/5?
i thought i clicked on a brianf video vecause of oro 😭
What if teching throws made yall side swap
Unrelated to anything you said but I dub thee the Shikamaru of Street Fighter
hi brosky can u put this question in the q and a also? ok.
broski confirmed sulphur hexafluoride hater :/ been hating since 2022
In response to your argument in favor of MR gain/loss happening per game instead of per FT2, do you think someone who wins a game 2-0 should get more MR than someone who loses a round but wins the game?
At face value I think so but it doesn't account for characters who benefit from longer games like Manon having more medals in round 3 to secure a win.
Could we just make it 2 out of 3 with three rounds like Tekken? Then finals with 3/5? Idk. just wondering.
I am not the only person who uses analog stick?
27:40 I saw that 😂
Over here begging for a cool bison costume.
If you want to have a different amount of MR gained when you win 2-0 versus 2-1, that's fine. But you should not be net negative for winning the set lol.
Out of all of the fighting games I have played, MK makes the most sense to me since only the set matters. And if someone leaves early, then the lost the set. I would combine that with Tekken, how if the game deduces that the match is laggy, it lets you leave without consent from the other player. SF6 adding the option to "request" ending the match of it's laggy has been pointless since 99% of the time the opponent does not care
second? 🎉
No
i STILL don’t think manon is tall enough
But what if i don't subscribe 😈
Why is he funny
Manon is not tall enough. 😅
Apparently she's only 5'9 which seems ridiculous.
Thinking mans oro
Crossover characters can get really cheesy in games, and I think some games (like CoD) have gone way too far with it. Adding terry and Mai in SF6 is very tasteful, but adding others like Sub Zero would be lame (even though I think he's a cool character). Guest characters in MK seems less lame, since it's an inherently silly game (in a good way).
MK got me into fighting games but the guest characters made me fall off the series so hard. The stuff they're doing in MK1 is just so disrespectful imo, putting fan favourites as assists only while having the most cash in/boomer bait guests is just criminal.
You play on the analog stick? You are a mutant.
when i play vs arcade or vs people that come over its always 3/5 it just feels better specially with how the super gauge is.
re: frame data - almost everything that looks like it should be negative OB in SF6 is in fact negative OB in SF6. This is the opposite of SF5 where if you just assumed Bison was smiling because he was positive you were correct
"No cross over characters" YOU'RE NO FUN YOU CAPYBARA
NO MK CHARACTERS IN SF! Also, no crossovers in generals, pls. Don't sully SF with inferior franchises. xD
b e n k
Monster Hunter community getting everything. Seems like Capcom is just putting all their efforts into monster Hunter for now
You can have mr distribute after the ft2 and still have player one (who always wins 2-0) have a higher mr than player 2
Have a bonus for 2-0s or something