Street Fighter™ 6

Street Fighter™ 6

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drive impact needs to go....
scrubs spam it and occasionally they get a lucky hit and it's mad annoying takes away that neutral and plus whenever I see a scrub spam It I just wait for it and counter it back. it just gets annoying after a while.

at least drive rush mechanics makes things more interesting imo and doesn't disrupt netural like drive impact does
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Showing 1-13 of 13 comments
Tr3m0r Apr 2 @ 2:26pm 
Wouldn't DI be viewed as a part of neutral and DR be what would be argued that disrupts neutral by making each character essentially be rush down capable? Genuinely just confused and not suggesting what im saying is correct.
Last edited by Tr3m0r; Apr 2 @ 2:26pm
Jirai Apr 2 @ 2:44pm 
no
Lysamus Apr 2 @ 3:08pm 
If you keep countering DI, one of two things will happen -> They'll stop DIing, or you'll win the set.

Either way, it's a self correcting problem.
when people complain about DI ruining neutral i just think "why are people using unsafe specials and heavy kicks against people that are already blocking"
DI catches me by surprise the first few times sure, but if they keep using it recklessly you just ♥♥♥♥♥♥♥ kill them for it.
Capcom will never remove core mechanics of an iteration of a game. SF7 might drop it / introduce something simpler; but, it won't change an iota for SF6. If it were going to change, it would have done so by now.

People need to understand that these AAA slop fighters no longer get developed "on the run" and/or from player feedback. At best, if a big game like SF6 tanked in initial sales, you might get a change-up in gameplay for the second "season" of its lifecycle. However, SF6 certainly did not fail in the sales department, and there is therefore no reason for Capcom to change anything with it -- as demonstrable by the persistently stagnant gameplay for what is going on two years now.

If you really want something different, petition it for SF7; and do it in earnest, as these games are developed forward by a number of years. For what SF6 was at launch, will be more or less what it is when support for it finally ends.
Last edited by Shoah Kahn; Apr 7 @ 12:19am
Ghost Apr 7 @ 3:20am 
Ibuki has a lot of target combos, to mix up her opponents during block strings, so i wonder how is she going to preform with DI, if they ever add her in.
If you think DI ruins neutral, you ain't got no neutral.
ZERO Apr 9 @ 6:23pm 
The whole point is the lower the skill gap as much as possible. Everything is this game, the entire drive gauge, modern controls, throw loops, the corner being more oppersive than ever. All of its designed to make little billy feel good when he does stupid stuff but still wins sometimes.

The developers know youre hooked. Youre easy money. They dont care about you. They didnt put this stuff in the game for you. They want to keep little billy hooked.
Eclisis Apr 9 @ 11:50pm 
Originally posted by ZERO:
The whole point is the lower the skill gap as much as possible. Everything is this game, the entire drive gauge, modern controls, throw loops, the corner being more oppersive than ever. All of its designed to make little billy feel good when he does stupid stuff but still wins sometimes.

The developers know youre hooked. Youre easy money. They dont care about you. They didnt put this stuff in the game for you. They want to keep little billy hooked.

Drive impact is there to prevent scrubs like you from spamming the same strings over and over again, git gud
Peddie Apr 10 @ 5:07am 
If you keep getting blown up by DI, repeatedly using DI is exactly what your opponent should be doing.
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