Character Teams and Themes
Street Fighter 6 introduces a team-based gameplay mechanic inspired by the King of Fighters (KoF) format. Players can create teams with characters from different Street Fighter games, such as Street Fighter II and Street Fighter III. Each team must include at least one original character from these games [4]. This mechanic encourages players to explore various character combinations and strategies based on thematic connections or lore.
Character Selection and Strategy
The team-based format allows players to choose characters that complement each other in terms of abilities and fighting styles. For example, players might form a "Team Boxer" with characters like Balrog, Ed, and Dudley, focusing on powerful punches and close-range combat [4:4]. Alternatively, a "Team Third Strike" could feature Makoto, Elena, and Dudley, emphasizing agility and technical strikes
[4:3]. This mechanic adds depth to the game, as players must consider how their chosen characters work together to maximize effectiveness.
Gameplay Dynamics
The introduction of teams in Street Fighter 6 changes the dynamics of matches, as players must manage multiple characters throughout a fight. This requires strategic thinking and adaptability, as players need to switch between characters based on the situation. The team format also opens up new possibilities for combos and special moves, as players can coordinate attacks between characters for more devastating effects.
Connection to Previous Games
Street Fighter 6's team mechanic pays homage to previous entries in the series by allowing players to form teams with iconic characters from past games. This not only appeals to long-time fans but also provides an opportunity for newer players to experience the rich history of the franchise. By incorporating characters from different eras, the game creates a sense of continuity and evolution within the Street Fighter universe.
Overall, Street Fighter 6's team-based gameplay mechanics offer a fresh take on the classic fighting game formula, providing players with new strategic options and a deeper connection to the series' legacy.
Your arms have turned into some major guns! 💪 it’s been fun watching your progress.
I think I noticed today too my arms were looking a bit more defined. No dedicated arm work either just clubs, pullups and pressing.
Wow! Impressive. May I ask what club bells are those?
Bro you are getting freakishly strong
Thank you! Consistency is 👑
Well, just here to confirm what you thought you’d noticed. They are looking fantastic!
Impressive stuff! Just one question on form, your feet seemed a little turned out, is that ok? My understanding is that they should be pointing straight ahead for clubbells (mark wildman always says this).
I have just started using a 15kg club (up from 12kg) and have used your workouts as an inspiration.
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That's some heavy club work
Looking big Nick 💪😎
Thanks man!
beautiful job
All of these guys have played rotation minutes in the NBA and been on two way contracts for multiple seasons.
Lester Quinones is a prototype SG with good size at 6'5 and athleticism also a career 20 ppg guy in the G League.
Justin Minaya is a defensive menace his offense is like Trevelin Queen but he brings energy, defense and tenacity.
Phillip Wheeler played with 76ers last season he is atheltic and has a high motor. Had some sick highlights with the 76ers.
Collin Castleton played on the Magic G League team and has been on a two way with Raptors, Memphis and Lakers. He was a solid rotation guy for the Raptors as a Center who can protect the rim.
Reece Beekman struggled on offense last year with the Nets but is a pest on defense and a solid passer and floor general with a quick first step.
Who do you guys think wins the final spot? I think Lester will be the guy who ends up making the final two way spot but all these guys are capable and have played regular season minutes.
I bet we leave the 2 way spot open.
So we leave the last roster spot open and last two way with Moritz injured?
Idk
We can’t sign a 15th standard player. We are capped out. Aren’t you the one who asks this same question every month?
Man I liked Beastvelin Queen
Same wish he was still two way eligible him and Kevon Harris were my favorite two way players Magic have had
I think we sign the 2 way for sure and the the last roster spot we leave open until later in the year when the cap hit is less
Ehhh give me Keon Johnson…lol nah but ima go with Quinones or Castleton.
Yeah I like Keon he would be dope.
We already have WCJ, Goga, Moritz, Orlando Robinson and Jonathan Isaac not sure we add another big man with last 2 way.
same Q was posted about a week ago lol, copying my response from that thread:
Beekman is a 6'1" guard who has shot 17% on 3's in his limited NBA minutes, so he's out lol. Quinoses is a 6'5" SG who has shot 34% from 3 in about 50 NBA games, not terrible but not super exciting. Minaya is another 6'5" guy who cant shoot (23% career from 3) but has had the most stable career so far (57 games over 3 seasons, all with Portland). Castleton is a 6'11" PF/C who doesn't seem to do anything particularly well.
None of these guys should garner any excitement for anyone lol. Give the experience/stability, Minaya is probably the best bet as like a "wouldn't be the worst thing in the world to give this guy a few minutes if we're very injured." but none of these guys seem to have much upside imo.
For the sixteenth and tenth teams, the rule is that teams have at least one original SFII and/or SFIII character as a team member
Rules:
(in the case of free theme teams, add the reason for choosing the 3 characters specifically)
Only characters from the Street Fighter, Final Fight, Slam Masters, Captain Commado and Rival Schools universe will be allowed, the only exception will be if they have themes involving crossover(Suggested characters need to be fighters or have solid mentions that they know/want to fight)
The suggestion must be from the 3 characters that will be the team, comments with two or just one character will not count
The team will be chosen by the comment with the most upvotes, please do not downvote comments other than yours and if someone has already commented on their idea for a team, upvote that person's comment to increase the team's chances of being added
Team New Challengers:
Fei Long
Deejay
T. Hawk
Team Third Strike (Its the name of the game plus they are three people and they strike)
Team Boxer
Balrog
Ed
Dudley
Team henchmen
Urien
Necro
Twelve
Team karin
Karin kanzuki
Effie
Yurika kirishima
Karin, who wants to beat Sakura in this tournament, enlist the help of Yurika kirishima, who wants to fight with her friend akira kazama and effie who want to keep necro safe.
Meh maybe I snuck him in there(also forgot Gobert) but he’s probably a top 15 C.
"Are there any more true power forwards, or are the power forwards gone?"
There's a whole lot of centers on your list.
This was true ~10 years ago, in the early to mid 2010s.
In the past 7, 8 years, though, actual big men have had a resurgence, and a lack of size at center is very much a problem these days, especially on the defensive end.
In the warriors run in 2022 there was not a single player above 6‘9 on either team, I think that was the peak of this
The pacers this year was 6’10 and shorter outside of Myles Turner, 18% of the time in the playoffs the pacers were using 6’9 and shorter guys exclusively.
The Thunder were also known for their small ball lineups throughout the year. Running 686 minutes of lineups without Chet, Hart, Jwill, Carlson or Dieng. Everyone else on their roster was 6’7 and shorter (Jwill is only 6’8 and if you don’t count him it was 1262 minutes)
Warriors spent 41% of their time in the playoffs without a player over 6’8 and only Post was above 6’9
So yes bigs are making a resurgence (Jokic, Embiid, Giannis winning 6/7 of the last MVPs) but this hybrid thing is very real and the day of the unskilled big is over cuz they wouldn’t rather have a skilled 6’8 guy as opposed to a 7 foot clunker
Best example I can think of is like Kofi Cockburn who would have easily been a first rounder in the 90s but now struggles to even be a Gleague level talent even tho he was poty in college
Giannis, embiid jokic are skilled mvp big men ..
But even at the level below mvp, there are skilled big men and situational big men.
Wemby, chet, hartenstein , paulo , kat, Mobley etc
Simply count the number of teams with a starting center of ovrr 6'9
It's not that there's no place for hybrid 6'9 small ball team, but that is not overtaking the league
Yep, true PFs have come back imo and seem to be almost a requirement for competitive teams.
Siakam, Giannis, Jabari Smith, Paolo, JJJ before Adams left Memphis to name a few
As a Heat fan Bam feels like a staple of this trend. He came into the league as a (at the time) modern center, undersized but switchable. Now as the league has changed he's become more skilled and is almost exactly what you think of when you think of a traditional PF. Kel'el Ware let's him fit into that new role too.
Teams like the Bucks & Cavs really changed the league by playing two bigs.
Power forwards drive and shoot today. True pfs are extinct.
Yep and offensive rebounding is also incredibly important too
I don't know, I think offensive rebounding is not that important and instead is a fallback only if you have terrible shooting to begin with. If you are shooting efficiently you don't need good rebounding. Houston was a great example of needing offense rebounding to make up for their below average shooting
I feel like he’s talking specifically about 4s. Most teams are not playing without any big men, and anyone who watches the NBA can see that
Warriors had 1 dude who was taller than 6'9
Funny thing is that cookie's actually tall so he might very well be 6'1", Dillon is already confirmed 5'6" n guy in the middle I have no idea who he is might in fact be that tall.
Keep in mind Dillon is wearing heels.
5'8, 6'2, 5'5
Thanks for your input, manlet
Im 5'11 bro i don't know what you are talking about, all i did was say what i felt accurate and thats it.🤷♂️
yeah. i think 5'11, 5'6 and 6'5
No way is the guy in the middle 5’6
I'd have said maybe if we base the height accuracy on the guy on the right as 5'6, left is 5'10 and middle is 6'3
guy on the right is known to wear shoe lifts though
Says the “grown man” whose mental got one shot by an ironic comment on Reddit. Keep crying.
4'4, 4'10, 3'11
3'4, 3'10, 2'11
If right is 5’6”, left is 5’10” and middle is 6’4”. The other two guys might actually be even shorter because 5’6” is leaning more than anyone else in the photo - the other two are standing straight up.
Fury - 202cm Lewis (prime) - 195cm Usyk - 189cm Holyfield (prime) - 189cm
Bosh.
Thank god we have metric system
What’s going on with Fury’s shoes ?
He is wearing heels he has never had that difference over lewis
Hell no Holyfield was 6’1.5 peak
I'm going to say he was 6'2.5(prime), I met him and his brother at a basketball game.
What
most annoying title just say their names
No
Fury wearing the 2 inch heels to be 6’6 lol
Context:
The point: After logging 1000+ hours into Street Fighter 6, and this being my first one, I’m noticing something about “how” the game is played and what the overall goal of the player becomes due to the mechanics and philosophy of the game.
I’ve heard pro players start complaining about the state of the game including the “volatile nature”, and the “guessing” aspect.
If Ken, Akuma, Mai, Sagat, Jamie, Luke, etc strike you, they usher you into the corner where you have to guess your way out of. The premise is “don’t get hit”. Control neutral to a degree to minimize your exposure to threat and (if done correctly), push your opponent back into the corner. Your reward for doing so is you create a situation where you can cycle through offensive options that eventually take your opponent down.
You earning a “guess for game” scenario can happen quickly versus some characters which is why some characters might be considered “very strong” or “play street fighter 6 better than other characters”. It creates a dynamic where high risk options don’t have high risk consequences. We can reference the discussion about Throw Loops, Strike Throw mix ups, and high damage for simple interactions.
The defender usually has to pour all their chips into a decision (usually a guess) to regain ground (not to suddenly start dominating). It makes the fights feel avalanche-y.
Enter a different scenario. In Dragon Ball Fighterz, for example, the corner is not the biggest threat. The focus is rapid movement in neutral until a hit is landed, and then the offensive player risks their resources (health, ki, assists) to keep their pressure going.
Succeed and they further their offense. Fail and they realistically will eat the loss of resources and suddenly be placed on the back foot.
It felt like low risk = low reward/consequence if successful/failed. Inversely, high risk = high reward/consequence. If you push too hard in offense and they call you out (by using the correct tool and their personal ability to REACT - that’s key), suddenly your advantage becomes null and you’re both in a different situation.
I understand philosophies in different games are different for a reason and I’m not a game theorist or a game developer.
I’m curious why a game like Street Fighter (and arguably Tekken) use more “guessing” and less “reactionary” game loops. Doesn’t guessing take the autonomy away from the individuals and remove the skill aspect in some situations?
Forcing guesses (including very high reward guesses) is extremely common in every fighting game ever, basically, including past Street Fighter games, but *especially* faster paced 2D games like Guilty Gear, Marvel, etc. Thinking this is relatively new to SF6 is mind boggling to me.
It might be a byproduct of the game having so many players with access to good training modes and good online play, so you're just more likely to encounter this type of stuff compared to fighting a good Yun in 3rd Strike, which most players have never done. If you want to talk removing autonomy or agency from players, all the most extreme examples of this are in old games, not new ones.
I also think that there are not nearly as many "guess for game" situations in SF6 as posts like this seem to state. There are so many low risk, low reward situations in the game where the defender OSes their way out of trouble a large percentage of the time, or the offense lands a hit but runs out of drive and can't apply oki, etc. You need level 3, a lot of drive, and a good read to make people explode, which limits the applications to once-ish per match and often not even then. I'd say the damage/opportunities to fish for damage in SF6 are perfectly in line with many other fan favorites in the genre.
If you're trying to theorize as to why unreactable mixups need to exist, it's because the genre depends on forcing uncomfortable situations on its players in order for damage to be possible. Nobody would ever hit Leshar or GO1 if they could down back and use reactions to escape all trouble. The games would be broken and (even worse) extremely uninteresting and boring.
I absolutely love your take.
You touched one alot of great points. Specifically towards the end, bringing up Go1 and Leshar. I theorized that “guesses” must exist to force an opponent that could/would not be opened up through conventional means to engage, take damage, etc.
If that’s the case, I think it’s a great solution! Now, something I’ve noticed is not everybody agrees on how “easy it is to access”.
Do you think that creating situations where “you have to guess, there’s no reactionary check” should be readily available with little needed from the one initiating so that anybody can be cracked open? Or do you think it’s more appropriate if you must spend resources to get it, essentially creating a “investment vs cash out” dynamic?
Drive Rushes and Throw Loops, Assists in Tag Fighters, some third thing are examples I can think of.
I think access to this stuff should be pretty regular, largely because the options for dealing with it are often very plentiful (lots of defensive OSes, opportunities to reverse momentum with perfect parry and similar things). People very often overstate how hopeless it is to survive guess situations, when in reality it's just something that happens 10-15 times a round and you are expected to take some percentage of damage from it as a natural course of how fighting games work. It's also no surprise that good players take less damage from these situations, since it is a skill you can practice.
SF6 regulates those moments around the drive gauge, so you have a set number of them before you have to stop. This is in pretty start contrast to lots of old games; Seth and Viper in SF4, for example, can put you in nonstop guesses for no meter that loop indefinitely at the start of the round. You also have to lose a neutral interaction, even if small, to be put in the guess in the first place. I think the severity of the guess you get put in compared to the severity of the neutral interaction you lost is perfectly fine in SF6.
I really like this game firstly but i do want to touch on what i think people mean when they say SF6 is guess heavy or at least what it means to me.
It’s not so much that there’s guessing, it’s that the risk reward is so heavily favoured towards the attacker, especially in the corner. It should always be in the attackers favour, but I feel it’s skewed way too much.
Throw loops (old ground I know) are a perfect example of this, you get thrown, they walk up and throw you again, as the defender you have options, you can tech, which resets the neutral, but the risk of teching is being shimmied and dying, the offender if you tech, well sure neutral is reset but you still have them in the corner.
You could use a reversal, but again this carries enormous risk for you, but the attacker? Well EX DPs don’t do that much damage and they still have you in the corner, a super obviously does more damage but now your opponent is burning meter.
Drive reversal is a bit safer but again if it’s blocked you’re in trouble.
There’s no real way to escape the corner without taking a massive risk, but on the other side of that, across most of the cast, it’s really easy to get someone in to the corner at basically no risk to yourself.
Previously you’d take the throw doesn’t do that much damage, except now they can loop it, at some point you have to guess.
I don’t think the issue is guessing in isolation, all fighting games have guessing, it’s the core of the genre, I think there’s just too much reward for certain things on offence, there are some things in the game that barely have a downside, you might as well just do them, why not go for a throw loop? It costs you nothing and gives you everything.
They’ve already fixed it with some characters, Elena and Sagat have loops, but you need to use meter, that’s fine, many of that cast however do not, including the character I play.
I’ve spoke a lot about throw loops but there’s other examples, it’s just the easiest to give an example for.
Idk if it agree with SF6 being more snowball-y than DBFZ. You land a hit in DBFZ and its like ok now blocking this left right high low mix and if you dont this character is dead, and if you do block it, im gonna call an assist and make you block it again. Meanwhile sf6 the scariest thing your opponent can do is walk backwards and trick you into whiffing something.
That’s an excellent point.
I raise you this.
In Dragon Ball Fighterz, in that ideal situation where you’re knocked down and they’re approaching with a 4 way mix.
If you respond correctly (you react to their same side mix up with a reflect and heavy punish them pushing buttons/you 2H their side swap air dash for the cross up mix) you gain a strong reward. If you guess wrong, you’re the one that gets punished.
So in premise, even if you have the disadvantage, you can argue that your reward is proportionate to their potential reward.
In this case, if Dragon Ball Fighterz ran amok with true 50/50s after every exchange, then I think I’d lose any credibility I had with this discussion.
50/50s seem to take plenty of resources to create. You don’t seem to be rewarded with looping 50/50s based off of one interaction.
To be clear - a true 50/50 being you MUST guess. I’m not referring to “almost impossible to react to” situations like fake out overheads or tomahawk lows with assist calls to cover you.
Edit: Spelling
There's literally one touches in DBFZ lol
Another excellent point.
One touch against a single character means you are effectively losing 33% of your full health + resources attached to the character.
Touch of death against the whole cast is only possible because of huge misplays by the one initiating the assists.
I have to call both assists against you who have the necessary means to kill all three characters which includes Ki, Sparking (1 time tool) and Assists.
Huge Risks - Huge Rewards - Huge Consequences. No guess work - just bad plays.
Yeah, but TODs in DBFZ are rare.
Usually it's a 2-3 touch game.
no, i think the opposite actually. if either SF6 or DBFZ were primarily just about guessing better, we'd see a lot more tournaments with diamond-ranked Johnny Doughnuts in the top 8. no one can just guess better. both games are volatile to a certain extent, but that volatility can be overcome with sufficient skill, which is proven by the tournament results consistently featuring known high-ranked players.
which DBFZ season are we talking about here? because season 1 was "get a hit, route into level 3 or android 16 grab, then hold my unreactable four-way mixup on your hard knockdown". season 2 was "get a hit, route into snapback, then hold my unreactable universal fuzzy into snapback into unreactable fuzzy into snapback into... until i kill your whole team in 25% increments or you spark". all seasons have variants of "get a blockstring, then call yamcha or kid buu or just do tohan's autocombo + assist into unreactable 50/50 mix".
SF6 has mix has a reward for winning neutral because you should get a reward for winning neutral. if you guess right and defend correctly you can also turn the tide with a perfect parry into throw into the corner or mash out into level 3, etc. it's not so different.
Good insight. This is something I have also been thinking for a while. The way I see it, there are different philosophies when it comes to how much "guessing" a fighting game should have. Some might argue that guessing takes the autonomy away from the individuals and, therefore, is bad.
However, I disagree because, even though we call it, for lack of a better term, "guessing", I don't think it really is. Rather, whenever you "guess," you are actually engaging in a strategic risk analysis based on the data you have so far collected from the opponent. Do you have no data yet on your opponent? Blocking on wakeup is arguably the best decision. Has your opponent tried to DP reversal on wake-up 3 out of 4 times? Going for a shimmy every single time on your opponent's wake-up for the rest of the match might be the best decision, even if you guess wrong a couple of times along the way. To me, this strategic decision-making is one of the most fun aspects of fighting games, but reasonable minds would disagree.
Also, let me imagine an extreme scenario. If you design a fighting game that is 100% based on reactions, doesn't that mean that matches against top players with top-notch reactions will always end in a draw? Well, this is oversimplified because we have to consider the mental stack, but the point I am trying to make is that, sometimes, a little bit of "randomness" is required to make a game fun. Whether SF6 has just the right amount of "randomness" or not is up for debate.
Understand Neutral, Footsies, Frame Data, Meaties, Okizeme, Invincible Reversals, etc.
Of course, there are more things to learn like Option Selects and some other things that are specific to SF6. Some techniques differ from game to game. E.g. I'm pretty sure delay tech works very different in SF4 because if you press LP+LK while crouched a jab will come out instead of a grab, but watching this will teach you a LOT of basic stuff.
Core-A Gaming is a beast btw
I'll always upvote a Cora-A Gaming video.
I think one difference between old school and new players is this.
OGs grew up with arcades and home systems like SNES to play MK and Street Fighter 2. We didn't have dozens of fighting games to play. We also didn't have to worry about online ranks. We played and if we won great, if not we hopefully learned something for next time.
New players are too obsessed with getting to top online ranks in a month or less of play time. They seem to forget to "enjoy the journey". To any new player reading this, you can have just as much fun with the game in Bronze rank as you will in Master ranks. Try to learn something each day and go from there. You did buy this game to have fun, right?
EDIT: One more thing for the new players. Some of the OGs have nearly 3 decades playing Street Fighter type games. You won't get that type of knowledge overnight.
Being a new player myself, not once my ranking was somehow related to my fun in fighting games. The main frustration was always not being able to do things intentionally and not having full control of my character, something that doesn't really appears in other genres.
I speculate that OGs where able to power through that because of community and probably because there was a lack of competitive games at the time.
Good points. Id argue any game can have missed inputs. Ever miss a jump in Mario type games?
Also I think overall skill level probably was lower in competitive settings back in the day. You played the locals at the arcade and that was all you had.
Also you reminded me of something else. New players have "special moves" listed in the game. Back in the day we had to figure out "secret moves" by doing random inputs to see if something cool happened. Same with learning combos. We didn't have frame data so every link was something we had to figure out ourselves.
Holy shit ty
Hey KF community! I’ve never played a fighter outside of Smash Bros. and casual local multiplayer matches of Injustice, but I recently got into Street Fighter 6 on the Switch 2. I’m having a great time, but I’m really bad! I’ve done the overall tutorials and character guides for characters I’m interested in, but I feel like I’m missing a piece of the puzzle - that piece being general foundational fighting knowledge. Any helpful general tips for online multiplayer? Anything is appreciated. Thanks!
Practice execution. It doesnt need to be no 50 million hit combo but just make sure you have the fundamentals or the character you want to play down. Street Fighter usually isn't about super long combos.
Don't take losing too harshly, you're not at a tournament, you're at home just trying to learn. As long as you had a fun battle thats all that matters
Learn what other characters are capable of through playing against them so as soon as you see a character you can sort of expect a vague game plan from an opponent. (Ex: Zangief has super damaging command grabs so you might want to keep a good distance away and attack from range, JP is a nightmare and controls the fight with projectiles and traps but has trouble dealing with most opponents if they're super close so get in there and keep the pressure up)
Just keep playing, eventually you will learn it just takes time. The Capcom guides in game are super helpful but dont be afraid to look up some guides on YouTube too especially since they can really take your time guiding you through specific situations with a character.
Hell maybe watch some pro players. I watch them and sometimes they'll do things I never even considered trying with a character so it helps expand my ideas for what a character is capable of
If possible play with a friend and learn together
Thank you - appreciate the help!
Of course. Fighting game players have usually been some of the nicest folks I've talked to. Just like any more niche fan base they really want to share it and make it easy for people to get into. So just keep playing man! Take a look at the subreddits for the specific game too, plenty of good resources to learn!
Oh I got you. Do these 3 things and it'll take you through the early ranks no problem:
Learn to anti air. People will try and abuse jump in at early ranks. Learn to consistently anti air and you'll completely shut some people down
Learn a simple 3-4 hit combo that ends in a special move. You'll use this to punish other players when they fuck up.
Pick one character and stick with them until you get them to at least gold (platinum would be better). Switching characters is very difficult early on.
Bonus: learn to counter DI. I'm lower ranks people will spam DI because it's effective at those ranks. If you learn to counter it, you'll dominate
That's it. Winning at lower ranks in street fighter is 100% fundamentals. You don't need long or fancy combos.
some small tips I've given to a brand new player (coming from playing basically my whole life)
no shame in modern controls! they're extremely effective, and require generally no warmup if you want to jump straight into ranked
learn at least one punish combo (if on modern, the heavy auto combo works great). punishing comes after your opponent swings and misses, or you block something that takes them a long time to recover (e.g. a dragon punch, or any super move)
learn one anti-air or they'll keep jumping at you. doesn't have to be a perfectly executed dragon punch. sometimes a crunching heavy punch works just as well, and is more reliable
if you're in the lower ranks, abuse drive impact. keep using it until the opponent convinces you otherwise :)
Fighting games are a long journey, but it's some of the most rewarding gaming I've ever done. Welcome to the club. :)
Also if you need some content creators to watch (for beginners), I like: Jiyuuna, Diaphone, Brian_F
Like other mention there are guides on YouTube. First few things I’d focus on improving are anti airing and reacting to drive impact. Newer players like to jump a lot and spam drive impact. I’d also suggest playing ranked as you will always play someone around your skill level. If you go into battle hub you might get matched against more experienced players.
Thank you - appreciate the help!
If you go on YouTube and search for “Street Fighter 6 for beginners” or “how to get better at fighting games” you’ll find a lot of really helpful vids that break down fundamentals for the genre! Here’s one SF6 vid from Brian_F that I think is really good: https://youtu.be/MK-AJyD1XKk?si=CwQ5M39-QXrL8kMn
And this is another one from Justin Wong, who is one of the best fighting game players in the world: https://youtu.be/24mC37_vgxY?si=7dD10xdRrdeFB1Wk
Both of those are really good at breaking down the game in a way that makes it feel a lot more approachable, as I know from experience that fighting games can be a bit daunting when you’re starting to get into them. So I’d say to watch those videos as well as videos from other content creators (Diaphone is another one of my favorites), and also just like watch some matches. EVO just happened recently so you can find the top 6 finals from this year on YouTube, I found that for myself it was really helpful to watch those higher level matches after watching beginner guides because that helped me to understand some stuff a bit better seeing it play out on a higher level, because at higher levels of play those fundamentals of the genre are absolutely still at play.
And most importantly, remember to have fun! If you’re just in it trying to get wins fast it can get frustrating, but if you just accept that you’re gonna get your ass handed to you for a while and just enjoy the journey of getting better, you’re gonna have a fun time and it’ll feel so much more rewarding when you start ranking up!
Thank you - appreciate the help!
Street Fighter 6 gameplay mechanics
Key Gameplay Mechanics in Street Fighter 6
Drive System:
Drive Impact:
Drive Parry:
Drive Rush:
Modern Control Scheme:
Classic Control Scheme:
Special Moves and Supers:
Character Customization:
Takeaway: Street Fighter 6 emphasizes a blend of traditional fighting game mechanics with innovative systems that promote both offensive and defensive strategies. The Drive System is particularly noteworthy, as it encourages players to think critically about resource management and timing. Whether you're a newcomer or a seasoned player, the game offers a variety of ways to engage with its mechanics, making it accessible yet deep.
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