Street Fighter 6 Season 2 Wishlist & Hopes, Lets Make Super SF6!

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  • Опубликовано: 9 июн 2024
  • We inexorably move towards Season 2 of Street Fighter 6. Looks like Akuma is coming out sometime in May, and then after him there's nothing left other than SF6 S2. So lets talk both core gameplay with the drive system, and some other things like DLC and World tour. Season 2 of SF6 will take the game we all know is almost there, and hopefully put it over the finish line!
    A few other videos were mentioned here so check them out!
    Buffing Honda: • E. Honda is AWFUL in S...
    Buffing Lily: • Lily is TERRIBLE in St...
    World Tour Discussion: • Should Capcom expand o...
    0:00 - Intro & Premise
    1:44 - Lets do something about Drive Rush
    8:51 - Make Drive Reversal better
    12:25 - Make Perfect Parry Fishing worse
    17:01 - Add to World Tour
    19:48 - More than 4 new characters a Season
    22:31 - Throw Loops? And final thoughts
    ---------------
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    #gaming #sf6 #streetfighter
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Комментарии • 453

  • @rooflemonger
    @rooflemonger  2 месяца назад +61

    ***CORRECTION*** classic roofle sleep deprivation mistake about drive reversal startup timing in the vid but the sentiment is still the same, just make it faster lol
    So its getting about time to start talking Season 2. Ed? Old history! Akuma? looks like may sometime at this point and after him there's nothing left other than Season 2 itself. So this will be less about character specifics and more about the systems themselves. Drive rush? People still complain about it to this day! Only 4 dlc characters in a year, with a 5 month gap between aki and ed? PROBABLY SHOULDN'T DO THAT AGAIN! Lots of stuff to talk about so give a watch and let me know what ya think, and leave a like for Season 2 hopes and dreams

  • @leithaziz2716
    @leithaziz2716 2 месяца назад +130

    It would be nice if Capcom put less emphasis on avatar items and instead tried creating cosmetics that can be used for the main roster. I know SF6 got a lot of flack during the crossover events when for example, the Turtles costumes could only be used by the avatars. And that's not even bringing up the monetisation.

    • @rooflemonger
      @rooflemonger  2 месяца назад +39

      at least for season 1, all the cosmetic stuff which I feel overall is poorly received is because stuff was just planned out ahead of time. Like all those crossover deals? Stuff on that was inked before SF6 even ever came out, no room to course correct. Season 2 hopefully the resource shift goes from less avatar costumes, more character costumes and the like

    • @damizan8331
      @damizan8331 2 месяца назад +8

      Ironically, the World Tour is the mode I played least (1-2 hours?) but I understand that casual gamer would likely love that mode (since it's painful to play with another real people)

    • @JulesNekro
      @JulesNekro 2 месяца назад +11

      I still weep about the potential of a SpyxFamily Chun Li costume 😭

    • @KaitouKaiju
      @KaitouKaiju 2 месяца назад +3

      Tbh I'd rather them keep gacha crap to the avatar system

    • @aledantih6524
      @aledantih6524 2 месяца назад +5

      This is a complaint many people have without realising what it takes to make the content they want. SF5 could get away with more than 4 characters per year and more costumes because they lacked the necessary detailing and physics rigging, that's why a lot of 5s outfits were not that great and clipped into each other. Pair that with this being not only the first fighting game developed in RE Engine but the first game in this engine for the dev team. Now I'm not saying it's gonna be this slow to rollout forever but from a game design perspective I can definitely see why those things are slower to develop, crunching them even more than they probably already are isn't a good solution either.

  • @pockystyx4087
    @pockystyx4087 2 месяца назад +57

    World Tour expansion would be great; but I also want more modes where I can use them in general:
    1. Dramatic 2V2 battles in the Battle Hub
    2. Ranked Avatar Mode with balanced stats
    3. A Beat 'Em Up Mode that you can play with your friends
    Things like that would go a LONG way in adding more value to the Avatar stuff.

    • @shariarrahman7562
      @shariarrahman7562 2 месяца назад +4

      Beat em up is the only way I'd play world tour

    • @SuperJJParker
      @SuperJJParker 2 месяца назад +5

      They are all good updates, but I doubt most of the people still playing SF6 are playing world tour or avatar battles.

    • @IIBizzy
      @IIBizzy 2 месяца назад +4

      The battle hub needs more stuff in general, with how they promote it as one of the 3 corner stones of the games there isn't really anything to it.

    • @SuperJJParker
      @SuperJJParker Месяц назад

      @@RicochetForce Disagree completely.

  • @MrHarry1227
    @MrHarry1227 2 месяца назад +13

    Totaly agree more than 4 characters a year. The wait is ridiculously long. We also need more stages.

  • @rooflemonger
    @rooflemonger  2 месяца назад +122

    There may be another "saving ____" video for Manon in a week or two who knows. The videos seem mostly received well and obviously she's about the bottom of the barrel! I will say(this was expected) that the Saving Honda video got some of the saltiest, most rage filled comments I have gotten in a very very long time. To the point where I just removed a bunch of peoples abilities to comment cause it was insane lol. I guess it doesn't matter how bad you are, the weak will always fear the might of Sumo 👴

    • @EliTheGleason
      @EliTheGleason 2 месяца назад +9

      The hands are a handful
      Also give the honda hands buff more utility! Ryu's denjin has several applications and it still isn't very good, let honda have some neat applications

    • @ZensanFGC
      @ZensanFGC 2 месяца назад

      Manon needs an air grab.

    • @Wolfianzero
      @Wolfianzero 2 месяца назад +7

      Manon needs all the help

    • @LuckyHazama
      @LuckyHazama 2 месяца назад +4

      Yessir 🫡

    • @cosmic5665
      @cosmic5665 2 месяца назад

      Preach rooflemonger, I can't stand these Honda haters. I just want my boy to get some help

  • @sharpenmysight5954
    @sharpenmysight5954 2 месяца назад +12

    The fact that they made Parries purpose to mitigate how volatile this game is explains everything

  • @antonsimmons8519
    @antonsimmons8519 2 месяца назад +25

    Needs to have Crimson Viper. STAWP HOLDING OUT ON ME, CAPCOM!!!!

  • @cashordeals3672
    @cashordeals3672 2 месяца назад +43

    Honestly when it comes to dropping new dlc gbfvr devs are insane like example like 3 whole characters came in like a month in a half if not 2 whole months apart from each other

    • @rooflemonger
      @rooflemonger  2 месяца назад +24

      yeah they got a content pipeline SF6 could only dream of

    • @leithaziz2716
      @leithaziz2716 2 месяца назад +6

      I'm admittedly shocked of the pace of that game's release scheduling. Arcsys tends to have a lot of downtime between releasing new content. Maybe they did a lot of pre-planning to speed up development.

    • @cashordeals3672
      @cashordeals3672 2 месяца назад +4

      @@leithaziz2716 honestly most likely plus granblue has alot of character's so I guess they did what Nintendo did for smash and already planned who was gonna be in the game and it's honestly easier for them since the characters moves are all basically from gbf

    • @johnpreston230
      @johnpreston230 2 месяца назад

      yeah but the game is boring as hell. I don't play it anymore. They can have 10 characters a month, it won't change anything.

    • @2Namii
      @2Namii 2 месяца назад

      ​@@johnpreston230agree that game was so mid

  • @ThePlasticBowl
    @ThePlasticBowl 2 месяца назад +21

    Roof we may never agree on Kitana, bit we can always agree on Hakan 👍🏽

  • @antoniojohnson23252
    @antoniojohnson23252 2 месяца назад +18

    10:40 Drive Reversals are 20 frames, Cammy’s fierce is what’s 8 frames. But shoot, I’m down to make it 5 frames still !

    • @rooflemonger
      @rooflemonger  2 месяца назад +7

      Lmao that's what I get for recording sleep deprived

  • @shmixedNshmooved
    @shmixedNshmooved 2 месяца назад +14

    On top of what you stated about Drive Reversal. I think it should also restore 1 bar of Drive gauge when you successfully land it on your opponent. (Pretty much like how V shift was) Help keep that risk/reward incentive for successfully stopping your opponents pressure.

    • @EvansGambitAtomicZangi
      @EvansGambitAtomicZangi 2 месяца назад +3

      That would make Drive Reversal too strong a defensive mechanic. Once you move in on a zoning character, and finally get them to the corner. They could just Drive Reversal you out forever, and keep you away all round for the win.

  • @oolongpantsu3437
    @oolongpantsu3437 2 месяца назад +13

    Thumbs up for Dudley and Hakan and for an actual expansion of world tour.
    About the drive mechanics i am not confident to utter any suggestions.

    • @OhNoTheFace
      @OhNoTheFace 2 месяца назад +2

      Maybe if they get the Dudley personality and voice right this time

    • @oolongpantsu3437
      @oolongpantsu3437 2 месяца назад +2

      @@OhNoTheFace Yes, this is very important. I did not love his iteration in SFIV. But SF6 as a whole vibes similarily to SFIII. Let us hope Dudley will be playable once more and he will be handled with utmost care!

  • @Lapush_Burgundy564
    @Lapush_Burgundy564 2 месяца назад +99

    Im no bitch. but i would cry, if they add Makoto.

    • @wren8253
      @wren8253 2 месяца назад +14

      A third strike dlc pack would be so good for so many people

    • @leithaziz2716
      @leithaziz2716 2 месяца назад +15

      She's a very popular character. I myself am surprised there still isn't any character in SF6 that debuted in SF3.

    • @feroce82
      @feroce82 2 месяца назад +7

      2024 is also the 25th Anniversary of Third Strike, nuff said

    • @fightedmealready2692
      @fightedmealready2692 2 месяца назад +2

      But where’s Skullomania?

    • @wombomongo
      @wombomongo 2 месяца назад +2

      same, I want her in SF6 so bad

  • @gamelord12
    @gamelord12 2 месяца назад +9

    Throw loops are in the game because they're intended to counter perfect parry, but they're boring to watch, so I think whenever they re-tune the system mechanics, they might be gone. You're not the first person to suggest making them all cost a Drive Rush, and I agree with that. They might also need to make punish counter throw on perfect parry do more damage AND take a bit more drive gauge to balance it out without throw loops though. I do pretty much agree with your entire wishlist though.

  • @AnxMa
    @AnxMa 2 месяца назад +22

    I had some xp with Motion Capture for video games and gotta admit even though Capcom has always created a seriously fluid and accurate movement animations and overall choreography for SF in the past, (I think they were using MoCap before it was industry standard) They outdid themselves with SFVI PS. You almost saw me as Leon in these new Resident Evil games :)

  • @jesussantellanes7555
    @jesussantellanes7555 2 месяца назад +16

    As long as the screen freeze does not eat inputs more than it already does, I'm all for the drive rush changes.

    • @rooflemonger
      @rooflemonger  2 месяца назад +7

      thats the one thing about it, but I ain't paid to program so get one of the code monkeys to work on that lol

    • @BHS289
      @BHS289 2 месяца назад +1

      It would ‘eat’ more inputs but also give you a better heads up that it’s coming
      They do need to fix jumps not coming out after DR though

  • @unconsistentone5385
    @unconsistentone5385 2 месяца назад +1

    the drive rush getting punish counter even make sense logically, if you're running straight at someone full speed and getting hit straight in the face it should hurt a lot

  • @AlexanderMartinez-kd7cz
    @AlexanderMartinez-kd7cz 2 месяца назад +12

    TBH I think 4 characters a year would be OK if they actually space them properly, like 1 every 3 months.
    there is also the fact that SF5 may have had 6 characters a season, but SF6 characters are WAY more juiced than SF5 characters in every way.

  • @akilcharles3473
    @akilcharles3473 2 месяца назад +4

    I for one want to see more characters myself but with the time gap between AKI and Ed it also has to do with stages as well and we hardly gotten more of that in SF6, like the only new stage was the ruined Shadaloo stage and with Akuma coming we'll get that stage as well. Not only that but all the promotional artwork & other stuff that features in the battle hub & world tour that comes out with them which was never the case for older SF games.

  • @lauraportillo7575
    @lauraportillo7575 2 месяца назад +4

    I'm fine with 4 characters as long as they are all unique, and detail orientated. And not just clones and wastes of space

  • @sergmcmuffin
    @sergmcmuffin 2 месяца назад +26

    Here's a question. Why tf does a universal mechanic work differently depending on the character? I think it should be hard standard the EXACT same speed and covering the EXACT SAME amount of distance in the EXACT SAME amount of time.

    • @EXFrost
      @EXFrost 2 месяца назад +6

      Agreed. The rest of the game is designed that way, seems weird that drive rush isnt

    • @pn2294
      @pn2294 2 месяца назад +2

      Isn’t that how fighting games have always worked?
      Everyone has different punches and kicks.

    • @EXFrost
      @EXFrost 2 месяца назад +4

      @@pn2294 yeah but when it comes to system mechanics that are made to be universal, the balance and character strength should be channelled through how they benefit and how well they can utilise the mechanics rather than how good their version of the mechanic is. Like imagine 3rd Strike but every character had different cooldowns, input windows and different freeze times on parry.
      It makes even less sense in SF6 where everything is quite uniform. Even different level supers have rules too. Each level 3 besides the command grab supers and jamies do the same amount of damage and drive gauge damage. All level 1s can be hit by fireballs. Drive impacts are really uniform in their distance. Just seems sorta weird not just that characters have worse drive rushes (which sorta makes sense) but that characters have better drive rushes which makes very little sense from a balancing standpoint

    • @leithaziz2716
      @leithaziz2716 2 месяца назад +11

      The easy answer to this is that Capcom probably don't want characters like Zangief to have a "standard" drive rush due to how exploitable it is. Potemkin, a grappler in Strive, has something similar to a "neutral-skip" like Drive Rush in the form of Wild Assault and it's really good for him.

    • @TenjinZekken
      @TenjinZekken 2 месяца назад +2

      ​​@@pn2294Sort of. System mechanics have always been as symmetrical in some sense. For instance, many games have Guage that fills when you play aggro, so defensive characters are disadvantaged. Things like back dashes, evade/crossover have different frame data for a few characters. Hp being higher on specifically grapplers in SF. Tekken 8 also has an assymetric mechanic in heats mode where each character has their own benefits. Things liek V trigger should be considered a system mechanic as well, since they are tied to that specific iteration of the game and not a core aspect of SF.
      All the system mechanics being tied to the same Guage you need to perform EX moves means DR is assymetricL already since some people can't even use the system mechanic as much as others.
      Edit: it was meant for the person who replied to you.

  • @BHS289
    @BHS289 2 месяца назад +2

    I feel like I've been the only person saying to *increase* the screen freeze during DR - make it easier for someone to react

  • @JcgLounge
    @JcgLounge 2 месяца назад +2

    The only reason why we got 4 characters in season 1 was because of the unfortunate roster leak ahead of time. Now that we don’t have a lot of info on season 2, they most likely do 6 characters this time.

  • @trenttillman9081
    @trenttillman9081 2 месяца назад +5

    Let's see: for Street Fighter 6 Season 2, we want 6 characters: like Elena, Karin, Yun, Yang, new male character and Lucia! Yeah, can't wait after Akuma and the end of Year 1 characters of 4 in Street Fighter 6.🔥🔥🔥🔥🔥🔥

  • @Neoxon619
    @Neoxon619 2 месяца назад +18

    DLC characters being 4 per year is generally the trend for fighting games now, even for Tekken & Guilty Gear. For better or worse, higher-fidelity characters take more time to make (Nakayama & Matsumoto said roughly 2 years per character for SF6). So it's not exactly reasonable to expect the same rate of character releases as past games.

    • @rooflemonger
      @rooflemonger  2 месяца назад +17

      Screw the trend. One of the worst things for sf6 was the 5 month gap between aki and ed. In this era content must flow to keep your audience

    • @PrecludeLP
      @PrecludeLP 2 месяца назад +2

      ​@@rooflemongerI think we will get more characters for the next pass. I'm confident that they had less characters at launch because they're all included in World Tour mode. With that requirement removed in season two, I think they'll have more characters.

    • @pn2294
      @pn2294 2 месяца назад +4

      @@rooflemongerIf they’d spaced it out 3 months at a time, there wouldn’t have been a big issue

    • @nochiel
      @nochiel 2 месяца назад +3

      ​@@rooflemongerIt's fascinating that we keep seing a similar claim: "Games (or bridges or aeroplanes or skyscrapers or power plants) today are harder to make than before! It must take longer!"
      I guess when we move to 8K and UE6/REX, a character will take 10 years to make?
      But creativity doesn't work that way: humans develop more powerful tools, processes become more efficient, we gain more experience, we become more skilled and productive, we improve our teams, we become more motivated, ambitious, and determined.
      We should expect development to accelerate not slow down otherwise what's the point of life! Even babies will always take 9 months, and we can produce them in parallel!

    • @N00BSYBORG
      @N00BSYBORG 2 месяца назад +3

      Development of these characters starts way earlier than you expect. All the season 1 characters were leaked with everybody else a year before SF6 came out. Believing it takes 2 years to develop a character is also straight up nonsense. Maybe if you have a single guy starting from scrap, then sure. But Capcom isn't a single guy starting from scratch.

  • @WoWisdeadtome
    @WoWisdeadtome 2 месяца назад +4

    All character have a normal or two, generally mediums with a slightly extended hitbox designed to help players check drive rush.
    The problem then is what happens when someone uses one of those buttons in drive rush? Well, it becomes very easy to stuff the attempt to check DR is the answer. The solution I like best is extending the hurtbox forward in drive rush (about as far as your drive rush checking normals extend forward) to make the check buttons from the defender better at checking DR. Even if they don't always win they should trade at worst rather than losing.

    • @bwnnn
      @bwnnn 2 месяца назад

      I like that idea a lot. The only potential problem I can think of would be if the extended hurtbox makes some counter hit (or even punish counter, fingers crossed) confirms whiff if the DR check connects from as far as possible.
      Maybe to prevent that, they could add some kind of vacuum effect on hit for a drive rush check, sort of like when dhalsim's extended hurtboxes get clipped by some special moves.

    • @EvansGambitAtomicZangi
      @EvansGambitAtomicZangi 2 месяца назад +2

      I full agree. For the reward it does, Drive Rush needs to be more telegraphed, and have the lowest priority, losing to just about anything the opponent throws out. You should only be allowed to get away with Drive Rush against a downed opponent or an opponent in recovery. You shouldn't be allowed to rob a standing opponent blind with it!

    • @WoWisdeadtome
      @WoWisdeadtome 2 месяца назад +2

      @@bwnnn I don't think you can combine the forward extended hurtbox with punish counter state in drive rush, normal counter hit is fine. You can do one or the other but not both. The reason is that you don't want to skew the balance too far in favor of the defender or the game will become very slow and stagnant. Imagine trying to get in on JP for example where a raw drive rush MIGHT get through his fireballs, but if he doesn't throw one you eat a full fat punish counter combo from VERY far away with those extended cane swings. I don't think anyone wants that either.
      I have been saying since the game was about a month old that to be top tier in SF6 you need a projectile of some sort. It doesn't have to be your game plan, it doesn't have to be good, it just has to exist. The only character that is arguably very strong and doesn't have one is Cammy, but even she tends not to come up in a top 3 discussion. All the top tier competitors have projectiles. The reason is that they are a good way of stopping raw drive rush because there is a hitbox in the way of your DR. I main Guile and I understand the complaints people have with raw DR, but I must confess, it feels manageable to me because of how often a boom is on the screen.

  • @sunsfssb7699
    @sunsfssb7699 2 месяца назад

    Another great ideas video!
    I think what you can do about throw loops is this:
    When a character gets thrown two times in a row, the second throw deals more damage (+30-50%) and throws further away, ending the loop.
    This makes the second throw very rewarding and a highlight for the audience, instead of that boring/cheesy thing the throw loop is now.
    Maybe even add a message on screen or even a comment of the character when a double throw happens.

  • @marqeerobinson4550
    @marqeerobinson4550 2 месяца назад +2

    Not the most prolific player but I have 4 different characters in Platinum….. never once used a drive reversal 😭 definitely agree on some changes

    • @ShizuSan69
      @ShizuSan69 2 месяца назад +1

      Brother I hit masters with chun and I barely used it only In some specific MUs

    • @marqeerobinson4550
      @marqeerobinson4550 2 месяца назад

      @@ShizuSan69 Lol exactly, even those who made it to the top ignore it. I forgot about it until i started playing Ed

  • @chrishoben8270
    @chrishoben8270 2 месяца назад +7

    I'll add one to your video.
    Costumes AND Colors. Look i get that SF5 was light on content in year 1, i get it. But we need more cosmetics for actual characters. Especially colors.
    Capcom, colors are not hard to make. Sell them to me! I get that costumes are a bit more intensive. But give me COLORS

    • @hrbr_deluxe
      @hrbr_deluxe 2 месяца назад +1

      More color palettes would be awesome. Especially if they get really creative with the combinations. I love when games have 20-30 colorways for the characters.
      I do hate that you have to buy the colors for the default outfit. You can use drive tickets, but it's around 6,000 for the color bundle and drive tickets are not easy to come by. Making drive tickets a more frequent reward for challenges would be a great change for season 2. I am doubtful Capcom would do that though.

  • @blackmanta2527
    @blackmanta2527 2 месяца назад +8

    Buff drive reversal so it can be used to counter flow chart cmk into drive rush

    • @SomeRandomDude821
      @SomeRandomDude821 2 месяца назад

      You can already DP that on reaction for the same cost

    • @H1ghscor3
      @H1ghscor3 2 месяца назад +1

      @@SomeRandomDude821 Nope, cr.mk to jab is a true block string. It's an option select as well for drive reversal. They can block after the jab if your drive reversal is late lol. It needs to be fixed, buff the startup is the only solution.

    • @SomeRandomDude821
      @SomeRandomDude821 2 месяца назад +1

      @@H1ghscor3 No, it doesn't. Characters can be tuned in ways to offset having to use a weaker system defensive option in place of a strong option given to certain characters. Especially when we consider that Drive Reversal instantly cancels blockstun. What you'd be doing by making it counter cr.MK > DRC jab is essentially removing any thought to the situation.
      If I cr.MK and DRC on block, I can avoid an OS DP and at least get a strike throw mixup by doing a jab. If I do this against a DRev that has hypothetically been buffed to have the same startup as a DP, they cancel blockstun into a 6-frame attack that I have no way to block, knocks me away, and costs less than I spent for offense. Even if a character has a DP, DRev is probably a more consistent answer to the situation if I'm willing to sacrifice damage and oki (and potentially other reward, like a Jaime drink).
      The buff you propose would probably instantly make Guile the best character in the game. You struggle through neutral, finally get in on him, and as soon as you put him in blockstun, he knocks you back with an attack not even jab recovers fast enough to block and starts building his drive back instantly.
      TL;DR - No, you having to hold one (1) strike/throw mixup from someone spending half of their most important resource is not a flaw and does not need to be patched.

    • @H1ghscor3
      @H1ghscor3 2 месяца назад

      @@SomeRandomDude821 ​ The problem with the drev is that you actually do the right thing to stop the pressure or to do it as an offensive tool. But since the startup is 20 frames, they can block and it can lead you to losing the round.
      In fact, you can definitely hit confirm the cr.mk drive rush if it hits your opponent or if they block it. Maybe making it 5 frames startup is absurd, but 20 frames startup and -8 OB is sucks.
      And guile will not be the best character in the game if they buff drev, because cr.mk, DR to jab isnt the only answer on how to break his defense.

    • @H1ghscor3
      @H1ghscor3 2 месяца назад

      @@SomeRandomDude821 Capcom literally put Drev to stop the drive rush pressure. As you can see, it doesnt have a range. Unlike sf5, guile can vreversal ryu's hadoken on a certain range.

  • @Luxray527
    @Luxray527 2 месяца назад +2

    They already explained that 2 of the starting roster were dlc originally. But altered due to the entire base and S1 characters being leaked. I know you remember that.

    • @rooflemonger
      @rooflemonger  2 месяца назад +1

      I don't recall them saying anything about that at all. The only people who said anything similar was arc system works, not capcom

  • @295amin7
    @295amin7 2 месяца назад +1

    I’d like the idea of punish counter on drive rush if it wasn’t a “the rich get richer” situation. For characters like Manon who actually go almost nowhere with a drive rush, that means she can so easily be checked with a max damage combo compared to another character, and the gap between Manon (as well as other slow characters like Dhalism and Geif) and the top tiers will get even larger. We should be cautious and keep in mind how low tier characters will be affected by each change.😊

  • @TiJoe6
    @TiJoe6 2 месяца назад +1

    I saw C. Viper and Makoto in the tumbnail and said “YES!”

  • @mikekassai
    @mikekassai 2 месяца назад +13

    Love the screen stop solution to drive rush

    • @Asdfgfdmn
      @Asdfgfdmn 2 месяца назад +1

      It’s better to increase the drive rush by the same number of frames the screen freezes and get rid of the screen freeze that eats input altogether

    • @mikekassai
      @mikekassai 2 месяца назад +3

      @Asdfgfdmn i like the frame stop option more because its the lowest impact change that doesnt rework the system, also giving counterhit from checking DR would be a good "risk reward" choice for neutral

    • @urbansouljah1
      @urbansouljah1 2 месяца назад +1

      ​@mikekassai his solution also wouldn't change anything about the game but will make it so that you don't lose inputs when defending against it. If they are concerned about combo timing, the screen freeze could still occur during combos and juggles only but not during a raw drive rush

  • @DaveCertifiedS
    @DaveCertifiedS 2 месяца назад +2

    As a filthy casual and table rpg guy who actually enjoyed White Wolf's Street Fighter, I've said this before, I came back for the World Tour mode. They use the word season, and so I'd like to see the story of World Tour treated as a season. Season 1 ended as we saw. What do you have for Season 2, there's a lot of story left in there, even if you don't bring back other characters, finding a path between Ken and Ed with what's going on has a ton of story there. So, I'm really hoping for expansions in this area.

  • @kinoleogeo7998
    @kinoleogeo7998 2 месяца назад

    As someone who indeed loved World Tour, I want a new major location to explore, not just the background set of an already existing stage. It would be interesting to see the cast of 3rd strike make appearances, but even cooler would be a setting where they would return to, like whatever island the Illuminati was with ancient architecture, waves crashing against the pillars at twilight, maybe Gil (if he’s still around) has a island style tournament arc where everyone is gunning for each other, something to interact with the new season of characters.

  • @gwkid
    @gwkid 2 месяца назад +18

    I would love if they added Adon back to the game. I’d like to see an actual Muay Thai brawler rep, nothing wrong with sagat but most of his gameplan is similar to guile’s.

    • @alexspyro563
      @alexspyro563 2 месяца назад

      I prefer sagat than adon but if adon appear in sf6 I want him to be a JP general or JP has an evil organization call amnesia and the shadaloo general are call the 4 heavenly kings of shadaloo, adon should be part of the six warlord of shadaloo

    • @heavysky5878
      @heavysky5878 Месяц назад

      adon would not sell

    • @gwkid
      @gwkid Месяц назад

      @@heavysky5878 you’d be surprised. r/streetfighter is already asking for Adon, makoto, and viper to return

    • @heavysky5878
      @heavysky5878 Месяц назад

      Adon doesn't fit the story, he's a nasty piece of shit, a poor replacement for sagat

  • @waluigiwaluigireal
    @waluigiwaluigireal 2 месяца назад +1

    I was thinking about making DR more commital, like you can’t block out of drive rush or something like that

  • @mrblooper1994
    @mrblooper1994 2 месяца назад +3

    I think driverush should have an extended hurt box in front of it, you trade speed for vulnerability and punish counter sounds nice too. As for pp why not make the recovery punish counter to lows too? You basically cant blow a low and it hits for a ounish counter

    • @Zades145
      @Zades145 2 месяца назад

      Big agree

  • @TheRyanshamowski
    @TheRyanshamowski 2 месяца назад +1

    Really well thought out changes!

  • @sweetmems
    @sweetmems 2 месяца назад +1

    having previously played a bit of mbtl and now recently started uni2 maybe making parry a high/low parry commitment might be nice instead of being able to down back and parry anything without thinking and it would still be a punish counter for guessing wrong and if you parry high against a jump in you would get locked in to a high parry for some frames so that empty jump lows could become an actual threat

  • @EvansGambitAtomicZangi
    @EvansGambitAtomicZangi 2 месяца назад

    Neutral Drive Rush needs to have a large full body (head to toe) hurtbox in front of the rusher, during the dash, and all start-up and active frames of their drive rush button - so the defender can check their drive rush with ANY button, and not have to guess, if they know its coming.

  • @Sk4tman91
    @Sk4tman91 2 месяца назад +1

    Game Wishlist:
    Expand World Tour mode.
    Less Battle Hub challenges/more Fighting Ground challenges.
    More character focused events/dlc, less Avatar focused stuff
    Character wishlist:
    Fei Long
    R.Mika
    Gen
    Sagat
    C.Viper
    Ibuki
    Makoto
    Some guest characters from Darkstalkers,Final Fight etc.

  • @ogredanhibiki
    @ogredanhibiki 2 месяца назад +3

    Seems reasonable for the most part. Now that they have the systems in place it theoretically should take less time to make characters but they are certainly more detailed than SF5 characters model and costume-wise. I would definitely want more characters in each season, just dunno if it takes more time to actually create them or not.

  • @gavinbober9664
    @gavinbober9664 2 месяца назад

    anyone else not ever play a single SF game but still come here to watch these🔥
    MK player here

  • @nunyabizwacks6711
    @nunyabizwacks6711 2 месяца назад

    keep in mind, when talking about slowing down drive rush, making the screen freeze a couple frames longer isnt really that much, because you are doing the slow version of drive rush here where u parry then do it, but the majority of ppl use the "instant" dr technique so theres practically no screen freeze then

  • @Doomhex523
    @Doomhex523 2 месяца назад +1

    It's going to be a good day when Rooflemonger posts

  • @ADreamingTraveler
    @ADreamingTraveler 2 месяца назад +1

    Drive Reversal might be the most important thing that needs changed I think. I barely see anyone use it in any skill level of the game

  • @SuperLemonfish
    @SuperLemonfish 2 месяца назад

    Ive been saying the same thing about extending the screen freeze on drive rush. maybe 3 frames? idk tho. needs testing. and yea! same with punish counter hits on drive rush! great changes, im glad you put this out there cuz i agree

  • @beebeefoke1205
    @beebeefoke1205 2 месяца назад +3

    Still waiting for Hakan, Rufus and Urien. I will wait until saison 38 or 39 I don't care

  • @moanasandford4029
    @moanasandford4029 2 месяца назад +1

    You should look at Ed to get an idea on season 2 changes. For instance, maybe no more pressure after mid-screen throws, no more free 50/50 after blocked drive rush normals (more push back on block), less sliding effect on drive rush normals, more scaling during combos.

  • @cosmic5665
    @cosmic5665 2 месяца назад +1

    Imagine if hakan makes it, it would literally be the best day ever

  • @BlueLightningSky
    @BlueLightningSky 2 месяца назад

    Punish counter throw leads into a combo where you can get corner carry. Ground bounce, stagger whatever, if throw is the counter to parry the reward should be bigger.

  • @Juggernaut76
    @Juggernaut76 2 месяца назад

    I would make a tight window of frames after the raw DR screen freeze where if someone does a DI the person who did the DR cannot DI back and unless they have a move to stop/break DI they take it as a Punish Counter. This would add risk for both and reward.
    Secondly I think scaling should be adjusted by the button you go into DR with. Example, a cMK into DR would scale more ( less damage after) than a sFP into DR, but if they extend the combo by doing another DR that also has new scaling from that button as well.

  • @DaPhenomAce
    @DaPhenomAce 2 месяца назад

    Team Battle with avatars would be dope along with a co-op beat em up mode for world tour.

  • @sharkyslegoandotherstuff
    @sharkyslegoandotherstuff 2 месяца назад

    I agree with punish counter on drive rush poke that would be verry fun

  • @Avacadoloco
    @Avacadoloco 2 месяца назад +1

    One thing i wish they did which most probably dont agree with is making the battle hub THEE online hub so people HAVE to go into it to find matches and play online/ranked. I know i can go to the battle hub to find games but i automatically just go to training mode and wait for matches. Itd be nice to have to go through the battle hub area where everyones crazy avatars are to go to online training mode lol i know this sounds bad but hey.

  • @PieceofPeace
    @PieceofPeace 2 месяца назад +2

    I bought a Steam Deck and my SF6 account somehow re-synced with a save file on the cloud from 3 months prior and I irreparably lost dozens of hours of progress from World Tour bringing my character level down from 80+ to 36 -- that's when I knew I would never touch WT mode ever again.

  • @restlesshollow8393
    @restlesshollow8393 2 месяца назад +2

    I hope season 2 make Drive tickets earnable from playing online matches

  • @EvansGambitAtomicZangi
    @EvansGambitAtomicZangi 2 месяца назад

    I would love Perfect Parry to mirror SF4's Red Focus. You COMMIT to a read for maximum reward. Increase the cost of Perfect Parry to 2 Drive Bars if needed. Make it so you can not block briefly after any Parry, to increase the risk aka SF3: Third Strike. With increased risk for Parrying. All successful parry will pause the game and act like Perfect Parry, and have no damage reduction. This will make parries more rare, more risky, and more skill based, more read based plays.

  • @MastermindRell
    @MastermindRell 2 месяца назад +1

    Solid ideas especially the drive rush one. Capcom are you listening?

  • @PipeRetrogamer
    @PipeRetrogamer 2 месяца назад +2

    Nothing like getting my wake up super not come out because input was eaten by oki DR and , consecuently,getting hit by an attack that would've been beaten by my super.

  • @DShawnPaytonOffiicial
    @DShawnPaytonOffiicial 2 месяца назад

    I mentioned on another video that they should add some of the World Tour Characters as free DLC, and most people did not agree, but I still stand on that. I would love to play as Azam, if he has altered Rashid moves and an SPD-like move, like he has in World Tour. Or Sheng Long, or even R.O.B.B.I.E. the Robot, as annoying and odd as it is.

  • @Adriel100894
    @Adriel100894 2 месяца назад +1

    Sagat, I just hope we get him in season 2.

  • @HolyHadou
    @HolyHadou 2 месяца назад

    I'm not sure about the complaints but I will say that the reason we're probably only getting 4 characters is due to all the additional back story, cinematics, writing, stage assets and balancing and additional moves that have to be made for the player character and world tour mode. They probably make the production time between characters balloon to a longer timeframe. Five characters per season might be doable but they might need to limit something else to make it happen possibly. But I'm not sure of their work structure so...:::shrug::

  • @milton5417
    @milton5417 2 месяца назад +1

    Bro, Dudley and C Viper are literally my top 2 on my wishlist. 😭😭

  • @JPWestmas
    @JPWestmas 2 месяца назад +1

    I wonder where the final fight characters are for the 1 v 1 part of the game? I thought that was part of the premise of this timeline.

  • @stasismkv8152
    @stasismkv8152 2 месяца назад +2

    I want Hugo

  • @EggsAndBacon14
    @EggsAndBacon14 2 месяца назад +5

    my boy hakan would fit perfectly in this. imagine, oil modifies his drive rush, you can move while drive impacting, his super 2 could be an install super like jamie... ugh he was so fun to play, even when he wasnt fully buffed in anniversary edition.

  • @MrSwerdna
    @MrSwerdna 2 месяца назад

    What about punish counter throws leading to a juggle state (some kind of bounce or stagger after the throw) that allows you to combo. This means there is a bigger risk going for the perfect parry as being punish counter thrown could lead to big damage

  • @anraoa7991
    @anraoa7991 2 месяца назад

    I think that having punish counter state on drive rush is a pretty slippery slope because it makes the weak drive rushes weaker, characters like manon and aki who already have pretty checkable drive rushes will suffer more from this change rather than characters like deejay and juri who already have pretty hard to check drive rushes.

  • @enterusername4650
    @enterusername4650 Месяц назад

    Hakan deserves another chance. I (sort of) mastered the 720 input thanks to him. He motivated me to try grapplers and helped me realize how awesome street fighter is. I used tk think sf was boring now its my go to fighter.

  • @nottotheleft
    @nottotheleft 2 месяца назад

    I remember the day of evo 2019/21(?) they dropped 3 characters in one patch in sfv Honda, poison and lucia.

  • @RobotPlaysGames
    @RobotPlaysGames 2 месяца назад

    Good ideas all around. On the tap parry, I think they could do more, though. Maybe you can’t block for a few frames after it, and/or it costs a whole bar instead of half.
    As for throw loops, I sure hope you’re wrong about them staying. It’s no fun for anyone: defender just decides to take the throw a few times, audience is bored, hell even the attacker is kinda snoozing at that point.

  • @ReneGade405
    @ReneGade405 2 месяца назад +2

    Makoto and Alex need a comeback

  • @momoca-kun
    @momoca-kun 2 месяца назад

    I'd like the Drive Rush mechanic to be charged for every use like Denjin or Fujahin, to avoid spamming and juggling it with combos. Otherwise, just have the initial damage greyed-out with a slight pause for both initiator and defender to play ✊🏻✋🏻✌🏻

  • @microblast3700
    @microblast3700 2 месяца назад

    The recovery frames on parry would buff jp so much with his fake proyectile

  • @Cassapphic
    @Cassapphic 2 месяца назад

    I do think we should be careful around buffing guard cancels, V reversal absolutely does need improvement, but having been playing a lot of gbvsr recently, brave counter is so powerful and warps offence around it so much, I'd rather that drive reversal is kept cautiously a bit weka than have something that oppressive (although at least after the most recent patch it no longer puts you in chip out range that was really dumb)

  • @shawnr8438
    @shawnr8438 2 месяца назад

    I think most agree with punish counter from drive rush. I think capcom will def do that. I can get behind all these changes. Ive gotten pretty good at checking DR, unless its juri or deejay. I also think they should make parry high and low. Besides that more characters please!

  • @UpgradeHipHop
    @UpgradeHipHop 2 месяца назад +1

    I actually agree with everything you said. These would be great

  • @babysealclub11
    @babysealclub11 2 месяца назад +2

    Makoto, Remi, Alex, Menat, Bison, Vega

  • @Intrenxic_Dark
    @Intrenxic_Dark 2 месяца назад +1

    Love all the changes and I agree that you should only be able to throwloop using Drive Rush. Ima need Alex, Cody, Fei Long, Dudley, and Karin at some point in this game, please!!

    • @EvansGambitAtomicZangi
      @EvansGambitAtomicZangi 2 месяца назад

      Throw loops should not be a thing. On their wake up, you should either press an attack, or walk forward and throw (which loses to them waking up with buttons). You can only achieve this if you tone down parry, and make parry have a true recovery period where you can't block.

  • @JulesNekro
    @JulesNekro 2 месяца назад +19

    Makoto, Ibuki, POISON, also more character costumes....less avatar stuff....

    • @EliTheGleason
      @EliTheGleason 2 месяца назад +5

      As a trans woman, if they added poison I would be over the moon. Give her the best jiggle physics, top and bottom owo

    • @captainziggy82
      @captainziggy82 2 месяца назад +1

      Facts

    • @JulesNekro
      @JulesNekro 2 месяца назад

      @@EliTheGleason yessssss, including her hat and whip!

    • @sergmcmuffin
      @sergmcmuffin 2 месяца назад

      The more she jiggles the more i giggle​@@EliTheGleason

  • @seandavid741
    @seandavid741 2 месяца назад +1

    I got a new mechanic. Drive Rage. Spend full gauge and make it similar to makoto's super; increased damage but lose the ability to block.

    • @kupidzheart
      @kupidzheart Месяц назад

      idk about that one, if you couldn't recover guage and your health constantly depleted...maybe.

  • @hugozuniga9089
    @hugozuniga9089 2 месяца назад +1

    I want customisable hubs, imagine sf3 bars. Sf4 super meter

  • @Torthrodhel
    @Torthrodhel Месяц назад

    The main change I'd like to see in world tour mode is actually mostly just a quality of life change. Give us a proper framework to have straightforwardly custom characters. No more having to go to three different places every time we want to switch to a different one (select recipe, select fighting style, and retype character name in the pause menu). Have it all be like one thing. I have loved making several characters. It's so creative. But sometimes I want to just do one match as my twisty vampire, and then go right back to another as my fireball thrower, or my long kicker, or my pocket boxer, or whatever. This can be done but it's a really clunky time waste. Would be neat if it was more like just a character select screen. Call it "character formulas" or something. Really simple change but would really cut down on the needless fiddling about.
    Another change I'd like which is maybe more drastic but would really push the fun factor even further... let us change the commands for moves, as well as the moves themselves. I mean what I REALLY want is full control over a moveset that's something akin to like a pro wrestling game so we can even go in and change the normals and combo paths if we really want to, BUT I think that might be too much to ask. However there are many times when I think "oh this move would be awesome with that move" and I can't pick both just because they both share the same basic command structure. So why not let me switch that up? Then I could combine them however I wanted. There's no balance issue because there's pretty much no balance issue in that mode to begin with, where you can already put an SPD on someone with the mobility of Cammy, and hey why not give them a fireball too. It's clearly more about flavour than it is about winning. So that's what I want all the freedom with. :)
    And if any of that is too much for online, then just say you can't bring it online. I don't care, I don't have online. Can't afford monthly subscriptions like that, so it's a part of the game that's blocked off from me regardless. World tour mode has been HUGE for me in extending a game that I can't play online with, which is the type of game that's mostly designed FOR online play these days. It's great. I really can't overstate this too much... I was starving for a decent offline fighting game, and we got the console BECAUSE of SF6's world tour mode. That was the big deciding factor, and I still play it every now and then, even if there isn't that much left to do in it.
    What I'd really love also, if they do this character creation framework I've suggested, would be to be able to pit those creations against each other, computer vs computer, as a watch-match. That'd be some extremely lovely very random awesomeness.

  • @jamesw5713
    @jamesw5713 2 месяца назад +1

    Lol i forgot drive reversal is in the game, not going to lie.

  • @ErdemBey2
    @ErdemBey2 2 месяца назад

    Good video 🎉as always. Can you please do something for MK1? What is your opinion on MK1? I left it for a while and would like to know your opinion.

  • @tiguilherman_plays
    @tiguilherman_plays 2 месяца назад

    they should also immensely expand the hurtboxes of the opponent doing the drive rush while its happening.

  • @steelbreese72
    @steelbreese72 2 месяца назад +1

    Thank you.

  • @superbnns
    @superbnns 2 месяца назад +1

    I think the input for Drive Reversal should be changed. I can't tell you how many times I've wanted to do it only to get Drive Impact (and of course counter Drive Impacted) instead. Feels like that on top of the other issues it hase makes it easily the weakest mechanic in the game.
    Hell, crazy design idea. Make it 3 bars, but it ALWAYS makes contact. Basically a guaranteed EX DP but with no damage/gray damage and returns to neutral. The cost makes it not spammable so it isn't too much of a frustration for attackers. A low risk, very expensive defensive tool.

  • @scottnotpilgrim
    @scottnotpilgrim 2 месяца назад +1

    MenaRD suggested that drive rush puts you in a punish counter state, and I have to agree.

    • @KaitouKaiju
      @KaitouKaiju 2 месяца назад +1

      That plus no blocking during drive rush. Make it an actual commitment

    • @danielcookson2644
      @danielcookson2644 2 месяца назад

      The problem with this is it would make the low tier characters worse you’d have to specifically nerf the better characters or buff the lower ones.

    • @EvansGambitAtomicZangi
      @EvansGambitAtomicZangi 2 месяца назад

      While a good change, still doesn't address the main issue. You can still rob someone blind with Drive Rush in neutral, when you are not supposed to!

  • @TheVodkaHaze
    @TheVodkaHaze 2 месяца назад

    So there is an issue with the screen stopping during DR where it eats inputs. So if you do a motion for a certain move and your opponent does DR, it can be possible that your move won't come out. Adding more frames of screen stopping would mean more inputs get dropped, and I don't want that.
    Perhaps change it so raw DR has some scaling on it so it isn't so punishing? At least you'll have either nerfed the reward or increased the risk.

    • @EvansGambitAtomicZangi
      @EvansGambitAtomicZangi 2 месяца назад

      Instead of screen pausing during Drive Rush, they could just slow the screen down to a pause. This won't eat inputs. Not sure whey they intentionally went about it this way. It's the same with super pause and ultra pause in SF4. One is a pause, the other is a slow.

  • @abusive_kindness
    @abusive_kindness 2 месяца назад +1

    We need Sakura or elena in sf6 would be cool to see our cac using their styles

  • @NexZu-
    @NexZu- 2 месяца назад +2

    Just give me Alex, $F6 needs that follow-up on the goat.

  • @jonathanmaldonado7913
    @jonathanmaldonado7913 2 месяца назад

    The change I want may be too big to add into the game, but I'd want the isms from Alpha 3 to return in SF6 but be reworked to revolve around drive consumption and usage instead of super.

  • @ZzigZaG00NIN
    @ZzigZaG00NIN 2 месяца назад

    I remember seeing a lot of easter eggs for world tour and thinking they were going to be in the story maybe for even just a little 😭

  • @Zades145
    @Zades145 2 месяца назад

    Agree with you on a lot but I think the drive rush issue is more complicated. Making it punish counter is an okay idea, but drive rushes are kinda of supposed to be ‘horizontal jumps’, the risk reward for the offender is supposed to be higher imo (esp since they have to spend bar). It’d be like making anti-airs combo for the whole cast, I think it neuters the option a little too much. The bigger problem imo is the inequity of drive rush from character to character. Nobody is complaining about Manon’s drive rush, for example. If you made checking a drive rush PC on hit, that would hurt her far more than it would say Deejay. It’s the inconsistency in checking drive rush that I think is the bigger issue like you point out. With anti-airs you often have upper body or full invincibility against aerials to prevent trading, and everyone’s jump arcs are quite similar. You can’t really do that with drive rush since you have to check it with regular buttons. But basically rolling the dice every time on which button you ‘should’ use to check the drive depending on distance kind of sucks, the constantly getting counter or even PUNISH countered on your own check is what turns it into a problem, you’re forced to just take the mix half the time bc messing up is so easy. I’d rather they just extend the hurtbox of characters drive rushing, so you’re a lot less likely to trade/whiff when attempting to check. I think that, on top of character specific nerfs (deejays damage HAS to go), are probably the best way to handle it without shaking up everything too much.

  • @marzblaq7267
    @marzblaq7267 2 месяца назад +1

    Listen I’m manifesting C.Viper so badly! I’ve been BEGGING for her since 5. 😭

  • @monkai666
    @monkai666 2 месяца назад +2

    2:49
    Tekken 8: WE KNOW, FLOORS AND WALLS GOT SUPER POWERS

    • @rooflemonger
      @rooflemonger  2 месяца назад +2

      yeah the tekken situation is a bit unfortunate lol