The biggest differences you'll notice right away is that there is no block button in SF6. Every character can do cool stuff if you're motivated to learn it. Honestly, I wouldn't worry about archetypes though and just pick whichever one looks cooler. Chun li is a hybrid and can be played pretty much any way. Cammy lacks any zoning options so I'd recommend her if you want to play more aggressively. If you want to play extremely defensive Guile would be your best bet. Juri also, but she is more difficult to play. If you play kitana and sub, it sounds like you prefer more of a midrange/zoning playstyle. The benefit of modern is that you can input special moves, and super moves much faster because they require a single button press instead of a motion input. There is also a damage penalty when using modern. However, modern does not allow you to use every single one of the characters moves. Modern controls are the most similar to MK controls so if you want it to feel familiar you could play modern. At some point Zangief will address his loyal fans and you will lose. A command grab is a special input grab which cannot be beaten by a normal grab, you must jump to avoid it. The only way to avoid a grab is grabbing back or jumping out of it. The good news is ranked splits by character so you can play everyone as much as you want and not worry about skill levels being mismatched if you swap from your main. He does everything well too, can play a bunch of different playstyles. Especially Ken has a bunch of gimmicks that can get players far without learning as much of the fundamental game as Ryu. It depends why you like your characters but most people start out with Ryu or Ken. When you're in burnout, the frame advantage is different to normal.Ĭharacter types are generally rushdown, charge, zoners, shotos (fireballs baby) and grapplers. Burnout (when it's all used up) is necessary at times but super scary. You also can't interrupt a combo once you're hit by it or get out of it in anyway except from the combo ending or the opponent dropping it.ĭrive meter is extremely important. In SF you have to time your presses (or just mash). MK is certainly easier due to the dial-a-combo. It took me a little while to transfer from MK due to the lack of a dedicated block button. It says back but you can hold down back instead. Some characters are charge and require holding back then pressing forward to do the special moves. I prefer Classic as with Modern you lose some moves with some characters, and you do 20% less damage unless you do the motion inputs. Want to discuss Capcom in general? Check out r/capcom.
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