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[Street Fighter 6: World Tour Game Mode] Overlapping Motion Inputs for Classic and/or Modern Controls discussion
So, as an intro to explain a little bit about my view on things, I'm not an avid Street Fighter fan, not am I good/consistent with Motion Inputs or general Fighting Game combos/juggling, but I greatly enjoy the aspect of watching and engaging in such games because it always looks so cool and fun to get hyped over. So, while I am inexperienced as many other people who're playing the game, I can still competently enough to play with the Classic Controls and perform most Motion Inputs 70-80% of the time.

If you want to skip to the main point of this post, just go ahead and scroll down to the Asterisk (*) to find out what I'm talking about.

That out of the way, I wanted to ask people about the World Tour Game Mode and how they felt about having their choice of moves being somewhat more restricted than what you'd expect.

Specifically, for those not as aware of the Mode if they don't wanna touch it or don't know what it is, when you're playing World Tour and you progress through the mode, it acts as a Story Mode campaign where you create your own character of particular size, shape, and design, allowing you to create your persona for the game, or the ugly/handsome avatar in the world to you and others whom you want to show off their prowess; with size, shape, and length of limbs affecting your Hit and Hurt Boxes for the character.

As you progress through the campaign, starting out being taught by a character named Luke who teaches you his fighting style which is rather simple to engage with making him a good starting point for the game, you'll come across many random events that correlate to your character's search of strength and the other characters surrounding you living their own lives. With each checkpoint or sub-mission you progress through in the game, you'll come across old and new fighting game characters who can not only teach you their Fighting Style, but their Fighting Techniques as well; the difference between the two being that the Fighting Style is the basic fighting kit that your character plays with- akin to the normal attacks in Super Smash Bros where they don't have any super high or special properties to their attacks for the most part but build a solid foundation that allows you to to start combos or poke your enemies out safely, whilst Fighting Techniques are the unique attacks that each character has that enable to perform uniquely-stat-ed special attacks that deal more damage than basic attacks, have unique properties such as being immortal to aerial attack or having 3 hits of Super Armour when charged up- just a bunch of fun ways to spide up your total arsenal of abilities and effects you can have on a character.

The only downside to this, is that Fighting Styles are fully grounded in the way a certain Fighting Game Character fights with their basic kit, meaning you can't change out specific attacks for better ones, and thus retain a good amount of weaknesses between each kit, whilst Fighting Techniques, while powerful, for some reason, can't overlap each other with inputs, even if the end-input is different.

* Now this brings me to the point of this discussion: As some know, on Classic Controls, most attacks with Motion Inputs like Quarter-Circle-Forward (Or Down-DownRight-Right) is a fairly simple input to perform, and certain kits in the game can allow you to perform that DI [Directional Input] with either a Kick or Punch attack. Of course, if you were to take two attacks on the same Punch button like Ryu's Hadouken or Marisa's Gladius, it wouldn't make sense for you to be able to perform both attacks at once, or randomly when you perform the input, so you can only choose one of these inputs over the other. Of course, because it's Classic Controls, you can attack with either Light, Medium, or Heavy Punches/Kicks, so each Technique has 3 variations to it that all have unique traits, some of which either acting faster on Light or slower and multi-hitting on heavier attacks, or even allowing you to feint the attack and bait it into another possible attack. The problem that I and other people have brought up, is that you can't use attacks of the same DI but different attack-inputs in World Tour i.e. punches and kicks. Characters like Cammy have two attacks that share the same DI, but are on two different buttons: Her Spiral Arrow which is a QCF Kick Input, and her Hooligan Combination which is a QCF Punch input. Despite these two attacks being available in her normal kit, when playing in World Tour, you can't use both while playing as your custom character.

I've heard that some people say this is due to Modern/PS4 & Xbox Controller players being limited to a single button-press to be able to perform said-techniques, but I wanted to hear y'alls opinion on possibly hoping to see a future update where the Game Mode fixes this small issue for Classic and Modern players.

Since I'm still new to the game, I'm learning the basics and other general techniques of the fighting game gameplay, including shortcuts to certain motion inputs, but I kinda wanted to try and learn certain Character's Fighting Styles AND Techniques on a custom Character to provide myself a bit more of a quiet but personal testing environment while maybe also adding in a bit of speciality to said-kits that might add random but fun/funny inputs to the kit once I got better at the base character.

Why don't I just do Combo Trials or just randomly fight in the Arcade mode? I feel as though Arcade mode can get a little bit too tense having set-HP, Defence, Attack, and other values where as World Tour gives me a bit more freedom to retry as I wish without stressing me out from fighting a frustrating character I'm having trouble with, plus giving me more defense to soak up attacks while enabling me to see what I'm doing wrong. Combo Trials I feel like are something that teaches you more about what the basics your character can perform to chain attacks and techniques, but don't go about doing a proper service of teaching you the best way to play a character and/or their kit as it is just teaching you how to hit people for longer and bigger damage. Being able to play with one of the in-game character's full kit +, I feel it would make the Game Mode a bit more worth playing as not only does unlocking a character's full kit take a while including sparring sessions and gradually fighting enemies with their kit to gain experience in it, but being able to practice the game as your favourite character without being barred as heavily would be more fun for replayability and overall exploration of the game and world as a whole.*

TL;DR: Should World Tour enable attacks with the same DI but different Attack Inputs on a custom character for Classic Controls?

Do any of you agree with this opinion or not? Any of you think people should be allowed to have 2 DI attacks on two different buttons on different attack buttons?
Last edited by FujiwaraTakuya; Jul 8, 2023 @ 1:55pm
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Showing 1-4 of 4 comments
PatrickBateman Jul 8, 2023 @ 1:42pm 
Skip to the * to read another novel lol
Ratch Jul 8, 2023 @ 1:42pm 
No one is reading all that. The answer's No, and nobody likes the WT setup for specials.
May I suggest checking the SF6 Discord or something, you DESPERATELY need someone to talk to.
Last edited by Ratch; Jul 8, 2023 @ 1:43pm
Asuterisuku Jul 8, 2023 @ 1:47pm 
I've said this on other threads, but I believe the reason you're not allowed to overlap motions is specifically to make one think about the utility of the tools that they're selecting. You can't pick Donkey Kick and Hadouken at the same time, but you can pick Donkey Kick and Sonic Boom and have the same kind - or probably more, even, with Perfect Booms included - utility.
Holografix Jul 8, 2023 @ 2:16pm 
Originally posted by Asuterisuku:
I've said this on other threads, but I believe the reason you're not allowed to overlap motions is specifically to make one think about the utility of the tools that they're selecting. You can't pick Donkey Kick and Hadouken at the same time, but you can pick Donkey Kick and Sonic Boom and have the same kind - or probably more, even, with Perfect Booms included - utility.
in Avatar battles, there are people who use Ken's Style with:
- Hadoken
- Flash Kick
- Yoga Teleport
- Zangief's SPD
- Cammy's air kick

and they're on Modern controls. So this means, there are very few normals used in the match. It's a battle of special moves only. People complaining that they cannot cosplay a character in totality, are missing out on the weirdness and point of World Tour's specials selection criteria.
Last edited by Holografix; Jul 8, 2023 @ 2:16pm
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Showing 1-4 of 4 comments
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Date Posted: Jul 8, 2023 @ 1:41pm
Posts: 4