Street Fighter 6 (Zero Punctuation)



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This week on Zero Punctuation, Yahtzee reviews Street Fighter 6.

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45 thoughts on “Street Fighter 6 (Zero Punctuation)”

  1. i like motion inputs in games personally. every character plays different and feels different to play, and needing to do a motion helps balance some of the moves. guile was absolutely busted in sf4 3d because of walk forward boom and walk forward flash kick

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  2. Don't misunderstand… "Modern mode" is totally "Baby mode", but the ones who need to use it are too overly sensitive to be called names, so to make them feel better they call it "Modern mode".😅

    Joking aside, you can't do many of the moves a character has available with it, so it's more of an "Intro mode".

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  3. Ok, so I hate quarter circles as much as the next guy, but there is a game play reason for them. Specific all the traditional fighting game inputs are done to force a player into a series of movement states that can be read and countered. It is very specific to the game that use them well but it's not technically random and pointless.

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  4. Not going to lie, thanks to the modern control mode, accessibility settings, and being well designed…this is the first time I've had any level of interest in Street Fighter above zero.

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  5. Being someone who had 0 interest in fighting games 5 years ago to playing them regularly, its really not that people online are sweaty, even on 8 year old games i match with people dicking around with barely a clue whats going on. What makes it feel difficult is that at first you have about 12 different fundamentals you need to learn like blocking, spacing, advantage, motion inputs, ect, all simultaneously and there is no tutorial to introduce them one at a time, and when you play someone who knows slightly more than you, they can exploit the crap out of the gaps in your knowledge and make it feel insurmountable because you don't have all the basic tools in your tool belt yet. Its like throwing your mother who has never played a single game into a one on one COD battle, of course she's going to feel like its bullshit, she hasn't learned how to walk and control the camera at the same time yet, so she's getting shot without ever seeing the other person and feels like the other person is impossibly better than her when in actuality its a 8 year old who's played for a day but knows how to control a camera from playing mario.

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  6. I think there's a mention to be made at the Battle Hub, which is basically what the Zucc wanted for Meta but where there'd be crypto there's cabinets. Plus, the training mode is the best of any fighting game out there, it actually has quick setups to train specific stuff, the online is amazing (besides the matchmsking) and the tutorials are great, every character has a specific guide and the combo trials instead of being useless frame perfect stuff that is hard to apply in game they are actually useful confirms.

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  7. World Tour actually does teach you how to play, but in a more general sense than specific characters.

    For example, it teaches you about counter hits, how to recognize them, and hives you plenty of practice doing them. That knowledge will transfer over to the multi-player side.
    Or some enemies will exclusively do jump attacks, teaching you how to anti-air.

    It teaches by presenting situations, and you figuring out how to deal with them. I tanked my placement matches for online to get the worst rank I could to see what skill lvl people were at, and I think it's paid off. Cause the people at the lowest lvl are at a higher lvl than the lowest of other fighting games.

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  8. "It's optional of course, lest the sweaties get mad"
    Slightly removed from reality. sweaties still got mad, because they got beat by modern mode beginners.

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  9. mk has this shitty thing where some special moves are like dbf1 where it has to be inputted perfectly mid fight quickly otherwise it won't register. it's so frustrating

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  10. To learn a fighter you need to learn situations, not just a list of commands. What do I do to get out of the corner? What do I do to keep them IN the corner? What do I do when I stand up? WHat do I do when THEY stand up? If you struggle with them it means you play too many single player experiences or games where you aren't pressured to make any decisions. You need to build the neural pathways to compete, not just be mad that others have done so first.

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  11. "One of the toughest reoccurring enemies in the game is a sentient fridge"
    you just stand there until the fridge opens a door then kick it. no wonder there's so many complainers when you can't even figure out the strats vs a Swanson.

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  12. The sentient fridges are unironically the toughest enemy in the entire game. You have a better chance at beating Daigo and Justin Wong simultaneously while playing with your toes than beating a fridge without using items despite being over twice their level.

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  13. People not getting fighting games is something that will never change, I guess. Characterizing people who are competent at playing them as "gatekeeping sweaties" is absolutely baffling. They know how to play the game. You do not. You're obviously going to start out by losing an absolute fuckton of matches. If you learn how to play the game, then you'll naturally have a more competitive experience, instead of just losing. It's like complaining that you got stomped in a chess match when you don't even know how to move the pieces. Well, yeah—-of-fucking-course you did. If putting in the time and effort to really learn a game isn't for you, then that's cool. Fighting games aren't everybody's cup of tea. But you have to understand that quitting after losing a bunch when you don't know how to play is a you problem, not a problem with the genre. You don't become a good chess player without losing to people who are better. It's the entire core of anything competitive.

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  14. In defense of old school fighting game controls: Difficulty as its own purpose aside, there are some advantages to it, or rather, specifically you can have a much more varied moveset without having to equip or unequip only a small few of them. And while it does make it harder to actually keep them in mind, theoretically, at least in higher level play, you're not so much supposed to memorize them as you are suppose to engrave them in your muscle memory: You are not supposed to think: "I want to do X move, for that I gotta to do these inputs", but more so that the concept of "X move" should have your fingers already doing the movements, much like the much more complex movements of walking, riding a bike, or having more physical coordination than a newborn in any way. You don't think: "I gotta fire this whole bunch of muscles to rise my right leg, while firming up my left leg, and then quickly using a whole other set of muscles to lower it back again before I fall, then repeat it quickly in constant succession, and not fail even once", you just walk. So the complexity is not quite supposed to be an obstacle to experienced players.

    But yes, that does mean that, well, the barrier of entry is very high, and it's entirely understandable and reasonable that a lot of people won't like that and prefer a simplified control scheme, even if that does have its own drawbacks in turn. And while there is space for both, and that it's quite reasonable to make tournaments exclusively use one or the other control scheme, anyone who seriously judges others for preferring the simpler set of controls is an elitist ass.

    Perhaps think of the complex set of controls as writing code in Vim: A very powerful set of tools if you go through the trouble of learning how to do it, but very complex and taking effort beyond what the vast majority of people want to put into messing with whatever it deals with. And people who insist that everyone should use it are generally assholes.

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  15. It’s really not that hard to get into fighting games. The idea that you’ll immediately queue into “sweeties” is just a myth. There are players of all skill levels, especially towards the launch of a game.

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  16. If you need modern mode, sure, go for it, but Street Fighter has used joystick rotations combined with button presses for over thirty years. Seems like you would have had more than enough time to adapt. (He says as an SNK player, whose games regularly force you to bust out pretzel motions for super moves. Still better than Primal Rage, though!)

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  17. im glad the modern controll mode is making the barrier to entry wider,
    not evrybody wants to do motions or hold back to charge & that is completeley reasonable,
    i do classic still and there are times when my offerings to the charge chimp & motion monkey just get me a moutfull of dirt

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