Street Fighter™ 6
Burnouts don't feel quite right
This is a rare time where I'm just offering my two cents, and I get whyit is as it is now but to me, burnout just feels wrong.

Having someone exhaust themselves to burnout to only then immediately perform a level 3 critical art feels generally inconsistent.

It was just a nagging feeling for me, but recently in two separate instances freinds watching me play expressed confusion and puzzlement when enemies woould perform their most powerful move while supposedly in a state of exhaustion.

The commentators seem to lend credence to the fact that burnout is a state of deep disadvantage and yet the reality of it is that it's more minor incovenience than anything and also brief to the point of triviality.

I'm sure my time with SF5 affects my thoughts here, but critical arts are such vital strategic assets - not having them be part of the strategic bar management - never having to choose between super charging common moves and having one large attack available, it feels less strategic and lacks a certain effortless rationality.

The kind of effortless rationality that lets an otherwise inexperienced observer immediately comprehend what they're seeing. This was a strength in SF5, though it lacked in other areas and I feel like SF6 would be served by putting more effort into having the game make sense to that inexperienced observer. It's what lends a feeling of 'honesty' that people seem to relish in fighting games with logical, evenly applied universe rules.

PS) maybe I'm alone, but I really miss stuns
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i almost forgot, some characters can sort of bypass burnout by having armored or parry moves.

namely, marisa's gladius and her guard stance, or zangiefs tundra storm(i know its a stretch), and his 5HP(has upper body armor).
Отредактировано Knowsome; 28 июн. 2024 г. в 7:58
Автор сообщения: Kanashi
i almost forgot, some characters can sort of bypass burnout by having armored or parry moves.

namely, marisa's gladius and her guard stance, or zangiefs tundra storm(i know its a stretch), and his 5HP(has upper body armor).
JPs Amnesia too.
I mean considering you lose access to the entire drive system which is a very important core mechanic, give your opponent free frames on block, and open yourself up to check mate scenarios against DI... It's a bit of a stretch to call it a minor inconvenience.

It's not uncommon for players who are much better at the game than I am to setup specific sequences to deliberately drain their opponents drive to limit their options.

I think an apt comparison would be getting put in a corner, if your opponent nails you with a wake up Level 3 super despite being in the corner you can't really say that being in the corner isn't a massive disadvantage. Your options are restricted, it's the same thing with burnout, you lose options.

Now there are certain characters that can still function relatively well in burnout, just as there are certain characters where burnout effectively cripples them. Outside of a few lunatics that somehow get powered up when they get burned out (NoahTheProdigy) most players really aren't too keen on being burned out.
Drive impact complaining is so 2023
r1ver (Заблокирован) 28 июн. 2024 г. в 17:17 
Автор сообщения: Snork
I thought these mechanics in every street fighter exist to play a supporting role to the core gameplay, but drive impact is so powerful that...

Yeah, stop right there.

DI is just a tool for surprise counter, especially when opponent is burnt out. It's very high risk and high reward. There's multiple ways to punish DI: DI back, throw, jump, use SA, or hit it 3 times and connect with a combo. It's just a "panic button" in lower ranks. Relying on DI too much always leads you to be punished or burnt out, which is your fault.

No need to try to be smart to talk about mechanics you don't fully understand, you just show your stupidity around this forum. Like I said, deal with it or leave it. Maybe come back to your beloved SF V and good luck finding a match there.
Отредактировано r1ver; 28 июн. 2024 г. в 17:17
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Дата создания: 27 июн. 2024 г. в 2:26
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