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Players will optimize their characters and know what the best routes are, that’s inevitable in literally every FG. With more online guides and frame data being freely available, it’s easier to get to that point compared to a decade ago and beyond. That isn’t the same as everyone playing the exact same way. Play styles even differ by region, which is why tier lists vary across regions too. Tokido and Daigo have different Kens from Angry Bird. nobody plays Luke and Blanka like Mena does
That said, most anime fighters have air dashes, go check out Guilty Gear and such.
If your character doesn't have a good 2mk DR link they are automatically low tier.
I don't want to write a blog about WHY, but this argument was more true for SFV than SF6. Risk/Reward was more black and white and deviating from it basically meant you instant lost against decent players.
^^Nami could respond to the actual point and consider each game may have problems and upsides. There are things about Smash that are similar, concepts it shares, and ways it's different. Smash's air game is more varied and interesting, and leaves tons of room for improvisation and on the spot counterplay. There is no reason to refuse all comparison of concepts between games.
Anyway it's pretty obvious some games have a lot more space for artistic touch than others... not sure why it's so hard to discuss this very obvious thing sometimes.
That is not Street Fighter, Street Fighter is very grounded and methodical. You'll never see Lily flying further after eating a Shoryuken than Zangief because she's probably only a quarter of his weight. If you've figured out a combo you'll be able to do it with the same inputs at the same time most of the time, that's the nature of the beast, as it has been that way for 25+ years. So it almost sounds like more to me that you somewhat begrudge a traditional fighting game, for being a traditional fighting game.
Yeah....the games are pretty different. And Im not gonna act like they aren't, because I didn't say anything like that.
If you look closely your recent response sort of doesn't have anything to do with the actual topic and question I'm asking which is if sf6's mechanics/etc leave a significant lack of canvas to paint on or not.
First post kinda just seemed like passive insult so I didn't think it was worth responding to that.
You're free to lament the "lack of canvas" to paint on in SF6's airgame, but SF has never been a big air game, it's not an anime fighter like Guilty Gear or Melty Blood where you can keep your opponent in the air for prolonged periods of time. Instead your jump is a big and important commitment to make. That is by design, not by lack of vision.
I will however not budge on my assessment that your sentiment that everyone plays the comes from a lack of understanding, or even a lack of desire to understand rather than there being an objective truth to it. I can go against five different Ken players and find differences in their approach in all of them. Even if they all go for the same combo routes (they rarely do) you'll still find them making different choices in how often they commit to a DI, some are very careful about their drive gauge management while others will gladly burn themselves out at the drop of a hat. After getting knocked down some will respect the risk of the throw and try to tech it, others will just without hesitation EX Shoryuken frame 1 on wake-up every, single, time. And yet others will stick to the trusty jab spam.
If you think the only means of expressing yourself is in combos, that's a mistake on your end. Like several others have said, every single fighting game will have optimised combos that most anyone serious about the game will learn. And even then you'll still see differences in how players will choose to go for them. Some people severely fear the burnout so they'll instead opt for less drive gauge intensive combos while others figure that burnout is a problem for their future selves and will go for the highest damage option available to them even if it might put them at a disadvantage for the rest of the round. Similarly about whether or not they'll convert into a super depending or not they want to conserve that meter for the next round.
At the end of the day you're expressing yourself in a fight, even in the neutral. But even the largest canvas can seem small if you're making the broadest strokes with a comically large brush.
street fighter 6 is all about meter management, it's a tug of war between whose person uses better it's resources... and that's it. there's nothing else (at non-casual levels) at why you should search for player individuality in a game like this.
the system is more important than the characters. some characters need to be toned off in some parts of their toolkit, in order to compensate what the core mechanics of the game are giving to them for free, otherwise these characters' specific win condition, gets blurred between all of them, making the roster a big scale of greys.