Street Fighter 6 Looks... Interesting (Cool and also Weird) | SF6 Gameplay Trailer & Mechanics
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- Опубликовано: 2 июн 2022
- streamed June 2, 2022
Looks really cool and really rough in some spots, but it's a year away so who knows.
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#FGC #Sajam #StreetFighter #SF6 Игры
Can't wait to hear sajam say "damn he's good' or 'HE'S FREAKING ON EM WITH THE RYU" in commentator dlc. Won't buy the game unless that comes through.
Prepare to wait until the next SF game, then. Sajam already explained he's persona non grata in CPT events. For reasons.
where do i sign this petition? 😲
gotta pay royalties to Romolla for the freakin though
Yeah if there issent a "You hate to see it" id be pretty disappointed.
@@janematthews9087 when did he explain why? And why isn't he welcome there?
Jamie's walk looked fine to me, he has that Capoeira style of dancing around. All the animations looked fine to me except for a couple of chun's moves, but I think those were more model issues
his legs literally popped
Yup, the model rigging needs work, it is very noticeable with Chun.
Chun literally looks like an abomination. Might be even worse than her Infinite model which is insane.
@@Goblin_iRL he just twisted his legs then bent them normally
His walk animation looks normal to me. It's like when they have b-boy battle and the person pops off when they jump in into their ground set.
I agreee that the hitstop and slowdowns look weird, but when you look at the first Strive trailer, hitstop and slowdowns are mega fucked up in that one too, so thet might be just trailer-isms.
I'd assume that kind of stuff is just something that the set aside for ironing out as the game gets close to release.
I disagree. It doesn't look weird.
@@zezuntxiduntxi i dont think it's weird, but a bit excessive in duration
@@cerdi_99 yeah it makes the game seem much slower than it probably is
Yeah there's some kind of slow-motion effect going on DURING the hitstop, specifically the heavies they showcased. I'm not sure if those slow-down animations are actual frames or just extra animation fluff. As for the hitstop itself, they're all about the same duration as has been for the past 14 years of SF. Only universal change I'm seeing in the trailer is that lights are 10F hitstop instead of 8F. And multi-hit moves and heavies seem to have less hitstop if anything.
let's go ryu('s feet)
I also thought the hitstop was too big at first, but IIRC, when they first announced SFV, the hitstop was huge in the trailers as well, pretty sure they change it for trailers so it looks more impactful
I don’t think they should change it. The hits look and feel super heavy.
@@massterwushu9699 it could feel a little awkward/slow when playing,
on the commentary trailer it looked a tiny bit faster while still being beefy
I'm not worried about it tbh, Capcom usually delivers when it comes to game feel
The only hitstop that is longer in this compared to SFIV and SFV is the lights, they have 10F instead of 8F. The multi-hit moves and heavies seem to have less hitstop than before. Specifically also some animations continue moving in slow-mod during hitstop, especially on the heavy normals. I'm not sure if those slow-motion frames are actually playing out frames, or are just there for extra animation fluff. But overall the hitstop is the same as the past 14 years outside of light normals being 2F longer, and the rest is actually shorter hitstop if anything.
@@nickkiller-0710 yeah the commentator trailer was better for sure. Strive did the same thing with their actual trailer, it was way slower that the game, just for wow effect.
They should reduce the hitstop tiny bit (or maybe they are skipping frames on hitstop ??) and polish other chars (they will for sure) and deliver some heat in February let's go
Tasty Jam commentator pack is a digital deluxe pre-order bonus, may contain traces of arm injuries
Petition to have Sajam being modded in the game as an announcer.
I want to hear that "Alrightyyyyyyy chatroom." as the match begins.
When you're about to get hit with a big ass combo the game pauses and you hear "alrightyyy chatroom"
you have my electronic signature ✔
You hit a perfect parry on 30% hp opponent and Sajam narrator goes:
- all righty chat room, the question is simple... will it kill?
If Sajam ever becomes a dlc commentator I better get a "damn he's good" at the end of every round
By what I could understand the disadvantage of using "modern" controls is that you don't get access to all your normals. The layout they showed only had a button for light, one for medium and one for heavy. So I guess you give up a pretty big portion of your tools to get the easier specials and the assisted combos
Edit: grammar
Yeah, and only one button for specials it looks like? probably will have big implications since light dp an heavy have different applications and stuff, i doubt this mode's gonna have any serious implications for competitive play
@@cheesi You get three specials via directional input + special button. So Forward Special = Shin Shoryuken for Ryu, etc. So Specials are easier, definitely, but you lose half your buttons and the ability to combo beyond the auto-combos the game gives you. I think that's a pretty big trade off in competitive play.
@@Birthday888 Oh yeah, it's hard to overstate the importance of having access to and actually using your characters entire kit in comp play. I wouldn't be surprised if entire combo routes for some characters are locked behind manual controls.
@@webbowser8834 Oh, I think that's flat out guaranteed. You can't choose between Punches and Kicks after all.
@@Birthday888 No, what I said is that rather than being able to do light dp, medium dp and heavy dp, you only get one.
Gonna be real, Jamie looks super sick. Capoeira fighting is so cool to look at, its a great idea for a base roster character. Ill probably try to learn him when the game comes out.
His fighting style is actually Drunken boxing accompanied by breakdancing 🙂
Majima breaker style
Same
Breakdancing borrows a lot of moves from capoeira, but Jamie's moves are breakdance moves. You can see him top rock in his intro. His super is him doing windmill and airflairs.
7:17 I think this weird animation for Jamie is because he's fight style is a mix of drunk master and break dance so he is dancing while walking or something like that
I actually really like the hit stop and how the characters react to being hit.
Same, Sajam's problems with how it looks are like the biggest thing in my "pro" column. Everything is so exaggerated and fluid, and I love it.
Same, really like the feel of the impact
The reactions look cool to me, I mentioned that when I was talking about Chun’s crMK
Same. I was honestly confused at what Sajam was talking about with the hitstop, that part looks good to me.
What this means is you're going to have exceeding amounts of pointless hitstop and effects fucking with the flow of the fight. Sf6 is dead on arrival. They just doubled down on everything that ruined sfv
The commentator thing reminds me of soccer games. It gets repetitive, but in an endearing way. Or maybe that's just the nostalgia talking.
Reminds me of VGCW and the various WWE games they used to make that happen.
I was trying to place why it sounded so familiar and thats it - sports games! Now I remember my uncle playing NHL ice hockey games and they had that announcer stuff. Dunno how distracting it will be for this genre though
Wasn't there an announcer in sf4? Endearing is the last thing I'd call it.
@@bennymountain1 Not the same as commentary. FIFA games and sports games in general are much different in terms of commentary than what most fighting game announcers do.
@@bennymountain1 nah that has nothing to do with sf4. Sport commentary is literally made with professional commentators with a good variety even tho of course after 100 h you know it all.
Still nothing like P4A or SF4 announcers
I feel like Sajam was caught off by how different it looks bc it's def not ugly
It is though
I wouldn't say it looks cool either though. Every 3D sf has had like zero pizzazz.
Visually I wasn't interested in SF4 or SFV. But right now, SF6 has me extremely hype just off of visuals alone.
I don’t think it’s ugly overall. Mostly Chun’s animations/model looked a little strange compared to the other 3 tbh.
I really hope the "WITH PERFECT DAMAGE CALCULATION" has like a 10% chance to not kill and they say "the commentators curse"
It would be cool if you started with a character you create yourself that has no moves except some basic punches and then as you run around and meet Street Fighter characters you can learn their moves and make your own custom moveset.
Sajam announcer DLC better include ... halfway through a long combo, "will it kill?"
All in all I think the animations are moving in a much better direction than SFV, and I actually really like the additional hitstop compared to previous tittles. It might be something they are doing to make it a little easier to confirm and land combos to make the game a bit more approachable to beginners who struggle with tight confirm timings
Affects the gameplay though big time at all levels of play. Besides, making hit confirms easy makes the skill check that hit confirms are meant to be nearly pointless
@@BreadBeardFGC they will alway be “skill check” in a fighting game. GGSTRIVE massive counter hits and super slow overheads and people still get hit and drop combos.
I’m guessing the histop is just exaggerated for the trailer tbh
@@SupermanSajam at the very least some of the longer ones are for sure
Uh, no. Sfv had super lenient timings already. Making every single Tom, Dick and Larry go +70f on every hit is unreasonably long. Go play divekick and that's what this level of "hitstop" is going to amount to later on, except more people can do it and equally as many people will bitch and moan about how they need to make it more accessable because now even newbies beat their ass.
It's not accessibility to let everyone win. That's the death of a game.
I think they're on a good direction. Simplified inputs, beefy single-player content, flashy visuals, all things that can appeal to non-fighting game fans. The real time commentary hints that they're still going strong on the FGC content, so I hope that they can deliver a game that can be good across the board this time. I don't think the franchise can survive another bad launch.
I really hope that hit stop is just for the trailer, I would like the pace of play to be faster than SFV. I enjoy all the graffiti/water color sort of extra flash, it reminds me of what we thought SFIV might be when we got that first cinematic trailer. I love how the RE Engine allows the characters to react realistically to moves instead of just hitbox/hurtbox colliding. I like the blend of the past SFs in the mechanics. Love them finally aging up characters Hoping they do a lot to improve/expand connectivity of players!
it's literally not there in the commentator trailer ya'll can stop bitchin now
My first reaction to the ambient and artstyle was "oh cool its based on american suburbs and street fighting" then I remembered the name of the series is stret fighter and it all made sense
prior games had that aesthetic too
@@marcossantos1998 not really, the artstyle was always really vibrant, this is the first boxing game looking sf
@@harryvpn1462 I'm reffering to hiphop/grafitti/street culture
I've not really played Street fighter but I can see this one roping me in.
I don't think the Auto-Combo/Assist combo control scheme will change highlevel and even intermediate level gameplay because ~
This same exact system is already in Tekken, you hold down a button and a simple combo menu comes up and you mash for easy combos. I think having them now is just a good form of accesibility for casual players and people who just wanna do cool shit
given how it seems to lock out certain normals and versions of specials I doubt it would become the preferred way to play.
Capcom even did it before in the older Marvel vs Capcom games, they called it TURBO mode
I love vicious but there’s nothing I want more than sajam commentating my matches lol
sajam commentating with the Tasty Steve soundboard.
@@matrix3509 LOL yes!
Someone most likely gonna mod him in anyway.
I like big hit stop, makes fights feel weighty
Yup. I think alot of it has to do with the sound design too
we need that Sajam commentary DLC asap
Jamie's flicking his feet, dancing while he walks
Sajam seems to be one of the only FGC content creators who isnt a fan of the visuals
As an artist and animator, this is by far the best 3d street fighter has ever looked and it’s not close.
Well, although I do agree, "best" 3d is not an objective quality. Certainly the most technically advanced, for sure, but it is next gen, would be strange if it wasn't. I personally think it should've used ray tracing more, fighters have a unique advantage of only having two characters in screen at the time.
@@riveteye93 Uh, you're misconstruing the use of the word "best" there, buddy. What was the purpose to your whole spiel? Is OP's statement true or false? If there is no other 3d Street Fighter that looks better, then the statement is true. Bringing in ray tracing makes no sense in this context whatsoever.
@@MansMan42069 I personally think right now street fighter 5 looks better in many cases. But I am very confident that when sf6 will be released, it will most likely look better than sf5. But it is kinda pointless to compare street fighter 6 to other sf titles, and yes op did exactly that, but I don't think it's an interesting topic to discuss. There are so many amazing opportunities here that letting your imagination run wild for a little bit is a lot of fun, innit?
@@riveteye93For the record what I was talking about a year ago was the stylistic direction of the series. While the quality of art is subjective, animation quality can be analyze through the use of key principles. In fighting games particularly there are unique animation goals that are of critical importance for gameplay clarity as well as visual appeal. The posing in street fighter six is extremely strong with very readable silhouettes. It makes use of motions capture in a tasteful way and plays to the strengths of a 2D game (unlike some other studios). The animation is street fighter five was passable for the most part but the base roster characters in particular are extremely stiff and feel somewhat weightless in certain moves. Street Fighter 4 suffers from this ass well where characters will snap directly to the key pose with very little anticipation but, it works a little better in that games case dude to the more exaggerated art style. Overall the series has really struggled to maintain a consistent level of animation quality since street fighter 3. Even in 6 some characters need a little bit more polish but, they are much more willing to push poses to the limit and serves them well in this title. The effects work in 6 is another element that stands out. Street fighter V's v system had very little visual identity compared to parry and focus attack.
Baffling reaction, but I have seen others echo it so it seems legitimate. For me it looks so much better than any modern Street Fighter, so its hard to relate with apathy or skepticism.
Either way, I think Capcom is fine losing some older fans if it grabs new people, and this is the first I've cared about this franchise in forever, personally.
What people like in a games visuals is entirely subjective, so I don’t think it’s really all that baffling. Tekken 7 and KOF15 are both games that people can’t agree on whether or not it looks appealing visually. While I like how this trailer looks, others might feel differently and that’s just what it is.
Looking better than SFIV and SFV is not a very high bar.
Dang, we’re gatekeeping older fans now? Joking of course but I couldn’t help but see that part of your message and feel a little sting from it. I feel like the general goal for these games is to avoid alienating anyone. I’m pretty sure they want to appeal to newcomers and old heads alike.
@@birdie8173 I dunno about the old player, but as a newcomer this looks extra interesting
Meh, most of the SF OGs I've seen around are liking the new visuals,
I mean, sure, we have our fair share of weabs that would love if SF6 looked like Guilty Gear or something (which would be cool too), but a big portion of the SF community is average 25+yo dudes that wanna see beefy people doing cool shit, so I'd say the more realistic urban aesthetics are definitely getting most of the core audience happy already,
It's actually really nice to see new people interested in Street Fighter now
Sajam just wasn't impressed, which is fine
Not even fair that Sajaam wasn’t in the commentary voice over cause he definitely adds a lot
one thing that's so jarring to me is the lighting when there are special effects going around, it looks like sfiv graphics all of a sudden.
ALSO if you end up making it as dlc commentator you have to mention will it kill if a critical art connects under %35 health.
Sajam isn't even allowed to commentate events do you think they'll let him in the game LOL
@@EllaEllaAudios It’s such a bummer that Capcom won’t work with him anymore. I know he’s still thriving doing other games but it would be so sick to have him in-game
@@EllaEllaAudios Context? Why isn't he allowed?
@@phypesmash6154 he talked absolutely warranted shit about sfv netcode so they banned him from commentating iirc
@@drftr6073 He talked about something that is public knowledge and got banned, that's so petty...
Sajam commentator DLC be like:
Combo begins, game pauses "Allright chat, WILL IT KILL?"
The concept so far looks cool. A year is a long time. I look forward to seeing how it evolves.
The infamous Tasty Steve soundboard is finally making it.
The hitstop is insane and really makes it look clunky. Overall I think it looks awesome, but there's definitely room for improvement.
Love how every hit has so much weight to it
The announcer idea while nice on paper would be awful. Anyone who plays games with announcers of any type knows how mind numbingly repetitive that would get, not to mention the inevitable incorrect statements.
Since it's being sold as a feature it'd be cool to have a solid 100 lines or something to reduce the effect cuz people will be playing it forever, but it definitely needs to be able to toggle off.
Just ask anyone who is a fan of wrestling games about match commentary and how repetitive it can get.
Hear me out.... LTG announcer mod
@@notimeforcreativenamesjust3034 Instantly the game's esrb rating shoots up
Surprised at this reaction. I was kinda blown away by the visuals. I love it
And as far as the world tour goes, I'm certain it'll be like soul calibur where you make a custom character and attach a character's moveset to them
After playing kof, I immediately noticed the lack of pushback. We're probably still in frame trap city, offense-wise, if you never get pushed out. Hitstop is real KI looking to me.
Oh my god... the Tasty Steve soundboard might be an actual DLC someday!
I cannot wait for someone to mod in the "Stew my leg!" moment.
If the story mode is any where close to Def Jam It'd be great, overall the trailer looks great for me
it does remind me of the first sfv footage we had, its probably gonna look insane when its actually close to release
I like the long hitstop. Makes moves feel heavy and makes hitconfirms more consistent
The announcement trailer version with the zoomed in camera and chunky feel got me hyped ngl lol. The commentary trailer showed how it was actually gonna be (not too far off from SFV tbh) but that first look we got was sick.
Hitstop is probably exaggerated to make the hits feel more weighty and heavy, like the characters are really getting slugged in the face hard
I dig everything so far. It feels like a mix of mechanics people liked from 3S, 4, and 5. Really really interested to see how it feels because I'm getting KI vibes, but that might just be the camera angle.
Such a daring and deep take, as always.
If you program it right, you could have the space bar click when ever they pause the game and run the line in the pause menu.
It's pretty interesting they're adding simplified controls as an option alongside the classic controls.
So if parries seem to be back. We know Gill was in the story mode of SF5. Is SF6 the, in a sense, spiritual remake of SF3 in terms of similar game play and story? Maybe?
Also on the DLC announcer for Sajam, how actually pretty godlike would it be if a player finishes off a combo into super to get the win. Then Sajam voice kicks in "Allllrighty then chatroom, its time...WILL IT KILL!?"
More of a successor / follow up than remake.
Can’t wait for the tasty Steve command grab commentary in game
When a combo ends in a super with a tight life bar I want sajam to say "I've got one simple question for you, chatroom"
The dude with the dreads is Damnd, another member of the Mad Gears.
Pretty hype.
Capcom loves hitstops, they'd put it in Resident Evil if they could find out how.
Also the meter system for the game sounds interesting. So you start with all your meter kind of like MK11 and as you spend it, it recharges. But if you spend it all at once it debuffs your character (at least this is what I gathered from reading the website)
Full meter at start sounds tad degenerate though. I'm not sure if I want to go back to Alpha 3.
could just be half full
full drive meter, not full super meter. just to clarify
The one thing I always notice with this trailer is the fact Luke EX DP has a dunk follow up like Sean did 2:20.
Intentional? Also does anyone have thoughts on Granblue VS having a V-Shift style mechanics (with the only difference is you can do forward Shift and no slow mo after a back shift)?
The hit stop might be there to make combos easier for new players
What they showed looked amazing to me personally. I can't wait
Since it looks like they are using a 3d lobby this time I really hope it’s works and the netcode is good
I didn't notice that Jamie is dancing as he walks until you pointed out his legs.
I loved the part when Chun-Li got hit with that NSFW
ngl seeing this without sf5 goggles that other people might have since sf5 wasnt really a game i played at all i actually genuinely really like yow the game looks aesthetically even if i dont like the hitstop(that probably isnt even actually like that in game)
We need Sajam and the Tasty Steve soundboard as commentator dlc
Jamie might be related to Lee from SF1. Both are noted to used drunken fist in their profiles. Jamie also says he likes Yun & Yang on his profile. Lee is Yun and Yang's uncle. So maybe Jamie is Lee's son/grandson?
If that's the case that's a long amount of years of lore
Man I really like the art style right off the bat.
The kinematic animation of the walk cycle is a great idea but needs work. Thankfully kinematic stuff is something that can be tweaked heavily because its automated animation to a large extent
Chun-Li's parry is so cool 6:46
I think it looks beautiful
I think the reason it looks so weird is that it looks like the characters aren't in the stages too. It's like they're green-screened in somehow. It's probably for all the visual effects, but it really messes with your head.
Probably have moves from each character you can pick and get more depending on the masters you learn from. They’ve done this select-a-move stuff with Remember Me.
I think it looks gorgeous tbh.
3s players are gonna go nuts with the parries
I really liked the commentary in Virtua Fighter 5. Hopefully this is is similarly good!
One thing I do notice about the simple input is that it goes from being a 6 button fighter to a 4 button fighter.
So do simple inputs just not have access to half their normals in neutral?
Also if you do a special move with a dedicated special button, does that mean you don't have access to Light Medium and Heavy versions of that special move?
of course you dont, thats how they balance things out. Simple input is for new players or casuals that just want to press buttons, its not gonna be competitive viable
It's pretty simillar to Guilty Gear Xrd's Stylish mode in that case.
@@leithaziz2716 Precisely. There's a long history of such alternative control stlyes, actually. MvC3 had one, most BlazBlue games do, as did Xrd. It's always inferior to normal controls.
Which is almost a shame in this case, I personally prefer L/M/H/+1 controls to SF's 6 buttons, and am not opposed to 1-button specials. But so it goes.
@@mihaitt17 GBVS gave you the option to do different strengths even with easy input. Totally possible unless it’s already been proved otherwise. Or maybe were you talking about normals.
i dont mind the hitstops and the graphics are actually decent imo its somethin different I kinda like it
I hope the Tasty Steve soundboard becomes a commentator DLC.
Even with hit stop and such, the game is still a year out. If it was trying for this year I can imagine people having issue with it. But similar to mk11’s input changes months prior to its release, enough looks done for it to make some nice changes before next summer. Fingers crossed still tho
Most of the comments on this video disagree with the criticism anyway.
I don't really have a problem with the presentation at all, I think it looks pretty sick, the background looks weird but this is top notch stuff, I love the way it looks.
Jamie seems like is dancing when he walks
Good point about the netcode. The fact that they didn't mention it worries me
With commentary can we get Sajam DLC? "WILL IT KILL?!"
Can't wait for the yipes announcer mod. UHH UHH OOOOOOS THAT WAS O D
Now you can be Ryu from streets.
If anyone has played NBA Street Volume 2 and 3, then you've seen the real time commentary feature before. It's essentially the same thing here and hopefully just as polished and refined.
Advantage of Classic controls over Modern seems to be all 6 attack buttons versus the limited control of 3 attack buttons with modern that doesn’t differentiate between punches and kicks.
As a casual wanting to get into street fighter because of sajam and punk this looked amazing, I love a bit of singleplayer to start and the animations look awesome and satisfying and parrying looked so cool in sf3, I don't care about the logo or the complexities like freeze animations and all that, it just looks Hella sick, I just hope it has good online
“Everything’s going to sound like Ed’s theme?” ...you mean rap?
BRuhh I’m so fucking HYPED you don’t understand
"The Hitstun is absurd" because it's 3rd Strike Parries XD
We're not gonna be able to form a full opinionon stuff like animations or how the games gonna look or play. This game can be so sick and we should all hope it's gonna be :)
I like the hit stop but I play casually so maybe pros will see it differently.
I personally thought the animations looks 10x more detailed and better than SFV. What does "it just doesn't look good" mean? Like *how* does it not look good? It looks like they actually added real animations for the end of an attack that make the body movements look more real. Just looks more realistic to me.
Some of Chun's animations look a bit odd, which can be ironed out. Also the hitstop is very different from the previous games, charactes now just slow down instead of stopping for a few frames. Which can be jarring at first but I'm sure people will get used to it.
One button fireball and dp?! Damn, you can have that japanese fireball/anti-air game overnight. Nice.
Someone get working on the Majas commentator mod, I need that at release
lowtiergod commentary pack is gonna be the funniest shit
I actually dig how the combat looks ngl