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I'd say it's more "heavy".
Everything feels like it comes out quick and responsive, but moves still feel a little slower, and more deliberate.
Basically, it feels like there's weight behind each move, making each impact feel more impactful.
World tour struggles badly and stutters at the starts of fights then remains at 30 fps, maybe less (i didnt have the counter on), controls are not as responsive as in Arcade (might be the lower fps) and background characters seem to be in a very noticeable lower fps during the innumerable pointless cutscenes.
I have a 3080ti and a rizen 5900x here hardware is not an issue, these graphics look ps3 gen, the Yakuza games have as similar style, look better and run way better (in the obsolete gpu i switched out a while a go even). This needs work
World Tour fights being locked to 30fps is a setting, that's for some reason turned on by default, you can toggle off
Yes. Reduce the quality to 720p and it'll run faster despite some blatant changes.
Locking it to 30fps and trying to play it on highest settings doesn't work for some people.
Ryu's crouched medium Kick for example went from a 21 Frame move to a 26 Frame move. They want people to be able to whiff punish more easily
Closer to Super Turbo than anything.
Block strings feel a bit more punishable now, so you can't be as aggressive.
Especially with drive impact.
I can see DI being randomly thrown out often on mid to lower levels of play.
Since SF6 uses DX12, you need to perform additional steps to make the game feel as responsive as possible; most of this was automatically done in SFV (DX11) by enabling fullscreen-exclusive vsync-off.
DX12 interacts with the Desktop Windows Manager (DWM) meaning any other processes can potentially interfere with smooth operation.
Compare this to Super SF II TURBO or SF IV. The controls are designed to forgive mistakes and allow a lot of reversals. Special and super move ques also suffer from frame locks. Idm drive impact as much as how the fighter that uses it 2nd ALWAYS wins the clash. Instant nonsense. And cutscence supers that aren't stop animations = problem in continuity. Another aspect that bogs down the flow of these battles. Also, that frame before jumping, the vulnerable frame, is complete nonsense. Play against Luke on lv8 and u'll see.
With the fact that Parry and Drive Impact exist, as well as the extra flashiness they put into some moves when you land a Punish Counter, this entirely checks out as the motivation, yeah.